By using this site, you agree to our Privacy Policy and our Terms of Use. Close

I was bored and started looking through the patent information available at: http://www.uspto.gov/sitesearch.jsp

 

I found a couple interesting things, some of which have already been implemented, such as stuff related to 1 vs 100.  Here are the links to the interesting ones:

 

METHOD AND SYSTEM PROVIDING SPECTATOR INFORMATION FOR A MULTIMEDIA APPLICATION

Platform wide spectator mode?

A method and system for allowing spectators to experience multimedia information over a network generated by an online video game running on a participant's device comprises a participant system and a universal spectator client system. A participant may utilize a device to experience game play. Each spectator may also have an associated device, which may allow the spectator to receive multimedia information generated by the participant system over a network. A spectator may experience multimedia information generated by a participant regardless of whether the spectator has the same title installed on an associated device and regardless of whether the associated spectator device provides the same capabilities and functionality as the participant device.

 

Real-Time Sequential Game Play

A game may be executed that may provide game objects to a plurality of players such that a characteristic of the game objects for each of the plurality of players may be visible to other players. The game may also receive an arrangement for the game objects from each of the plurality of players. To begin play, the game may select a first player from the plurality of players. The game may then determine whether a first game object of the arrangement for the game objects of the selected first player may be playable. The first game object may then be removed from the game objects of the selected first player if the first game object may be playable.

 

PLATFORM INDEPENDENT ECOSYSTEM FOR CREATION, CONSUMPTION AND TRADE OF USER-GENERATED DIGITAL CONTENT

A platform (e.g. game console) and application (e.g. game title) independent ecosystem for the creation, consumption and trade of user generated digital content permits any application operating on any platform to participate in a market driven economy for user generated digital objects (UGDOs). The trading system is independent of (i.e. external to) all participating applications. A metadata attribution method for UGDOs in combination with heterogeneous application support through well-defined interfaces facilitates unlimited participation. Attributed metadata may be understood and consumed across platforms and applications. Flexible UGDO rights enforcement techniques in combination with a flexible fair exchange service for those rights support all manner of UGDOs and commercial transactions therefore. Participating application may provide rights enforcement in some instances. The nature of enforcement may rest on the nature of UGDO content, rights in UGDOs or author preferences. The trading system assures that all transactions in the UGDO economy are secure, fault tolerant and atomic, providing integrity and confidence in the UGDO economy.

 

SCHEDULED PROGRAMMATIC GAME CONTENT

Primetime stuff, 1 vs 100

Scheduled programmatic multiplayer game content in a console service is provided. A plurality of multiplayer game events is scheduled. Each event has a fixed start time and fixed end time. Requests from users to participate in event are received and a determination is made as to whether users electing to participate in the game are eligible to participate. If the user is eligible to participate in the game, instructions are provided to a console to allow the user to participate in the game. If the user is not eligible to participate in the game, instructions may be provided to a console to allow a user to view activity in the game.

 

Game Clan Matchmaking

Live wide clan support?

Various systems, methods, and computer readable instructions are disclosed herein for a video game clan matchmaking service. In an embodiment, a matchmaking service calculates the weighted skill level of all participating members of a clan, along with the preferences of that clan, to find a well-matched clan. The matchmaking service may collect the skill statistics data of various clans and all their members over a number of game sessions. In one embodiment, the service may calculate the weighted skill level of a clan based on the clan's statistics data and the statistics data of current participating members to determine a weighted skill level. The service may then use this weighted skill level, along with preferences, to match this clan with another clan that has similar skill level and preferences.

 

LIVE HOSTING TOOLSET

Primetime, 1vs 100

Tools available to a live host for interacting with player of a live broadcast game show. One tool set receives performance data associated with the featured player and the other players, displays to the live host the performance data associated with the featured player and the other players, and allows the live host to broadcast live audio to the featured player and the other players. Another tool set aggregates statistical information associated with the other players participating in the live broadcast game show into multiple categories and ranks the statistical information. Based on at least one category, one of the other players is selected to be the next featured player. The selection is broadcast to the other players.

 

MODIFYING ELECTRONIC GAMES BASED ON PREVIOUS GAME PLAY

Basically, re-runs or replays of previous games, and the ability to modify them.  Most likely for Primetime purposes.

Techniques are disclosed herein for hosting an electronic game over a network during a first scheduled time slot and then, during a later timeslot, hosting a rerun of the game in a way that provides a fresh user experience. The rerun is not simply a replaying of the game, but changes the game to keep the game fresh. However, because substantial portions of the software and data content that implement the game is re-used, a limited set of software and data content can be used for many reruns. Thus, the cost of providing fresh games is kept low.

