JP7596379B2 - ユーザ入力の機械学習予測を使用したレイテンシ補正 - Google Patents
ユーザ入力の機械学習予測を使用したレイテンシ補正 Download PDFInfo
- Publication number
- JP7596379B2 JP7596379B2 JP2022529084A JP2022529084A JP7596379B2 JP 7596379 B2 JP7596379 B2 JP 7596379B2 JP 2022529084 A JP2022529084 A JP 2022529084A JP 2022529084 A JP2022529084 A JP 2022529084A JP 7596379 B2 JP7596379 B2 JP 7596379B2
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- game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/86—Watching games played by other players
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N20/00—Machine learning
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/478—Supplemental services, e.g. displaying phone caller identification, shopping application
- H04N21/4781—Games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Signal Processing (AREA)
- Computer Networks & Wireless Communication (AREA)
- Theoretical Computer Science (AREA)
- Software Systems (AREA)
- Medical Informatics (AREA)
- Evolutionary Computation (AREA)
- Data Mining & Analysis (AREA)
- Computer Vision & Pattern Recognition (AREA)
- Physics & Mathematics (AREA)
- Computing Systems (AREA)
- General Engineering & Computer Science (AREA)
- General Physics & Mathematics (AREA)
- Mathematical Physics (AREA)
- Artificial Intelligence (AREA)
- User Interface Of Digital Computer (AREA)
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US16/688,833 US11717748B2 (en) | 2019-11-19 | 2019-11-19 | Latency compensation using machine-learned prediction of user input |
| US16/688,833 | 2019-11-19 | ||
| PCT/US2020/060504 WO2021101811A1 (en) | 2019-11-19 | 2020-11-13 | Latency compensation using machine-learned prediction of user input |
Publications (3)
| Publication Number | Publication Date |
|---|---|
| JP2023502243A JP2023502243A (ja) | 2023-01-23 |
| JP2023502243A5 JP2023502243A5 (https=) | 2023-11-20 |
| JP7596379B2 true JP7596379B2 (ja) | 2024-12-09 |
Family
ID=75909748
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| JP2022529084A Active JP7596379B2 (ja) | 2019-11-19 | 2020-11-13 | ユーザ入力の機械学習予測を使用したレイテンシ補正 |
Country Status (6)
| Country | Link |
|---|---|
| US (1) | US11717748B2 (https=) |
| EP (1) | EP4042342A4 (https=) |
| JP (1) | JP7596379B2 (https=) |
| KR (1) | KR102835443B1 (https=) |
| CN (1) | CN114730391A (https=) |
| WO (1) | WO2021101811A1 (https=) |
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| GB2588584B (en) * | 2019-10-17 | 2023-11-29 | Sony Interactive Entertainment Inc | User adaptation system and method |
| US11123639B2 (en) | 2019-11-18 | 2021-09-21 | Sony Interactive Entertainment Inc. | Server-based mechanics help determination from aggregated user data |
| JP6748281B1 (ja) * | 2019-12-10 | 2020-08-26 | 株式会社Cygames | サーバ、処理システム、処理方法及びプログラム |
| US11663039B2 (en) * | 2020-04-07 | 2023-05-30 | International Business Machines Corporation | Workload management using reinforcement learning |
| US11768945B2 (en) * | 2020-04-07 | 2023-09-26 | Allstate Insurance Company | Machine learning system for determining a security vulnerability in computer software |
| US20210406642A1 (en) * | 2020-06-30 | 2021-12-30 | Nvidia Corporation | Anomaly characterization using one or more neural networks |
| SG10202100950PA (en) * | 2021-01-28 | 2021-06-29 | Garena Online Private Ltd | A method for implementing multi-player games |
| JP7714672B2 (ja) | 2021-03-10 | 2025-07-29 | バンジー, インコーポレイテッド | クライアント-サーバネットワーキングのためのコントローラ状態管理 |
| CN115243771A (zh) * | 2021-08-13 | 2022-10-25 | 许磊 | 一种用于游戏的免下载运行方法及平台 |
