CN103002960A - 游戏空间中用户信息的放置 - Google Patents

游戏空间中用户信息的放置 Download PDF

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CN103002960A
CN103002960A CN2011800343044A CN201180034304A CN103002960A CN 103002960 A CN103002960 A CN 103002960A CN 2011800343044 A CN2011800343044 A CN 2011800343044A CN 201180034304 A CN201180034304 A CN 201180034304A CN 103002960 A CN103002960 A CN 103002960A
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game
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CN103002960B (zh
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G.维辛
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Sony Interactive Entertainment LLC
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    • AHUMAN NECESSITIES
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
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    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field

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Abstract

公开了游戏内标签的生成、关联和显示。这样的标签对单人游戏和多人游戏两者引入了社区参与的额外维度。通过这样的标签,授予玩家通过其它玩家(包括顶级玩家)已生成的并放置在游戏空间内的特定坐标处和/或特定事件情境中的经过筛选的文本消息和图像以及音频剪辑而通信。当前描述的游戏内标签和关联用户生成的内容进一步允许基于与游戏的搜索相关的标记。

Description

游戏空间中用户信息的放置
技术领域
本发明大体上涉及互动游戏。更具体地,本申请涉及用户生成的内容的放置以协助互动游戏的用户。
背景技术
处理能力和图形质量的改善已经导致越发复杂的互动游戏环境。例如,
Figure BDA00002726480000011
第三代的RSX图形处理器允许在创建下一代实时3D成像中的图形表达的自由度。与索尼电脑娱乐公司的Cell宽带引擎TM架构协同工作,RSX处理器显现的图形在品质和真实性上是无与伦比的。
反过来说,越发复杂的游戏环境已经导致故事情节、游戏目标、使命和任务以及与游戏化身相关的能力更复杂。因此,甚至对老练的游戏玩家来说,互动游戏已变得更具有挑战性。然而,如果游戏变得过于具有挑战性,则游戏玩家可能由于受挫而放弃将来的游戏。
为了帮助游戏玩家在各种互动游戏中克服障碍或实现目标,各种内容提供商开始出版游戏杂志。这些杂志向游戏玩家提供告诉读者/游戏玩家去哪里和做什么以便于“赢得”这个游戏或获得最高的可能得分的“攻略”。还可以在这些游戏杂志中描述关于特殊动作或化身能力的暗示或提示。