 

GESTURE CONTROLLED GAME SCREEN NAVIGATION

A game controller, such as a microphone controller, incorporates motion sensors that are configured to detect gestures performed by a user of the game controller. The gestures can be used to navigate and perform actions in a graphic user interface that a game console employs to provide a consistent user experience when navigating to different media types available on the game console. In this way, the game controller avoids the need to use a separate gamepad-type controller to navigate the graphic user interface, while also avoiding the need to incorporate additional buttons. As a result, the sense of realism and the overall gaming experience may be enhanced.

 

ADAPTIVE LIVE COMMENTARY IN HOSTED GAME

Primetime stuff.

A live commentary experience is provided to a plurality of users participating in a multiplayer game hosted by a gaming service. A live output stream comprising live commentary on the game play is providing by a human being from the gaming service. A gaming device determines which of three types of commentary--pre-recorded game commentary, periodic commentary and live commentary from a human being--to provide to the user for a live commentary experience.

 

Contact Management in a Serverless Peer-to-Peer System

Systems and methods are described that facilitate the management of contact information, at least some of the contact information related to entities in a serverless, peer-to-peer system. A contact store may store information regarding which other entities of a plurality of other entities are authorized to monitor presence of a user entity. Presence of an entity may generally indicate the willingness and/or ability of the entity to communicate and/or collaborate with other entities, for example. The contact store may also store information regarding which other entities of the plurality of other entities the presence of which should be monitored by the system. A user entity may be able to add contacts to and/or delete contacts from the contact store, for example. The user entity may also be able to modify the contact store to modify which other entities are authorized to monitor presence of the user entity and/or which other entities the presence information of which should be monitored by the system, for example.

 

METHOD FOR VIRAL INVITES AS GAME AND DISCOVERY MECHANIC

A method and system are disclosed for methods of providing a gaming experience including an in-game viral invite mechanic. In accordance with the present system, inviting others to join in the playing of a game is an objective of the game itself. Thus, a user is encouraged by the game to invite his or her friends, who are in turn encouraged to invite their friends, etc., so that a game may cascade pyramid-fashion to a potentially huge viral fan-out.

 

Determining Relative Skills of Players

Trueskill++

There is a desire to provide a way to determine relative skills of players of games such as computer games, chess, tennis and any other suitable type of game. Our earlier Bayesian Scoring system is implemented in Xbox Live (trade mark) and is currently commercially available under the trade name TrueSkill (trade mark). Here we build on our earlier work and use a new method of computation to enable processing times to be significantly reduced. Message passing techniques are adapted to enable computation of updated skill beliefs to be obtained quickly even in the case of multiple teams of multiple players.

 

SYNCHRONIZING MULTIPLE USER REMOTE CONTENT PLAYBACK

Party mode video playback.

Playback of content downloaded or streamed from a network service is automatically synchronized for users at different client devices. Synchronization is achieved using user approved actions to perform during content playback. Each client device submits playback status to a server while the server generates and sends synchronization instructions for each client device. The synchronization instructions are based on user parameters and the difference in playback position between the users.

 

User-Powered Always Available Contextual Game Help

Platform wide game guide system.

A player encounters a challenge present in a video game without succeeding thereat and requests contextual help from a service by way of a guide. The guide gathers a current context of the game including the encountered challenge and calls to the service with the gathered current context for such contextual help. The service compiles a list of entries based on the gathered current context and returns the compiled list of entries to the guide. Each entry in the list has been authored by a player of the game and includes information purportedly relevant to succeeding at the encountered challenge as represented by the current context. The player receives the compiled list of entries from the service by way of the guide, reviews same, and resumes playing the game and in doing so employs the gathered information in an effort to succeed at the challenge

 

PROXY DIRECT 3-D DEVICE AND REMOTE RENDERING

Systems, methods and computer readable media are disclosed for an overlaying requester to send graphics commands to a game connected to the overlaying requester via a dummy graphics application programming interface (API) object that the game will render over normal game-play graphics. In addition to allowing the overlaying requester to send graphics commands to the game in general, the dummy graphics API object can also limit the extent of the interaction between the overlaying requester and the computerized gaming system.

 

INTELLIGENT OVER-TRANSMISSION OF MEDIA DATA SEGMENTS

An intelligent multi-sending of data stream segments is disclosed. One embodiment comprises monitoring one or more variable data transmission parameters, detecting one or more invariant media data segment parameters, assigning a value to the media data segment based upon the one or more invariant media data segment parameters and the one or more variable data transmission parameters, comparing the value to a threshold, and sending multiple copies of the media data segment over a network link to a media receiver if the value is above the threshold.