| US11930247B2 (en) * | 2021-10-13 | 2024-03-12 | Rovi Guides, Inc. | System and method for selection of supplemental content according to skip likelihood |
| KR20230056452A (ko) | 2021-10-20 | 2023-04-27 | 삼성전자주식회사 | 디스플레이 장치 및 그 동작 방법 |
| US12388889B2 (en) * | 2021-10-27 | 2025-08-12 | Nvidia Corporation | Augmenting multimedia streaming by anticipating events using artificial intelligence |
| US20230186121A1 (en) * | 2021-12-10 | 2023-06-15 | International Business Machines Corporation | Computer optimization of task performance through dynamic sensing |
| JP7441207B2 (ja) * | 2021-12-21 | 2024-02-29 | 任天堂株式会社 | 情報処理システム、プログラム、情報処理装置、および情報処理方法 |
| US12250150B2 (en) * | 2021-12-28 | 2025-03-11 | International Business Machines Corporation | AI-based compensation of resource constrained communication |
| US12300221B2 (en) * | 2022-05-28 | 2025-05-13 | Sony Interactiveentertainment Inc. | Methods for examining game context for determining a user's voice commands |
| US12361160B2 (en) | 2022-08-03 | 2025-07-15 | Sony Interactive Entertainment Inc. | Tunable filtering of voice-related components from motion sensor |
| US12115441B2 (en) * | 2022-08-03 | 2024-10-15 | Sony Interactive Entertainment Inc. | Fidelity of motion sensor signal by filtering voice and haptic components |
| US12572622B2 (en) * | 2022-10-06 | 2026-03-10 | Zscaler, Inc. | Identifying incorrect labels and improving label correction for machine learning (ML) for security |
| US12482449B2 (en) * | 2023-01-04 | 2025-11-25 | Wispr AI, Inc. | Systems and methods for using silent speech in a user interaction system |
| CN118286687A (zh) * | 2023-01-05 | 2024-07-05 | 竞舞娱乐私人有限公司 | 用于在电子游戏设备上模拟视频游戏环境的设备和方法 |
| JP2024107785A (ja) * | 2023-01-30 | 2024-08-09 | 日本電信電話株式会社 | 映像送信システム |
| GB2629189A (en) * | 2023-04-20 | 2024-10-23 | Sony Interactive Entertainment Inc | Content interaction system and method |
| US12521627B2 (en) | 2023-06-09 | 2026-01-13 | Sony Interactive Entertainment Inc. | Indirect video game context determination based on game I/O |
| US20250010199A1 (en) * | 2023-07-06 | 2025-01-09 | Sony Interactive Entertainment Inc. | Timed input/action release |
| US12521625B2 (en) | 2023-07-06 | 2026-01-13 | Sony Interactive Entertainment Inc. | Inference window for gesture input |
| US20250010207A1 (en) * | 2023-07-07 | 2025-01-09 | Sony Interactive Entertainment Inc. | Method for churn detection in a simulation |
| US12496529B2 (en) | 2023-07-07 | 2025-12-16 | Sony Interactive Entertainment Inc. | Method for personalizing a video game trophy |
| GB2631748A (en) * | 2023-07-12 | 2025-01-15 | Rebellion Group Ltd | Method of updating a game state, client terminal system, and server |
| US12491436B2 (en) | 2023-07-31 | 2025-12-09 | Sony Interactive Entertainment Inc. | Virtual assistant for game discovery |
| GB2632830A (en) * | 2023-08-22 | 2025-02-26 | Sony Interactive Entertainment Europe Ltd | Orientation aware smart input correction |
| GB2632846A (en) * | 2023-08-23 | 2025-02-26 | Sony Interactive Entertainment Europe Ltd | Method of interacting with a video game system |
| US20250128170A1 (en) * | 2023-10-18 | 2025-04-24 | Sony Interactive Entertainment Inc. | Systems and Methods for Supporting Team-Based Video Game Play |
| US20250140241A1 (en) | 2023-10-30 | 2025-05-01 | Reflex Technologies, Inc. | Apparatus and method for speech processing using a densely connected hybrid neural network |