虽然这些杂志可以提供信息,但是其遭受一些缺点。如果杂志并非由官方来源(例如,游戏开发者的官方合作伙伴)出版,则杂志可能会遗漏重要信息。在一些情况下,非官方杂志可能发布错误信息。错误信息还可能源自于在发布互动游戏标题的同时仓促完成并出版这些杂志以允许同步购买的趋势-即使杂志由官方来源出版。
游戏玩家还可能在游戏过程期间发现“复活节彩蛋”或其它秘密。由于一些游戏设计工程师是在杂志出版社不知情的情况下“插进”这些复活节彩蛋,所以这些秘密可能甚至不是官方杂志的一部分。许多互动游戏还允许创建游戏开发者起初可能未设想到的特殊动作。因此,这些特殊动作不是游戏杂志(官方或以其他方式)的一部分,因为其开发是在杂志和关联游戏已进入市场后才发生。
一旦出版游戏杂志,不倾向于出版后续版本。后续更新版本的缺乏可以促进可能对游戏玩家隐瞒的信息。直到大量游戏玩家玩过互动游戏为止,独特游戏情况或情形可能不会显而易见。这些情况和情形可能未在游戏杂志中处理,从而使游戏玩家对其如何可以妥善处理所述情况和情形不知所措。
相比之下,因特网提供信息的无休止发布和再发布的机会。尽管(存在)无休止发布机会,但是因特网上的网站通常是分散而无组织的。在一些情况下,因为游戏开发者可能希望游戏玩家购买“收费”的官方杂志而非访问免费的在线网站,所以不存在“官方网站”。此外,一个网站可能对一个特定游戏情况提供一个解决方案,而另一网站可能对另一情况提供解决方案。为了让游戏玩家获得特定互动游戏的完整“攻略”,用户可能不得不访问因特网上的多个网站。因为这些网站倾向于是“非官方的”,所以在这些网站上显示的信息的准确度或精确度通常存在问题。
前文提及的现有技术解决方案的进一步不足是此信息(无论来源、完整性或品质如何)是缺乏情景相关的信息。一些游戏环境包括游戏的多种“幕”或“级别”;这些场景或级别通常包括多种附属“场景”或“阶段”。例如,基于登陆日军事攻击的游戏可能涉及四个场景:穿过英吉利海峡;向奥马哈海滩推进;夺取滩头的炮兵阵地;和保全法国乡村中的众多军事目标。与在穿过英吉利海峡时如何最佳地调遣LCM登陆艇有关的游戏建议对于当前需要如何最佳地在巴约邻近城镇的空袭后建筑中开展逐屋搜索的建议的游戏玩家而言没有价值。如果定位情景相称的游戏建议没有使得“激烈战斗”中的游戏玩家混乱,那么可能是耗时的。
前文提及的现有技术游戏建议解决方案还缺乏信息的实时提供。许多现今的互动游戏是难以置信真实的、高强度动作仿真的,诸如来自索尼电脑娱乐美国公司的战鹰(Warhawk)。游戏玩家通常会发现其自身在关于游戏的“区域”中。如果游戏玩家不断被迫中断游戏(例如,“暂停”游戏)以便于浏览游戏杂志的页面或点击因特网上的各种内容的页面,则游戏玩家将很快地发现自身失去他们的节奏。在这样复杂的游戏环境中,无论在中断期间已经获取的任何暗示或信息如何,节奏的丧失可能不利于继续游戏。
许多游戏也是基于网络或社区的,具有位于全国或全世界的多位玩家。这样的游戏可以实时发生。在这些游戏的某些中,通过“暂停”功能的游戏的中断可能不是像单人游戏环境中可用的选项。因为游戏环境不可能同时对于一位游戏玩家处于超时/暂停状态而对所有其它游戏玩家却实时继续,所以游戏玩家可能被迫退出特定网络游戏。
虽然一些基于网络或社区的游戏可以允许“暂停”或其它“超时”特征,但是这样做可能不利于玩家调用中断。例如,在一些游戏中,其它游戏玩家可以通过获得有价值的目标或达到游戏环境内的目标而继续推进通过所述环境。在其它游戏中,竞争和非暂停玩家可以定位其自身以在他们重新进入游戏环境时对“暂停”游戏玩家采取报复动作。例如,因为“暂停”玩家不能在暂停状态时观察游戏环境中的事件或对其做出反应,所以非暂停玩家可以在战斗环境中潜行到“暂停”玩家身后并近距离刺杀“暂停”玩家。
在本技术领域中,无论特定互动游戏标题何时发布,需要游戏建议都是完整而最新的。此外,需要游戏建议是普遍的并且游戏玩家易于访问。还进一步需要当这样的信息在最需要的时候,游戏建议是情景相称并且实时提供的。
