TW201440856A - Remote control of a first user's gameplay by a second user - Google Patents

Remote control of a first user's gameplay by a second user Download PDF

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Publication number
TW201440856A
TW201440856A TW102147624A TW102147624A TW201440856A TW 201440856 A TW201440856 A TW 201440856A TW 102147624 A TW102147624 A TW 102147624A TW 102147624 A TW102147624 A TW 102147624A TW 201440856 A TW201440856 A TW 201440856A
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user
gameplay
game
video
social
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TW102147624A
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Chinese (zh)
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TWI564062B (en
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Victor Octav Suba Miura
David Perry
Philippe Dias
Kelvin Yong
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Sony Comp Entertainment Us
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Priority claimed from US13/831,178 external-priority patent/US9352226B2/en
Priority claimed from US13/831,190 external-priority patent/US9364743B2/en
Priority claimed from US13/839,382 external-priority patent/US9345966B2/en
Application filed by Sony Comp Entertainment Us filed Critical Sony Comp Entertainment Us
Publication of TW201440856A publication Critical patent/TW201440856A/en
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Publication of TWI564062B publication Critical patent/TWI564062B/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/88Mini-games executed independently while main games are being loaded
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/60Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/60Generating 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
    • A63F13/67Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/60Generating 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
    • A63F13/69Generating 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 by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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 details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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 details of game servers
    • A63F2300/57Features 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 details of game servers details of game services offered to the player

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Security & Cryptography (AREA)
  • Business, Economics & Management (AREA)
  • Signal Processing (AREA)
  • General Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • Software Systems (AREA)
  • General Engineering & Computer Science (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)
  • Information Transfer Between Computers (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
  • Display Devices Of Pinball Game Machines (AREA)
  • Pinball Game Machines (AREA)
  • Processing Or Creating Images (AREA)
  • Details Of Television Systems (AREA)
  • Selective Calling Equipment (AREA)

Abstract

A method for providing remote control of a user's gameplay is provided. A live video feed of a first user's gameplay is presented to a remote second user. A request to transition control of the first user's gameplay to the second user is processed. Control of the first user's gameplay by the second user is initiated.

Description

第二使用者對第一使用者之遊戲玩法的遠端控制 Remote control of the first user's gameplay by the second user

本發明係關於用於基於所記錄之遊戲玩法來自動產生所建議的小遊戲、基於所記錄之遊戲玩法來產生用於雲遊戲的多部分小遊戲、將所記錄之遊戲玩法分享至社交圖譜以及由第二使用者遠端控制第一使用者之遊戲玩法的方法及系統。 The present invention relates to automatically generating a suggested mini-game based on recorded gameplay, generating a multi-part mini-game for a cloud game based on the recorded gameplay, sharing the recorded gameplay to a social graph, and A method and system for controlling a gameplay of a first user by a second user remotely.

視訊遊戲行業在過去多年內發生了許多變化。隨著計算能力增強,視訊遊戲開發者同樣已經開發出利用此等計算能力提高的遊戲軟體。為此,視訊遊戲開發者一直在編碼併入複雜操作及數學運算的遊戲以產生非常真實的遊戲體驗。 The video game industry has undergone many changes over the years. As computing power has increased, video game developers have also developed game software that leverages these computing powers. To this end, video game developers have been coding games that incorporate complex operations and mathematical operations to produce a very real gaming experience.

實例性遊戲平臺可為Sony Playstation®、Sony Playstation2®(PS2)以及Sony Playstation3®(PS3),其每一者以遊戲控制臺之形式來出售。如吾人所熟知,遊戲控制臺經設計以連接至監視器(通常為電視機)且藉由手持型控制器來達成使用者交互。遊戲控制臺經設計為具有專用處理硬體,包括CPU、用於處理密集圖形操作之圖形合成器、用於執行幾何形狀變換之向量單元以及其他膠合硬體、固體及軟體。遊戲控制臺進一步經設計為具有光碟託盤,其用於接納遊戲光碟來藉由遊戲控制臺在本地玩遊戲。線上遊戲亦為可能的,其中一使用者能夠經由網際網路與其他使用者交互地對賽或一起玩。隨著遊戲複雜性 持續引起玩家之興趣,遊戲及硬體製造商已持續創新以達成額外交互性及電腦程式。 Example game platforms are available for Sony Playstation®, Sony Playstation 2® (PS2), and Sony Playstation 3® (PS3), each of which is sold as a game console. As is well known to us, the game console is designed to connect to a monitor (typically a television) and to achieve user interaction with a handheld controller. The game console is designed to have dedicated processing hardware, including CPUs, graphics synthesizers for processing intensive graphics operations, vector elements for performing geometric transformations, and other glued hardware, solids, and software. The game console is further designed to have a disc tray for receiving game discs to play games locally through the game console. Online games are also possible, where a user can play or play with other users interactively via the Internet. With the complexity of the game Continued to be of interest to players, gaming and hardware manufacturers have continued to innovate to achieve additional interactivity and computer programs.

電腦遊戲行業之發展趨勢為開發增加使用者與遊戲系統之間的交互的遊戲。达成交互性較強之體驗的一種方式為使用無線遊戲控制器,由遊戲系統跟蹤其動作以便跟蹤玩家之動作且使用此等動作作為遊戲之輸入。一般而言,示意動作輸入指代使例如計算系統、視訊遊戲控制臺、智慧設備等電子裝置對由玩家做出的且由該電子裝置俘獲之某種示意動作做出反應。 The trend in the computer game industry is to develop games that increase the interaction between the user and the gaming system. One way to achieve an interactive experience is to use a wireless game controller that tracks its actions by the game system to track the player's actions and use these actions as input to the game. In general, gesture input refers to causing an electronic device, such as a computing system, video game console, smart device, or the like, to react to certain gestures made by the player and captured by the electronic device.