| CN117707346B (zh) * | 2023-12-25 | 2024-07-12 | 深圳尚睿博科技有限公司 | 一种电竞键盘及其交互控制方法 |
| US20250242232A1 (en) * | 2024-01-25 | 2025-07-31 | Sony Interactive Entertainment Inc. | Systems and methods for electronic game control and game controller configurations with emg sensing |
| CN120640194B (zh) * | 2025-08-12 | 2025-10-28 | 深圳市海瑞泰克电子有限公司 | 一种蓝牙音箱智能调控方法、系统和蓝牙音箱 |
Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2010022492A (ja) | 2008-07-16 | 2010-02-04 | Namco Bandai Games Inc | プログラム、情報記憶媒体、及び、ゲーム機 |
| JP2013084175A (ja) | 2011-10-12 | 2013-05-09 | Sony Corp | 情報処理装置、情報処理方法、及びプログラム |
| JP2015212920A (ja) | 2014-04-16 | 2015-11-26 | 俊介 山内 | 先行画像生成プログラム、仮想マシーン制御プログラムおよびコンピュータ可読記憶媒体 |
| WO2019075132A1 (en) | 2017-10-11 | 2019-04-18 | Lake Schaal Gary | FLEXIBLE COMPUTER-BASED GAME BASED ON AUTOMATIC LEARNING |
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| US6475090B2 (en) | 2001-03-29 | 2002-11-05 | Koninklijke Philips Electronics N.V. | Compensating for network latency in a multi-player game |
| US9511289B2 (en) | 2009-07-10 | 2016-12-06 | Valve Corporation | Player biofeedback for dynamically controlling a video game state |
| US20140365412A1 (en) * | 2012-02-01 | 2014-12-11 | Yosef Mizrachi | Method and system for improving prediction in online gaming |
| KR20160058117A (ko) * | 2013-09-18 | 2016-05-24 | 텍추얼 랩스 컴퍼니 | 미래 사용자 입력을 예측한 상태 변화에 관한 정보를 사용하는 사용자 입력에 대한 반응을 제공하는 시스템 및 방법 |
| US10552752B2 (en) * | 2015-11-02 | 2020-02-04 | Microsoft Technology Licensing, Llc | Predictive controller for applications |
| US9907253B2 (en) * | 2016-06-02 | 2018-03-06 | Monsanto Technology Llc | Soybean variety 01058513 |
| US10514799B2 (en) * | 2016-09-08 | 2019-12-24 | Google Llc | Deep machine learning to perform touch motion prediction |
| US10449440B2 (en) * | 2017-06-30 | 2019-10-22 | Electronic Arts Inc. | Interactive voice-controlled companion application for a video game |
| US10773168B2 (en) * | 2018-04-02 | 2020-09-15 | Google Llc | Temporary game control by user simulation following loss of active control |
| US10918941B2 (en) * | 2019-03-27 | 2021-02-16 | Electronic Arts Inc. | Predictive execution of distributed game engines |
-
2019
- 2019-11-19 US US16/688,833 patent/US11717748B2/en active Active
-
2020
- 2020-11-13 JP JP2022529084A patent/JP7596379B2/ja active Active
- 2020-11-13 WO PCT/US2020/060504 patent/WO2021101811A1/en not_active Ceased
- 2020-11-13 EP EP20889262.0A patent/EP4042342A4/en active Pending
- 2020-11-13 CN CN202080079891.8A patent/CN114730391A/zh active Pending
- 2020-11-13 KR KR1020227016566A patent/KR102835443B1/ko active Active
Patent Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2010022492A (ja) | 2008-07-16 | 2010-02-04 | Namco Bandai Games Inc | プログラム、情報記憶媒体、及び、ゲーム機 |
| JP2013084175A (ja) | 2011-10-12 | 2013-05-09 | Sony Corp | 情報処理装置、情報処理方法、及びプログラム |
| JP2015212920A (ja) | 2014-04-16 | 2015-11-26 | 俊介 山内 | 先行画像生成プログラム、仮想マシーン制御プログラムおよびコンピュータ可読記憶媒体 |
| WO2019075132A1 (en) | 2017-10-11 | 2019-04-18 | Lake Schaal Gary | FLEXIBLE COMPUTER-BASED GAME BASED ON AUTOMATIC LEARNING |
Also Published As
| Publication number | Publication date |
|---|---|
| KR102835443B1 (ko) | 2025-07-18 |
| KR20220097907A (ko) | 2022-07-08 |
| EP4042342A4 (en) | 2024-03-06 |
| US20210146241A1 (en) | 2021-05-20 |
| JP2023502243A (ja) | 2023-01-23 |
| WO2021101811A1 (en) | 2021-05-27 |
| US11717748B2 (en) | 2023-08-08 |
| EP4042342A1 (en) | 2022-08-17 |
| CN114730391A (zh) | 2022-07-08 |
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