发明内容
本发明的实施例提供用于放置用户生成的内容以协助互动游戏的用户的系统和方法。
本发明的第一个要求的实施例包括用于管理用户生成的游戏建议的方法。接收使用虚拟坐标系统的、游戏空间内的位置的指示。位置对应于游戏建议的显现的期望。游戏建议从用户接收并通过使用虚拟坐标系统而指派到游戏建议之前希望识别的游戏空间内的位置。然后,使用虚拟坐标系统在游戏空间内的相同位置,在后续游戏期间显示游戏建议,以关于游戏的当前内容相称的方式显示该游戏建议。
本发明的进一步要求的实施例包括在其上实施程序的计算机可读存储介质。该程序可由计算机执行以进行如上所述的方法。
在第三个要求的实施例中,描述用于管理用户生成的游戏建议的系统。该系统包括:内容提交引擎,用于通过网络接收游戏建议;和虚拟坐标系统引擎,用于将游戏建议指派到游戏空间内的特定位置。情境引擎识别游戏期间的事件的情境。该事件的情境对应于与所述游戏空间内的所述特定位置相关的游戏建议。显示引擎显示与由所述情境引擎识别的所述事件的情境对应的游戏建议并在由所述虚拟坐标系统识别的所述事件的位置处显示游戏建议。
附图说明
图1图示了用于放置用户生成的内容以协助互动游戏的用户的示例性系统。
图2图示了用于使用游戏内标签的用户生成的游戏建议的接收和后续显示的示例性方法。
图3图示了包括用户生成的内容的游戏空间。
具体实施方式
本发明允许游戏内标签的生成、关联和显示。这样的标签对单人游戏和多人游戏两者引入了社区参与的额外维度。通过这样的标签,玩家能够通过其它游戏玩家(包括顶级玩家)已生成并放置在游戏空间内的特定坐标处和/或在特定事件的情境中的筛选后的文本消息和图像以及音频剪辑而通信。目前描述的游戏内标签和相关用户生成的内容还允许基于关于游戏的基于标签的搜索。
在此情境中,通篇识别的要素是示例性的并且可以包括它们的各种替代物、等效物或衍生物。可以利用硬件、软件和计算机可执行指令的各种组合。程序模块和引擎可以包括例行程序、程序、对象、组件和数据结构,其在由处理器(其可以是通用的或专用的)执行时完成特定任务的表现。存储在计算机可读存储介质中的计算机可执行指令和相关数据结构表示用于执行方法的步骤和/或实现此处公开的特定系统配置的编程装置的示例。
图1示出了用于放置用户生成的内容以协助互动游戏的用户的示例性系统100。图1的系统100包括内容提交引擎110、内容数据库120、虚拟空间坐标(VSC)引擎130、游戏事件和情境引擎140以及匹配/显示引擎150。虽然在图1的内容中描述各种引擎和数据库,但是本发明的实施例可以在单个内容管理引擎或数据库中提供这些引擎和数据库的每个或特定一个的功能。
系统100可以在诸如因特网之类的网络环境、专有通信环境或两者的组合中实现。在一个示例中,系统100是网络的集成组件。系统100(或其组件)可以利用如在本技术领域中熟知的任何数量的网络接口而与网络环境通信。这样的接口的示例包括1000BASE-T以太网端口或IEEE802.11b/g网络WiFi接口。
系统100可以在专用于管理用户生成的内容(包括各种数据库的维护)的诸如服务器之类的计算装置中实现。替代地,系统100可以在主控(host)多个应用(诸如社区维护、允许进入和网络游戏数据分布)的计算装置中实现。系统100可以专用于单一网络游戏、一类游戏或任何数量的完全不具有特定关系的游戏。
系统100还可以在分布式对等式(peer-to-peer)环境中实现。在这样的实现中,可以由环境中的一组计算装置管理特定的应用和/或职责。
各种引擎可以通过来自游戏社区中有任务分配的(tasked)服务器的推送(push)操作而分布到用户(例如,特定游戏玩家或通用游戏网络中的用户)的社区。替代地,各种引擎可以实施在还包括特定游戏应用的计算机可读存储介质(例如,磁盘)中。分布式应用和引擎可以经由一组对等体而直接通信或可以由管理服务器管理。