該行業之另一個發展趨勢涉及開發基於雲的遊戲系統。此類系統可包括遠端處理伺服器,其執行遊戲應用程式且與本地瘦用戶端通信,該本地瘦用戶端能夠經配置以接收來自使用者之輸入且在顯示器上顯現視訊。 Another development in the industry involves the development of cloud-based gaming systems. Such a system can include a remote processing server that executes a gaming application and communicates with a local thin client that can be configured to receive input from a user and visualize the video on the display.

正是在此情境中產生了本發明之實施例。 It is in this context that embodiments of the invention have been created.

本發明之實施例提供用於基於所記錄之遊戲玩法來自動產生所建議的小遊戲、基於所記錄之遊戲玩法來產生用於雲遊戲的多部分小遊戲、將所記錄之遊戲玩法分享至社交圖譜以及由第二使用者遠端控制第一使用者之遊戲玩法的方法及系統。應瞭解,本發明可按許多方式來實施,例如進程、設備、系統、裝置或位於電腦可讀媒體上之方法。下文描述本發明之若干發明性實施例。 Embodiments of the present invention provide for automatically generating a suggested mini-game based on recorded gameplay, generating a multi-part mini-game for a cloud game based on the recorded gameplay, and sharing the recorded gameplay to a social A map and a method and system for controlling a first user's gameplay by a second user remotely. It will be appreciated that the present invention can be implemented in many ways, such as a process, a device, a system, a device, or a method on a computer readable medium. Several inventive embodiments of the invention are described below.

在一實施例中,提供一種用於產生視訊遊戲之試玩受限版本的方法,其包括以下方法操作:記錄視訊遊戲之完整版本的使用者之遊戲玩法;分析該用戶之所記錄遊戲玩法以判定感興趣區域;基於所判定之感興趣區域界定視訊遊戲之遊戲玩法情境內的邊界;以及基於所界定之邊界來產生視訊遊戲之受限版本;其中該方法由處理器執行。 In one embodiment, a method for generating a trial limited version of a video game is provided, the method comprising the steps of: recording a gameplay of a user of a full version of the video game; analyzing the recorded gameplay of the user Determining a region of interest; defining a boundary within the gameplay of the video game based on the determined region of interest; and generating a restricted version of the video game based on the defined boundary; wherein the method is performed by the processor.

在另一實施例中,提供一種用於產生視訊遊戲之試玩受限版本的 方法,其包括以下方法操作:記錄視訊遊戲之完整版本的使用者之遊戲玩法;分析該用戶之所記錄遊戲玩法以判定一或多個感興趣區域;呈現該感興趣區域中之每一者以供選擇;接收指示所選擇之感興趣區域的選擇輸入;針對所選擇之感興趣區域,基於所選擇之感興趣區域界定視訊遊戲之遊戲玩法情境內的邊界;以及基於所界定之邊界來產生視訊遊戲之受限版本;其中該方法由處理器執行。 In another embodiment, a trial limited version for generating a video game is provided. A method comprising the steps of: recording a gameplay of a user of a full version of a video game; analyzing the recorded gameplay of the user to determine one or more regions of interest; presenting each of the regions of interest Selecting; receiving a selection input indicating the selected region of interest; defining, for the selected region of interest, a boundary within the gameplay context of the video game based on the selected region of interest; and generating a video based on the defined boundary A restricted version of the game; wherein the method is performed by a processor.

在另一實施例中,提供一種用於產生視訊遊戲之試玩受限版本的方法,其包括以下方法操作:記錄視訊遊戲之完整版本的使用者之遊戲玩法,其中記錄使用者之遊戲玩法包括記錄使用者輸入資料或遊戲狀態資料中之一或多者;分析該用戶之所記錄遊戲玩法以判定一或多個感興趣區域,其中基於與一或多個臨限值之對應來自動識別每一感興趣區域;呈現該感興趣區域中之每一者以供選擇;接收指示所選擇之感興趣區域的選擇輸入;針對所選擇之感興趣區域,基於所選擇之感興趣區域界定視訊遊戲之遊戲玩法情境內的邊界;基於所界定之邊界來產生視訊遊戲之受限版本;其中該方法由處理器執行。 In another embodiment, a method for generating a trial limited version of a video game is provided, the method comprising the steps of: recording a user's gameplay of a full version of the video game, wherein recording the user's gameplay includes Recording one or more of user input data or game status data; analyzing the recorded gameplay of the user to determine one or more regions of interest, wherein each of the regions is automatically identified based on the correspondence with one or more thresholds a region of interest; presenting each of the regions of interest for selection; receiving a selection input indicating the selected region of interest; defining a video game based on the selected region of interest for the selected region of interest The game plays the boundary within the corpus; generates a restricted version of the video game based on the defined boundaries; wherein the method is performed by the processor.

在一實施例中,提供一種用於產生視訊遊戲之試玩受限版本的方法,其包括以下方法操作:記錄視訊遊戲之完整版本的使用者之遊戲玩法;判定該用戶之所記錄遊戲玩法的多個使用者自定義部分;針對每一使用者自定義部分,基於使用者自定義部分界定視訊遊戲之遊戲玩法情境內的邊界,且基於所界定之邊界來產生視訊遊戲之試玩部分;將視訊遊戲之試玩部分中的每一者佈置成系列以界定視訊遊戲之受限版本;其中該方法由處理器執行。 In one embodiment, a method for generating a trial limited version of a video game is provided, the method comprising the steps of: recording a gameplay of a user of a full version of the video game; determining the recorded gameplay of the user a plurality of user-defined portions; for each user-defined portion, defining a boundary of the gameplay of the video game based on the user-defined portion, and generating a trial portion of the video game based on the defined boundary; Each of the demo portions of the video game is arranged in a series to define a restricted version of the video game; wherein the method is performed by the processor.