内容提交引擎110可执行以允许用户通过网络与系统100通信,用于游戏内标签的生成和用户生成的内容的对应提交。游戏内标签包括由用户在游戏期间放置的自定义信息并且可包括文本消息、网页链接、图像、音频或视频剪辑和用户配置信息。游戏内标签依赖于虚拟空间坐标,其受虚拟空间坐标引擎130管理并且下文中会更详细描述,允许关于将指派到游戏内标签的游戏空间的一致位置信息。
内容提交引擎110的执行可以生成用于允许用户与系统100互动的用户接口。该接口允许用户将用户生成的信息指派到游戏空间内的特定虚拟空间坐标(VSC)和对应标签。该接口具体允许分配如可能同期地或先前已存储在内容数据库120中的用户生成的内容。
在游戏期间,用户可以穿过游戏环境的特定部分,诸如如图3所示的特定通道。在已玩过特定游戏多次后,用户可以相信其具有特别有用的信息提供给相同游戏的其它玩家,诸如关于进入通道的敌人的警告或穿过通道并移动到后续游戏环境中的最佳路线。用户可能希望与其它游戏玩家分享所述信息。
通过按下与游戏结合使用的控制装置上的特定按钮(或按钮的组合),将标签指派到游戏空间中的特定地点。预想指派标签的其它方法包括,在利用基于运动或手势识别控制的那些游戏中的基于手势的指派。音频命令可以类似地用来在利用声音命令或具有声音识别能力(例如,“放下标签”或“指派标签”)的那些游戏中指派标签。
游戏空间中的特定地点具有VSC,其在游戏中等同于全球定位系统位置。通过VSC的使用以及如关于VSC引擎130进一步描述的那样,特定标签将一致地与游戏空间的该部分关联。无论何时另一游戏玩家(或相同的游戏玩家)在标签已经指派之后经过该VSC,都将使得所述标签和内容数据库120中的任何对应信息对检查和研究可访问。
内容提交引擎110允许用户将用户生成的信息指派到在游戏空间中“放下”的标签。难以(如果有可能的话)在游戏过程期间提供详细的信息、暗示或其它数据。提交引擎110提供允许在游戏结束后随意输入信息的接口环境。提交引擎110提供在游戏期间放下或指派的所有标签的游戏后列表或允许用户提供将要存储在内容数据库120中或从内容数据库120中检索的信息的相关集合的方式。
通过由提交引擎110所生成的接口,用户可以提供与关于游戏环境的信息有关的详细文本消息。所述内容可以进一步包括对与游戏有关的网页的链接,其进一步提供有关信息或与即将来临的竞标赛、宗派和讨论组有关的信息。标签还可能与和游戏有关且可能被证明有用(诸如地图)或受关注(诸如“射杀”)的截图或其他图像相关。标签还可以被指派到由用户生成并且可能提供游戏的特定部分的“重放”或关于游戏的口头指导的音频和视频剪辑。提供标签和对应用户信息的用户的配置信息也可以与标签相关。
游戏信息的输入可以是文本的,其中用户输入游戏建议的书面描述(例如,如图3所示的“小心这个家伙”或“通过这扇门”)。文本输入可以通过由耦接到游戏平台的游戏控制器操控的虚拟键盘而发生。反过来,游戏平台经由网络而耦接到系统100。游戏建议的提交可以是可听的并且通过向USB麦克风耳机讲话提供。游戏建议提交的组合也在本发明的范围内(例如,具有可听叙述的视频剪辑)。
在一些实施例中,提交引擎110允许用户在游戏的结束之后回溯游戏并生成标签。一些游戏可能是如此激烈以使得生成纯粹标签的行为都可能干扰到最佳游戏。在这样的游戏中,因为游戏将跟踪在游戏期间环境的哪些部分被访问和哪些没有被访问,所以用户可以在游戏结束后执行该引擎110并且“回溯”它们的步骤。然后,用户可以使用VCS系统和与之关联的信息而将标签指派到游戏空间的特定部分。
游戏建议的提交还可以是情境有关的。因为许多游戏是动态的,尤其是第一人称射击类游戏,所以取决于游戏智能所生成的特定情节,在游戏的一个回合期间在特定环境中遭遇的特定情节(例如,特定敌人)可能与在完全相同的游戏空间中的后续遭遇明显不同。在这样的示例中,在引起指示游戏建议的标签的事件尚未迫近时将所述标签提供给后续用户可能令人分心并且实际上使得有效游戏逊色。
游戏事件和情境引擎140可以追踪这些特定的微妙事件,并且结合匹配和显示引擎150,确保仅显示情境有关的标签。可以通过内容提交引擎110自动显示与情境有关的信息。替代地,用户可以在信息提供过程期间识别具体情境地具体限制。
为了避免不一致的命名协议且否则该不一致的命名协议可能使得情境敏感的游戏建议的呈现复杂化,内容提交引擎110可以指示:全部在类别“奥马哈海滩”的目录下而非一系列用户生成的标题(诸如“猛攻海滩”、“奥马哈”、“第二章”及其他)下提供与在二战战斗模拟中猛攻奥马哈海滩有关的暗示。关于提供命名协议,内容提交引擎110可以结合游戏事件和情境引擎140而工作。
提交引擎110还可以允许游戏建议的用户校正或注释。例如,先前的用户可能提供与接近特定武器有关的信息,但是错误地识别所述特定武器或提供一些其它情境不相称的信息。接收情境不相称的信息的后续用户(或多位用户)可以识别到错误或所述信息可能会在游戏的后续阶段或区中得到较好呈现(或简单地改正其它小错误)。后续用户可以提出由负责游戏建议的品质保证的实体检查游戏建议的提交和/或情境的投诉或建议。
内容数据库120管理通过内容提交引擎110提交的用户生成的游戏建议。内容数据库120可以管理由用户提交的游戏建议、游戏标题、所述建议的性质、所述建议的日期、大小和内容(例如,视频、音频、文本、内容组合)、情境等等。内容数据库120可以包括可以由系统100显示的非用户生成的游戏建议(例如,来自游戏出版商的预备游戏建议)。
内容数据库120可以存储通过内容提交引擎110生成的接口接收的所有游戏建议。替代地,特定游戏建议可能随时间或在发生特定事件时失效。例如,数据库120可以仅保存前100名的游戏建议提交(如此处进一步详细描述的那样)。一旦游戏建议的特定示例降至前100名阈值以下,所述特定示例就可以从数据库120删除。失效可能是暂时的,从而从数据库120中移除在特定时间段内未被访问的游戏建议的示例。游戏建议的示例还可以在已提交给系统100后的预定天数从游戏建议数据库120中移除。
系统100可以包括排名引擎(未示出)以管理存储在内容数据库120中的游戏建议的排名。如在共同待决的专利公开U.S.2010-0041475A1号“Real-Time,Contextual Display of Ranked,User-Generated Game PlayAdvice”和U.S.2009-0063463A1号“Ranking of User-Generated Game PlayAdvice”(每个公开都通过引用并入于此)中描述的那样,当接收新游戏建议时,排名引擎可以将默认排名指派到游戏建议的新示例。可以利用能够区别用户生成的游戏建议示例的任何成规(rubric)衡量这个默认排名和任何其它排名(包括因用户反馈而生成的排名)。结合反馈引擎和可选加权引擎(两者均在前文提及的公开中描述),可以更容易识别如由用户社区所裁定的游戏建议的认知品质。
如上所述,虚拟空间坐标引擎130对于特定游戏空间来说作为全球定位系统来操作。取决于游戏环境的特定布局,VCS引擎130可以识别游戏空间的X、Y和(如果有的话)Z坐标。然后,游戏空间中的此坐标与游戏内标签的个别示例关联,从而在相同游戏空间中与它们最初被指派时一致地提供所述标签。因为可能以其他方式被利用的更加普遍的描述(诸如“门边的过道”、“在海滩上”或“级别II”)可以不提供显现有用游戏建议所要求的特定性,所以VCS引擎130不仅提供信息的一致呈现,而且提供精确的呈现。VCS引擎130可以与有关于对特定游戏标题而显现和追踪用户信息的信息结合而操作且可以因此无需知道任何特定游戏标题。