在另一實施例中,提供一種上面包括有程式指令的有形電腦可讀媒體,該程式指令用於產生視訊遊戲之試玩受限版本,該程式指令包括以下各項:用於記錄視訊遊戲之完整版本之使用者之遊戲玩法的程式指令;用於判定該用戶之所記錄遊戲玩法之複數個使用者自定義部 分的程式指令;用於針對每一使用者自定義部分而基於使用者自定義部分界定視訊遊戲之遊戲玩法情境內的邊界且基於所界定之邊界來產生視訊遊戲之試玩部分的程式指令;用於將視訊遊戲之試玩部分中的每一者佈置成系列以界定視訊遊戲之受限版本的程式指令。 In another embodiment, a tangible computer readable medium having program instructions for generating a trial limited version of a video game is provided, the program instructions including the following: for recording a video game a program instruction for a full version of the user's gameplay; a plurality of user-defined portions for determining the recorded gameplay of the user a program instruction for dividing the boundary of the gameplay of the video game based on the user-defined portion for each user-defined portion and generating a trial portion of the video game based on the defined boundary; Program instructions for arranging each of the demo portions of the video game into a series to define a restricted version of the video game.

在另一實施例中,提供一種系統,其包括以下各項:至少一個伺服器計算裝置,該至少一個伺服器計算裝置具有用於產生視訊遊戲之試玩受限版本的邏輯,該邏輯包括:用於記錄視訊遊戲之完整版本之使用者之遊戲玩法的邏輯;用於判定該用戶之所記錄遊戲玩法之複數個使用者自定義部分的邏輯;用於針對每一使用者自定義部分而基於使用者自定義部分界定視訊遊戲之遊戲玩法情境內的邊界且基於所界定的邊界來產生視訊遊戲之試玩部分的邏輯;用於將視訊遊戲之試玩部分中的每一者佈置成系列以界定視訊遊戲之受限版本的邏輯。 In another embodiment, a system is provided comprising: at least one server computing device having logic for generating a trial-limited version of a video game, the logic comprising: Logic for playing the gameplay of the user of the full version of the video game; logic for determining a plurality of user-defined portions of the recorded gameplay of the user; based on each user-defined portion The user-defined portion defines a boundary of the gameplay of the video game and generates logic for the demo portion of the video game based on the defined boundary; for arranging each of the demo portions of the video game into a series The logic that defines the restricted version of a video game.

在一實施例中,提供一種用於將所記錄之遊戲玩法分享至社交圖譜的方法,其包括以下方法操作:在遊戲玩法會話之活動狀態期間記錄使用者之遊戲玩法之視訊;在遊戲玩法會話之活動狀態期間接收用以起始共用操作的命令;回應於接收到該命令,進入遊戲玩法會話之暫停狀態且呈現分享介面;處理經由分享介面接收的輸入以判定對所記錄之視訊的使用者自定義選擇;將對所記錄之視訊的使用者自定義選擇分享至使用者之社交圖譜;恢復遊戲玩法會話之活動狀態;其中該方法由處理器執行。 In one embodiment, a method for sharing recorded gameplay to a social graph is provided, the method comprising the steps of: recording video of a user's gameplay during an active state of a gameplay session; in a gameplay session Receiving a command to initiate a shared operation during the active state; in response to receiving the command, entering a pause state of the gameplay session and presenting a sharing interface; processing the input received via the sharing interface to determine the user of the recorded video Customizing the selection; sharing the user-defined selection of the recorded video to the user's social profile; restoring the active state of the gameplay session; wherein the method is performed by the processor.

在另一實施例中,提供一種用於將所記錄之遊戲玩法分享至社交圖譜的方法,其包括以下方法操作:在遊戲玩法會話之活動狀態期間記錄使用者之遊戲玩法之視訊;在遊戲玩法會話之活動狀態期間接收用以起始共用操作的命令;回應於接收到該命令,判定對所記錄之視訊的使用者自定義選擇;將對所記錄之視訊的使用者自定義選擇分享至使用者之社交圖譜;其中該方法由處理器執行。 In another embodiment, a method for sharing recorded gameplay to a social graph is provided, the method comprising the steps of: recording a video of a user's gameplay during an active state of the gameplay session; Receiving a command to initiate a shared operation during the active state of the session; in response to receiving the command, determining a user-defined selection for the recorded video; sharing the user-defined selection of the recorded video to use Social graph of the person; wherein the method is performed by the processor.

在另一實施例中,提供一種上面定義有程式指令的穩定式電腦可讀媒體,該程式指令用於將所記錄之遊戲玩法分享至社交圖譜。該程式指令包括:用於在遊戲玩法會話之活動狀態期間記錄使用者之遊戲玩法之視訊的程式指令;用於在遊戲玩法會話之活動狀態期間接收用以起始共用操作之命令的程式指令;用於回應於接收到該命令而判定對所記錄之視訊的使用者自定義選擇的程式指令;用於將對所記錄之視訊的使用者自定義選擇分享至使用者之社交圖譜的程式指令。 In another embodiment, a stable computer readable medium having program instructions defined thereon for sharing recorded gameplay to a social graph is provided. The program instructions include: program instructions for recording video of a user's gameplay during an active state of the gameplay session; program instructions for receiving a command to initiate a shared operation during an active state of the gameplay session; A program instruction for determining a user-defined selection of the recorded video in response to receiving the command; a program instruction for sharing a user-defined selection of the recorded video to the user's social graph.