可以将与VCS数据有关的信息提供给内容提交引擎110以允许生成内容并与游戏内标签匹配。类似地,可以向内容数据库120提供来自引擎130的VCS数据以允许通过匹配和显示引擎150来正确检索和显示用户内容和游戏内标签。还可以由游戏事件和情境引擎140使用VCS数据来面对提交引擎和匹配/显示引擎150而将正确的游戏情景指派给标签和关联内容。
游戏事件和情境引擎140负责在游戏的相称情境中提供游戏建议,从而由匹配和显示引擎150相称地显示所述游戏建议。内容提交引擎110允许借助于游戏内标签来注释游戏的相称情境。游戏事件和情境引擎140可以识别对游戏建议相称的游戏的情境。例如,没有要求战术游戏的威胁、障碍或其它遭遇地在胡同中行走不太可能授权暗示或建议的需要。伴随着德军的重机枪火力、海滩上的障碍及地雷,在登陆日向诺曼底海滩推进以及来自英吉利海峡的推进部队和装备将明显要求快速和战略的思考。在此示例中,与匹配和显示引擎150结合,游戏事件和情境引擎140将识别提供游戏建议的标签是相称的并将所述标签信息反馈给显示引擎150,从而可以显示所述标签并最终在数据库120中访问内容。
游戏开发者可以做出关于特定任务或级别是否将提供特定挑战从而使建议得到保证的初始决定。可以对情境引擎140编程以与这样的决定对应。此外,游戏开发者可以允许在游戏开发者提供自身默认的游戏建议的那些情境中引入用户生成的游戏建议;类似地,可以将这些要点引入到情境引擎140中。游戏开发者也可以在网络游戏中研究关于识别瓶颈或其他区域的游戏反馈,其中特定障碍可能被证明为在实际游戏实现中比在预先发布的测试过程期间的障碍更具挑战性。游戏开发者可以通过网络向情境引擎140发布更新,其允许发布后用户建议的引入。然后,提交引擎110可以访问情境引擎140以允许用户提供此信息。这些要点可以是关于级别、障碍、事件、敌人等等。
如关于提交引擎110所述的,情境引擎140可以识别与目标、挑战或敌人以及作为整体的级别或阶段有关的游戏的特定要点。可以关于目标或敌人地标记游戏代码或其它元数据,并且当由游戏系统或处理装置执行游戏代码时可以由情境引擎140识别这些标记。这些标记或元数据可能限于允许游戏建议的输入。例如,在二战模拟中,玩家可能穿越战场。无任何敌人出现的所述战场不能保证游戏建议的需要—提交或提供所述游戏建议。稍后在相同游戏环境(所述战场)中,坦克可能进入场景并向玩家开火。随着坦克的引入,现在可以保证提供或接收游戏建议。为了坦克出现在场景中将要求执行与坦克有关的代码。可以由前述元数据标记或识别用于由游戏平台引入并智能控制坦克的代码。一旦由情境引擎140识别被标记的代码或元数据,用户可以提供建议或接收建议。
在这点上,不仅情境引擎140负责识别用户可以提供建议的游戏要点或示例,而且提供建议的那些示例是相称的。例如,在前文提及的胡同示例中,不存在挑战因此使得由系统引入建议是不相称或没必要的。如果狙击手突然向游戏玩家开火,则如何对付狙击手的建议对于让用户考虑是相称的。情境引擎140可以根据加载与狙击手有关的标记代码的游戏平台而识别提供与狙击手有关的信息是相称的。关于遭遇目标等可以发生建议的类似提供。情境引擎140可能限于游戏建议显示引擎150以允许该建议的及时和情境相称的显示。
游戏建议显示引擎150配置为允许经由游戏内标签和VCS数据而最终显示用户生成的游戏建议。这个建议的显示可以进一步依据由排名引擎所生成的排名结果并进一步考虑由情境引擎140所作出的确定。游戏建议显示引擎150从游戏建议数据库120和具有由排名引擎所确定的排名游戏建议的排名数据库(如果有的话)获取信息(建议),并且依据来自引擎130的VCS数据以及情境引擎140的决定(该决定与特定游戏内标签和游戏的方面有关的建议的显示是相称)而显示游戏建议(或使游戏建议可用)。
通过结合情境引擎140来工作,显示引擎150可以显示最高排名信息,但是只在最相称的情境中才这样做。例如,尽管用户提供先前在相同VCS坐标处遭遇特定敌人的信息,但是当用户未遭遇所述敌人时,显示关于特定敌人的信息可能是不相称的。
显示引擎150可以利用异步编程语言以向对用户社区显示的排名后的游戏建议提供实时(或者基本接近实时的)更新。因此,显示引擎150可以利用关于确定显示哪些游戏内标签的游戏建议的阶梯排名。在这样的实施例中,将最高品质建议呈现为排在梯顶部的建议。在一些实施例中,与给定标签对应的建议的特定布置可以受控于用户或系统偏好,诸如用户搜索的或识别为用户期待的特定标签。
例如,在游戏期间,用户可能一致地体验使用特定武器(例如,狙击步枪)的困难。在游戏前,用户寻求建议可以通过对应搜索引擎或其它接口,通知系统100仅想要与狙击步枪的使用有关的那些游戏内标签和对应建议。以此方式,用户不被与手榴弹、手枪和火箭筒的使用有关的数据淹没--用户可能对全部武器相当熟悉并且不需要全部武器的建议。
可以与来自特定用户或特定宗派的建议相关地使用标签的类似搜索和筛选。此信息可以源自于在标签和建议生成期间提供的配置信息。在一些示例中,提供游戏建议的用户可以对有限数量的用户限制该建议的可访问性。希望访问来自特定提供用户(particular providing user)的建议的用户可能需要在游戏内标签访问前识别,或者相反,提供指示他们被授权访问由特定用户所生成的游戏内标签和对应建议的密码或某种记号。
显示引擎150可以在现实世界虚拟环境和/或第一或第三人称化身的情境中显示建议。经由如图3所示的游戏内标签可以清楚地提供游戏建议。还可以通过借助标签提供的一系列超链接而提供游戏建议。尤其在合并全动态视频或静态图像的游戏建议的情境中,也可以利用图形图像。在音频显现的建议的情况下,对音频文件的链接可以是相称的。可以由显示引擎150和情景引擎140管理向用户社区提供游戏建议的所有前述方式(并依据所指派的默认或反馈控制的排名)。
图2示出了用于使用游戏内标签的用户生成的游戏建议的接收和后续显示的示例性方法200。图2中识别的步骤(及其次序)是示例性的并且可以包括其各种替代、组合、等同或衍生,包括但不受限于其执行的次序。图2的过程步骤(及其各种替代)可以以包括计算机可读存储介质(例如,光盘、存储卡或硬盘)的硬件或包括可由计算设备的处理器执行的指令的软件具体实施。
在步骤210中,经由由提交引擎110生成的接口而从社区中的用户接收用户生成的游戏建议。当在步骤210中接收到用户生成的建议时,由如在图1的情境中所描述的那样,系统100处理所述建议并将其存储在游戏建议数据库120中。还可以指派各种排名。
在步骤220中,或通过用户提交所述建议或通过情境引擎140,将与标签相关的用户生成的游戏建议指派到特定情境,并且使用VCS坐标而与给定标签匹配。在一些示例下,情境引擎140可以控制用户指派到所述建议的可用情境。在其它示例中,情境引擎140可以做出与建议的具体情境有关的决定。
接着是后续游戏(230),相同或不同游戏玩家可以穿过特定游戏空间。在步骤240处,可以借助于VCS坐标识别先前生成的标签(即,标签与在在游戏空间中的此特定场所处的某个特定游戏建议有关地存在)。然后,在步骤250中识别游戏事件的情境。因情境引擎140和显示引擎150的联合操作而发生识别步骤250并且该识别步骤250可能与如在步骤230情境中发生的游戏建议的初始情境的识别类似(但是在图2中不以其它方式)。一旦特定情境在环境中被识别并且对应于特定VCS,然后就识别与所述特定情境有关的建议。在步骤260处,结合显示引擎150而显现所述建议。建议显示可以考虑用户排名和/或用户定义的搜索标签或其它限制。