在一實施例中,提供一種用於提供對使用者之遊戲玩法之遠端控制的方法,該方法包括以下方法操作:向遠端第二使用者呈現第一使用者之遊戲玩法的現場視訊饋送;處理用以將對第一使用者之遊戲玩法的控制轉移給第二使用者的請求;起始第二使用者對第一使用者之遊戲玩法的控制;其中該方法由至少一個處理器執行。 In one embodiment, a method for providing remote control of a user's gameplay is provided, the method comprising the method of presenting a live video feed of a first user's gameplay to a remote second user Processing a request to transfer control of the first user's gameplay to the second user; initiating control of the first user's gameplay by the second user; wherein the method is performed by at least one processor .

在另一實施例中,提供一種用於提供多玩家遊戲玩法的方法,其包括以下方法操作:向遠端第二使用者呈現第一使用者之遊戲玩法會話的現場視訊饋送;處理對第二使用者加入第一使用者之遊戲玩法會話的請求;在第一使用者之遊戲玩法會話中由第二使用者起始遊戲玩法;其中該方法由至少一個處理器執行。 In another embodiment, a method for providing multi-player gameplay is provided, the method comprising the steps of: presenting a live video feed of a first user's gameplay session to a remote second user; processing the second a user's request to join the first user's gameplay session; the second user initiates the gameplay in the first user's gameplay session; wherein the method is performed by at least one processor.

在另一實施例中,提供一種上面包括有程式指令的穩定式電腦可讀媒體,該程式指令用於提供對使用者之遊戲玩法之遠端控制,該程式指令包括:用於向遠端第二使用者呈現第一使用者之遊戲玩法之現場視訊饋送的程式指令;用於處理用以將對第一使用者之遊戲玩法之控制轉移給第二使用者的請求的程式指令;用於起始第二使用者對第一使用者之遊戲玩法的控制的程式指令。 In another embodiment, a stable computer readable medium including program instructions for providing remote control of a user's gameplay is provided, the program instructions including: for remotely a program instruction for presenting a live video feed of the first user's gameplay; a program instruction for processing a request to transfer control of the first user's gameplay to the second user; A program instruction that begins control of the first user's gameplay by the second user.

本發明之其他態樣將自以下詳細描述中變得顯而易見,該詳細描述為結合隨附圖式而作,以實例方式說明本發明之原理。 Other aspects of the invention will be apparent from the description of the appended claims.