图2的方法200可以使用异步编程语言实时(或基本上实时)操作。通过异步语言的使用,可以与数据库持续交换少量数据,从而无需响应于每次用户互动而重新加载整个用户接口。在这样的实施例中,XMLHttpRequest对象可以例如用来从如图1引用的数据库120中提取最近地、情境地、本地地相关的游戏建议。可以由存储在系统100的各种数据库中的元数据或头数据反映排名、用户反馈、情境与游戏建议之间的关系。因此,随着接收反馈并计算新排名,可以更新游戏建议排名和情境决定。
在图2中显示的信息的更新也可以受控于预定计划而操作。例如,排名引擎可以以五分钟间隔(或如可以由系统管理员确定的任何其它时间周期)经由用户反馈更新排名。可以发生关于情境的类似更新。一旦更新因定期计划的排名操作而完成,新更新的信息就可以立即推送到显示引擎150以结合相称的VCS坐标和情境而对用户社区显示。更新的信息还可以对响应于用户请求或询问的访问可用。
虽然已经参考示例性实施例描述本发明,但是本领域技术人员将明白,可以做出各种改变并且可以对其要素可以替代等同,而不背离本发明的真实精神和范围。可以利用各种替代系统来实现此处描述的各种方法学并且可以使用各种方法来实现来自前述系统的特定结果。

Claims (12)

1.一种用于管理用户生成的游戏建议的方法,所述方法包括:
使用虚拟坐标系统接收游戏空间内的位置的指示,所述位置与用于游戏建议的显现的期望对应;
从用户接收游戏建议;
通过使用虚拟坐标系统而将所述游戏建议指派到在之前识别为游戏建议的期望的游戏空间内的位置;和
使用所述虚拟坐标系统而在所述游戏空间内的相同位置处在后续游戏期间显示游戏建议,以关于游戏的当前情境相称的方式显示所述游戏建议。
2.如权利要求1所述的方法,其中在三维虚拟环境中显示新游戏建议。
3.如权利要求2所述的方法,其中所述虚拟坐标系统使用X、Y和Z坐标。
4.如权利要求1所述的方法,其中所述游戏建议是文本的。
5.如权利要求1所述的方法,其中所述游戏建议是可视的。
6.如权利要求1所述的方法,其中所述游戏建议是可听的。
7.如权利要求1所述的方法,其中显示所述游戏建议包括所有可用游戏建议的排名的考虑,且其中在所述位置处和在相称情境内仅显示特定排名的游戏建议。
8.一种用于管理用户生成的游戏建议的系统,所述系统包括:
内容提交引擎,用于通过网络接收游戏建议;
虚拟坐标系统引擎,用于将所述游戏建议指派到游戏空间内的特定位置;
情境引擎,识别游戏期间内的事件的情境,且其中所述事件的情境对应于与所述游戏空间内的所述特定位置关联的游戏建议;和
显示引擎,配置为显示与由所述情境引擎识别的所述事件的情境对应并且位于如由所述虚拟坐标系统识别的所述事件的位置处的游戏建议。
9.如权利要求8所述的系统,进一步包括排名引擎,尽管有所述事件的情境和所述事件的位置,但是所述排名引擎仍影响由所述显示引擎显示的所述游戏建议。
10.如权利要求9所述的系统,进一步包括反馈引擎,从用户社区接收与由所述显示引擎显示的所述游戏建议的品质有关的反馈,其中所述反馈引擎和所述排名引擎操作以依据从所述用户社区接收的所述反馈而将新排名分配到所述游戏建议,随后由所述显示引擎依据所述新排名显示所述游戏建议。
11.如权利要求8所述的系统,其中所述显示引擎使用异步编程语言操作,以依据关于游戏的情境的最近决定而持续更新所显示的游戏建议提交。
12.一种计算机可读存储介质,在其上实施由处理器可执行的程序,用于管理用户生成的游戏建议,所述方法包括:
使用虚拟坐标系统接收游戏空间内的位置的指示,所述位置与显现游戏建议的期望对应;
从用户接收游戏建议;
通过使用虚拟坐标系统而将所述游戏建议指派到在之前识别为游戏建议的期望的游戏空间内的位置;和
使用所述虚拟坐标系统而在所述游戏空间内的相同位置处在后续游戏期间显示游戏建议,以关于游戏的当前情境相称的方式显示所述游戏建议。
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