100‧‧‧顯示器 100‧‧‧ display

101‧‧‧用戶端 101‧‧‧ Client

102‧‧‧網路 102‧‧‧Network

104‧‧‧雲遊戲伺服器 104‧‧‧Cloud Game Server

106‧‧‧顯示器 106‧‧‧ display

108‧‧‧顯示器 108‧‧‧ display

110‧‧‧顯示器 110‧‧‧ display

200‧‧‧使用者 200‧‧‧Users

202‧‧‧控制器 202‧‧‧ Controller

204‧‧‧瘦遊戲用戶端 204‧‧‧Skin game client

206‧‧‧顯示器 206‧‧‧ display

208‧‧‧網路 208‧‧‧Network

210‧‧‧雲遊戲服務 210‧‧‧Cloud Game Service

212‧‧‧視訊遊戲庫 212‧‧‧Video Game Library

214‧‧‧主機 214‧‧‧Host

216‧‧‧虛擬機 216‧‧‧ virtual machine

218‧‧‧視訊遊戲應用程式 218‧‧‧ video game application

220‧‧‧第一代控制臺 220‧‧‧First generation console

222‧‧‧第二代控制臺 222‧‧‧ second generation console

224‧‧‧第三代控制臺 224‧‧ Third Generation Console

226‧‧‧用戶端 226‧‧‧User

228‧‧‧遊戲標題 228‧‧‧ Game title

230‧‧‧遊戲標題 230‧‧‧ Game title

232‧‧‧遊戲標題 232‧‧‧ Game title

234‧‧‧遊戲標題 234‧‧‧ Game title

236‧‧‧第一代控制臺庫 236‧‧‧First generation console library

238‧‧‧第二代控制臺庫 238‧‧‧Second generation console library

240‧‧‧第三代控制臺庫 240‧‧‧ third generation console library

300‧‧‧介面 300‧‧‧ interface

302‧‧‧插圖或圖示 302‧‧‧Illustration or illustration

304‧‧‧插圖或圖示 304‧‧‧Illustration or illustration

306‧‧‧插圖或圖示 306‧‧‧Illustrations or illustrations

308‧‧‧插圖或圖示 308‧‧‧Illustration or illustration

310‧‧‧插圖或圖示 310‧‧‧Illustration or illustration

312‧‧‧插圖或圖示 312‧‧ illustrations or illustrations

314‧‧‧方法操作 314‧‧‧ Method operation

316‧‧‧方法操作 316‧‧‧ method operation

318‧‧‧方法操作 318‧‧‧ Method operation

320‧‧‧方法操作 320‧‧‧ Method operation

322‧‧‧方法操作 322‧‧‧ Method operation

324‧‧‧方法操作 324‧‧‧ Method operation

326‧‧‧方法操作 326‧‧‧ Method operation

328‧‧‧方法操作 328‧‧‧ Method operation

400‧‧‧部分 400‧‧‧ Section

402‧‧‧場景 402‧‧‧Scenario

404‧‧‧遊戲玩法時線 404‧‧‧ game play time line

410‧‧‧裝置 410‧‧‧ device

411‧‧‧觸摸屏 411‧‧‧ touch screen

412‧‧‧介面 412‧‧‧ interface

414‧‧‧遊戲玩法時線 414‧‧‧ game play time line

416‧‧‧標記 416‧‧‧ mark

418‧‧‧標記 418‧‧‧ mark

419‧‧‧標記 419‧‧‧ mark

420‧‧‧開始訊框 420‧‧‧Starting frame

422‧‧‧代表性訊框 422‧‧‧ representative frame

424‧‧‧結束訊框 424‧‧‧End frame

440‧‧‧候選訊框 440‧‧‧ candidate frame

442‧‧‧候選訊框 442‧‧‧ candidate frame

444‧‧‧候選訊框 444‧‧‧ candidate frame

446‧‧‧候選訊框 446‧‧‧Candidate frame

500‧‧‧螢幕截圖 500‧‧‧ screenshot

502‧‧‧螢幕截圖 502‧‧‧ screenshot

504‧‧‧螢幕截圖 504‧‧‧ screenshot

506‧‧‧螢幕截圖 506‧‧‧ screenshot

508‧‧‧螢幕截圖 508‧‧‧ screenshot

510‧‧‧螢幕截圖 510‧‧‧ screenshot

512‧‧‧螢幕截圖 512‧‧‧ screenshot

600‧‧‧遊戲玩法 600‧‧‧ Gameplay

602‧‧‧主遊戲代碼 602‧‧‧ main game code

604‧‧‧影像流 604‧‧‧Image stream

606‧‧‧遊戲狀態資料 606‧‧‧ Game Status Information

608‧‧‧使用者輸入資料 608‧‧‧User input data

610‧‧‧選擇 610‧‧‧Select

612‧‧‧遊戲片段產生器 612‧‧‧game fragment generator

614‧‧‧遊戲狀態分析器 614‧‧‧ Game State Analyzer

616‧‧‧遊戲中斷點處理器 616‧‧‧game breakpoint processor

617‧‧‧覆蓋處理器 617‧‧‧Overlay processor

618‧‧‧遊戲設置狀態處理器 618‧‧‧ Game Settings Status Processor

620‧‧‧代碼組合管理器 620‧‧‧ Code Combination Manager

622‧‧‧遊戲片段代碼 622‧‧‧game clip code

624‧‧‧遊戲片段視訊 624‧‧‧game clip video

626‧‧‧遊戲片段後覆蓋視訊 626‧‧‧ Covered video after game segment

700‧‧‧地圖 700‧‧‧Map

702‧‧‧區域 702‧‧‧Area

704‧‧‧路徑 704‧‧‧ Path

706‧‧‧路徑 706‧‧‧ Path

708‧‧‧路徑 708‧‧‧ Path

710‧‧‧路徑 710‧‧‧ Path

712‧‧‧使用者之人物 712‧‧‧ User characters

730‧‧‧場景圖 730‧‧‧Scenario map

732‧‧‧場景圖 732‧‧‧Scenario map

800‧‧‧方法操作 800‧‧‧ method operation

802‧‧‧方法操作 802‧‧‧ method operation

804‧‧‧方法操作 804‧‧‧ method operation

806‧‧‧方法操作 806‧‧‧ Method operation

808‧‧‧方法操作 808‧‧‧ method operation

810‧‧‧方法操作 810‧‧‧ Method operation

812‧‧‧方法操作 812‧‧‧ Method operation

816‧‧‧方法操作 816‧‧‧ method operation

818‧‧‧方法操作 818‧‧‧ method operation

820‧‧‧方法操作 820‧‧‧ Method operation

900‧‧‧選項卡 900‧‧‧ tab

902‧‧‧選項卡 902‧‧‧ tab

906‧‧‧細節 906‧‧‧Details

910‧‧‧視訊 910‧‧‧ video

912‧‧‧可選擇按鈕 912‧‧‧Selectable button

914‧‧‧細節欄 914‧‧‧Details column

916‧‧‧評論欄 916‧‧‧Comment

918‧‧‧分類按鈕 918‧‧‧Classification button

1002‧‧‧庫欄 1002‧‧‧Library

1004‧‧‧朋友清單 1004‧‧‧Friends list

1006‧‧‧現場活動使用者欄 1006‧‧‧ live event user bar

1008‧‧‧現場視圖 1008‧‧‧ live view

1010‧‧‧現場視圖 1010‧‧‧ Live view

1012‧‧‧遊戲歷史資訊 1012‧‧‧ Game History Information

1100‧‧‧方法操作 1100‧‧‧ Method operation

1102‧‧‧方法操作 1102‧‧‧ Method operation

1104‧‧‧方法操作 1104‧‧‧ Method operation

1106‧‧‧方法操作 1106‧‧‧ Method operation

1108‧‧‧方法操作 1108‧‧‧ Method operation

1110‧‧‧方法操作 1110‧‧‧ Method operation

1112‧‧‧方法操作 1112‧‧‧ Method operation

1114‧‧‧方法操作 1114‧‧‧ Method operation

1200‧‧‧雲遊戲系統 1200‧‧‧Cloud Game System

1202‧‧‧遊戲庫 1202‧‧‧ Game Library

1204‧‧‧使用者資料 1204‧‧‧ User Information

1208‧‧‧顯示器 1208‧‧‧ display

1210‧‧‧視圖 1210‧‧ view

1212‧‧‧裝置 1212‧‧‧ device

1214‧‧‧視圖 1214‧‧ view

1216‧‧‧社交網路 1216‧‧‧Social Network

1218‧‧‧使用者資料 1218‧‧‧ User Information

1220‧‧‧應用程式 1220‧‧‧Application

1222‧‧‧圖形使用者介面(GUI) 1222‧‧‧Graphical User Interface (GUI)

1224‧‧‧API 1224‧‧‧API

1226‧‧‧通知模組 1226‧‧‧Notification module

1228‧‧‧裝置 1228‧‧‧ device

1230‧‧‧社交網路使用者 1230‧‧‧ social network users

1400‧‧‧方法操作 1400‧‧‧ method operation

1402‧‧‧方法操作 1402‧‧‧ Method operation

1404‧‧‧方法操作 1404‧‧‧ Method operation

1406‧‧‧方法操作 1406‧‧‧ Method operation

1410‧‧‧方法操作 1410‧‧‧ Method operation

1412‧‧‧方法操作 1412‧‧‧ Method operation

1414‧‧‧方法操作 1414‧‧‧ Method operation

1416‧‧‧方法操作 1416‧‧‧ Method operation

1420‧‧‧方法操作 1420‧‧‧ Method operation

1422‧‧‧方法操作 1422‧‧‧ Method operation

1424‧‧‧方法操作 1424‧‧‧ Method operation

1426‧‧‧方法操作 1426‧‧‧ Method operation

1428‧‧‧方法操作 1428‧‧‧ Method operation

1500‧‧‧遊戲玩法時間線 1500‧‧‧ game play timeline

1502‧‧‧遊戲玩法時間線 1502‧‧‧ Gameplay Timeline

1504‧‧‧選擇 1504‧‧‧Select

1506‧‧‧遊戲玩法時間線 1506‧‧‧ Gameplay Timeline

1508‧‧‧選擇 1508‧‧‧Select

1510‧‧‧小遊戲 1510‧‧‧Little games

1512‧‧‧玩家的介紹 1512‧‧‧Introduction of players

1514‧‧‧第一遊戲片段 1514‧‧‧First game clip

1516‧‧‧訊息 1516‧‧‧Information

1518‧‧‧第二遊戲片段 1518‧‧‧Second game clip

1520‧‧‧訊息 1520‧‧‧Message

1522‧‧‧第三遊戲片段 1522‧‧‧ third game clip

1600‧‧‧使用者的所記錄遊戲玩法時間線 1600‧‧‧ User recorded gameplay timeline

1602‧‧‧選擇 1602‧‧‧Select

1604‧‧‧使用者的所記錄遊戲玩法時間線 1604‧‧‧ User recorded gameplay timeline

1606‧‧‧選擇 1606‧‧‧Select

1608‧‧‧使用者的所記錄遊戲玩法時間線 1608‧‧‧ User recorded gameplay timeline

1610‧‧‧選擇 1610‧‧‧Select

1612‧‧‧模擬遊戲 1612‧‧‧ simulation game

1614‧‧‧介紹 Introduction to 1614‧‧

1616‧‧‧遊戲片段 1616‧‧‧game clips

1618‧‧‧插曲 1618‧‧‧ episode

1620‧‧‧遊戲片段 1620‧‧‧game clips

1622‧‧‧插曲 1622‧‧‧ episode

1624‧‧‧遊戲片段 1624‧‧‧game clips

1700‧‧‧介面 1700‧‧‧ interface

1702‧‧‧圖示 1702‧‧‧ icon

1704‧‧‧區域 1704‧‧‧Area

1706‧‧‧圖示 1706‧‧‧ icon

1708‧‧‧區域 1708‧‧‧Area

1710‧‧‧圖示 1710‧‧‧ icon

1800‧‧‧介面 1800‧‧ interface

1802‧‧‧預覽區域 1802‧‧‧ Preview area

1804‧‧‧螢幕截圖 1804‧‧‧ screenshot

1808‧‧‧螢幕截圖 1808‧‧‧ screenshot

1810‧‧‧螢幕截圖 1810‧‧‧ screenshot

1812‧‧‧螢幕截圖 1812‧‧‧ screenshot

1814‧‧‧標記 1814‧‧‧ mark

1816‧‧‧標記 1816‧‧‧ mark

1818‧‧‧按鈕 1818‧‧‧ button

1822‧‧‧預覽選項 1822‧‧‧ Preview options

1824‧‧‧修整選項 1824‧‧‧Finishing options

1900‧‧‧介面 1900‧‧ interface

1902‧‧‧參考 1902‧‧‧Reference

1904‧‧‧參考 1904‧‧‧Reference

1906‧‧‧視訊顯示區域 1906‧‧‧Video display area

1908‧‧‧現場使用者視訊 1908‧‧‧On-site user video

1910‧‧‧命令選項 1910‧‧‧Command Options

1912‧‧‧選項 1912‧‧‧ options

1914‧‧‧選項 1914‧‧‧ option

1916‧‧‧評論欄 1916‧‧‧Comment

1918‧‧‧評論輸入欄位 1918‧‧‧Comment input field

1920‧‧‧發送按鈕 1920‧‧‧Send button

2000‧‧‧系統單元 2000‧‧‧System Unit

2002‧‧‧遊戲控制器 2002‧‧‧ Game Controller

2003‧‧‧遊戲控制器 2003‧‧‧ Game Controller

2004‧‧‧遠端控制項 2004‧‧‧ Remote Control

2006‧‧‧鍵盤 2006‧‧‧Keyboard

2008‧‧‧滑鼠 2008‧‧‧ Mouse

2010‧‧‧攜帶型娛樂裝置 2010‧‧‧ portable entertainment device

2012‧‧‧EyeToy®視訊相機 2012‧‧EyeToy® video camera

2014‧‧‧麥克風頭戴式耳機 2014‧‧‧Microphone Headphones

2015‧‧‧麥克風 2015‧‧‧Microphone

2016‧‧‧儲存卡讀取器 2016‧‧‧ Memory Card Reader

2018‧‧‧Bluetooth®無線鏈路埠 2018‧‧‧Bluetooth® Wireless Link埠

2020‧‧‧IEEE 802.11b/g無線網路(Wi-Fi)埠 2020‧‧‧IEEE 802.11b/g wireless network (Wi-Fi)埠

2022‧‧‧千兆比特乙太網路埠 2022‧‧‧Gigabit Ethernet Network埠

2024‧‧‧通用串列匯流排(USB)2.0埠 2024‧‧‧Common Serial Bus (USB) 2.0埠

2026‧‧‧Rambus®動態隨機存取記憶體(XDRAM)單元 2026‧‧‧Rambus® Dynamic Random Access Memory (XDRAM) Unit

2028‧‧‧單元處理器 2028‧‧‧unit processor

2030‧‧‧現實合成器圖形單元 2030‧‧‧real synthesizer graphics unit

2032‧‧‧專用視訊隨機存取記憶體(VRAM)單元 2032‧‧‧Special Video Random Access Memory (VRAM) Unit

2034‧‧‧I/O橋接器 2034‧‧‧I/O bridge

2036‧‧‧可裝卸吸入式硬碟驅動器(HDD) 2036‧‧‧Removable Supplied Hard Disk Drive (HDD)

2038‧‧‧儲存卡讀取器 2038‧‧‧ Memory Card Reader

2040‧‧‧Blu RayTM磁碟BD-ROM讀取器 2040‧‧‧Blu RayTM Disk BD-ROM Reader

2040a‧‧‧磁碟 2040a‧‧‧Disk

2042‧‧‧聲音輸出裝置 2042‧‧‧Sound output device

2044‧‧‧顯示器 2044‧‧‧ display

2046‧‧‧揚聲器 2046‧‧‧Speakers

2110A-2110H‧‧‧協同處理元件(SPE) 2110A-2110H‧‧‧Cooperative Processing Element (SPE)

2120A-2120H‧‧‧協同處理單元(SPU) 2120A-2120H‧‧‧Cooperative Processing Unit (SPU)

2130A-2130H‧‧‧256kB本地RAM 2130A-2130H‧‧‧256kB local RAM

2140A-2140H‧‧‧記憶體流控制器(MFC) 2140A-2140H‧‧‧ Memory Flow Controller (MFC)

2142A-2142H‧‧‧動態記憶體存取控制器(DMAC) 2142A-2142H‧‧‧Dynamic Memory Access Controller (DMAC)

2144A-2144H‧‧‧記憶體管理單元(MMU) 2144A-2144H‧‧‧Memory Management Unit (MMU)

2150‧‧‧電力處理元件 2150‧‧‧Power handling components

2160‧‧‧記憶體控制器 2160‧‧‧ memory controller

2162‧‧‧XDRAM介面 2162‧‧‧XDRAM interface

2170A‧‧‧雙匯流排介面 2170A‧‧‧Double Bus Interface

2170B‧‧‧雙匯流排介面 2170B‧‧‧Double Bus Interface

2172A‧‧‧蘭巴斯FlexIO®系統介面 2172A‧‧•Lambas FlexIO® System Interface

2172B‧‧‧蘭巴斯FlexIO®系統介面 2172B‧‧‧Lambas FlexIO® System Interface

2180‧‧‧元件互連匯流排 2180‧‧‧Component interconnection bus

2202A‧‧‧遊戲用戶端 2202A‧‧‧ Game Client

2202B‧‧‧遊戲用戶端 2202B‧‧‧ Game Client

2202C‧‧‧遊戲用戶端 2202C‧‧‧ Game Client

2204A‧‧‧監視器 2204A‧‧‧Monitor

2204B‧‧‧監視器 2204B‧‧‧Monitor

2204C‧‧‧監視器 2204C‧‧‧Monitor

2206A‧‧‧控制器 2206A‧‧‧ Controller

2206B‧‧‧控制器 2206B‧‧‧ Controller

2210D‧‧‧遊戲控制臺 2210D‧‧‧ Game Console

2210E‧‧‧遊戲控制臺 2210E‧‧‧ Game Console

2220‧‧‧夥伴清單 2220‧‧‧Partners list

2370‧‧‧資訊服務提供商(ISP) 2370‧‧‧Information Service Provider (ISP)

2372‧‧‧應用服務提供商(ASP) 2372‧‧‧Application Service Provider (ASP)

2374‧‧‧遊戲處理伺服器(GPS) 2374‧‧‧Game Processing Server (GPS)

2376‧‧‧廣播處理伺服器(BPS) 2376‧‧‧Broadcast Processing Server (BPS)

2378‧‧‧儲存服務提供商(SSP) 2378‧‧‧Storage Service Provider (SSP)

2380‧‧‧通信提供商 2380‧‧‧Communication provider

2382‧‧‧使用者 2382‧‧‧Users

2384‧‧‧用戶端裝置 2384‧‧‧Customer device

2386‧‧‧網路 2386‧‧‧Network

2388‧‧‧資料交換 2388‧‧‧Information exchange

可參看結合隨附圖式所作的以下描述來最佳理解本發明,在圖式中:圖1A說明根據本發明之實施例的使用者玩基於雲的視訊遊戲。 The invention may be best understood by reference to the following description taken in conjunction with the drawings in which: FIG. 1A illustrates a user playing a cloud-based video game in accordance with an embodiment of the present invention.

圖1B說明參與基於雲的視訊遊戲之遊戲玩法的處於多個位置中之多個使用者。 FIG. 1B illustrates multiple users in multiple locations participating in a gameplay of a cloud-based video game.

圖2A說明根據本發明之實施例的用於雲遊戲的系統。 2A illustrates a system for a cloud game in accordance with an embodiment of the present invention.

圖2B在概念上說明根據本發明之實施例的跨越各代遊戲控制臺之遊戲標題聚積。 2B conceptually illustrates game title accumulation across generations of game consoles in accordance with an embodiment of the present invention.

圖3說明根據本發明之實施例的用於向使用者提供遊戲演示的方法。 FIG. 3 illustrates a method for providing a game presentation to a user in accordance with an embodiment of the present invention.

圖4A說明根據本發明之實施例的視訊遊戲之各個部分的階層式組織。 4A illustrates a hierarchical organization of various portions of a video game in accordance with an embodiment of the present invention.

圖4B說明根據本發明之實施例的用於選擇遊戲玩法時線之一部分來產生小遊戲或遊戲片段的介面。 4B illustrates an interface for selecting a portion of a gameplay timeline to generate a minigame or game segment, in accordance with an embodiment of the present invention.

圖4C說明根據本發明之實施例的用於選擇遊戲玩法時線之一部分來產生小遊戲的介面。 4C illustrates an interface for selecting a portion of a gameplay timeline to generate a minigame in accordance with an embodiment of the present invention.

圖5說明根據本發明之實施例的演示用於從現有的基於雲的視訊遊戲產生小遊戲之方法的一系列螢幕截圖。 FIG. 5 illustrates a series of screen shots demonstrating a method for generating a mini-game from an existing cloud-based video game, in accordance with an embodiment of the present invention.

圖6說明根據本發明之實施例的用於產生遊戲片段代碼的系統。 Figure 6 illustrates a system for generating game fragment code in accordance with an embodiment of the present invention.

圖7A說明根據本發明之實施例的出於產生視訊遊戲之遊戲片段的目的而進行之對虛擬空間的修改。 FIG. 7A illustrates a modification of a virtual space for the purpose of generating a game segment of a video game in accordance with an embodiment of the present invention.

圖7B說明根據本發明之實施例的出於產生遊戲片段之目的而進行的對場景圖的修改。 Figure 7B illustrates a modification of a scene graph for the purpose of generating a game segment in accordance with an embodiment of the present invention.

圖8說明根據本發明之實施例的用於產生遊戲片段的方法。 Figure 8 illustrates a method for generating a game segment in accordance with an embodiment of the present invention.

圖9A說明根據本發明之實施例的用於流覽與各種遊戲標題相關聯之遊戲片段的介面。 Figure 9A illustrates an interface for browsing game segments associated with various game titles in accordance with an embodiment of the present invention.

圖9B說明根據本發明之實施例的遊戲片段資訊頁。 Figure 9B illustrates a game clip information page in accordance with an embodiment of the present invention.

圖10說明根據本發明之實施例的使用者帳戶資訊的視圖,包括雲遊戲社交網路中之朋友的現場視圖。 10 illustrates a view of user account information, including a live view of friends in a cloud gaming social network, in accordance with an embodiment of the present invention.

圖11說明根據本發明之實施例的用於呈現當前使用者之朋友之現場遊戲玩法饋送的方法。 11 illustrates a method for presenting a live gameplay feed of a friend of a current user, in accordance with an embodiment of the present invention.

圖12說明根據本發明之實施例的包括雲遊戲系統及社交網路的系統。 Figure 12 illustrates a system including a cloud gaming system and a social network in accordance with an embodiment of the present invention.

圖13為根據本發明之實施例的說明隨時間而變的各種遊戲狀態變數的圖。 Figure 13 is a diagram illustrating various game state variables as a function of time, in accordance with an embodiment of the present invention.

圖14A說明根據本發明之實施例的用於針對線性類型視訊遊戲產生遊戲片段的方法。 14A illustrates a method for generating a game segment for a linear type video game, in accordance with an embodiment of the present invention.

圖14B說明根據本發明之實施例的針對開放世界類型視訊遊戲產生遊戲片段的方法。 14B illustrates a method of generating a game segment for an open world type video game in accordance with an embodiment of the present invention.

圖14C說明根據本發明之實施例的用於針對體育視訊遊戲產生遊戲片段的方法。 14C illustrates a method for generating a game segment for a sports video game, in accordance with an embodiment of the present invention.

圖15在概念上說明根據本發明之實施例的多遊戲片段遊戲之形成。 Figure 15 conceptually illustrates the formation of a multi-game segment game in accordance with an embodiment of the present invention.

圖16在概念上說明根據本發明之實施例的多遊戲片段小遊戲之產生。 Figure 16 conceptually illustrates the generation of a multi-game segment mini-game in accordance with an embodiment of the present invention.

圖17說明根據本發明之實施例的用於分享遊戲玩法的介面。 Figure 17 illustrates an interface for sharing gameplay in accordance with an embodiment of the present invention.

圖18說明根據本發明之實施例的用於選擇所記錄之遊戲玩法視訊之一部分以供分享的介面1800。 Figure 18 illustrates an interface 1800 for selecting a portion of recorded gameplay video for sharing in accordance with an embodiment of the present invention.

圖19說明根據本發明之實施例的用於觀看使用者之遊戲玩法之現場視訊流的介面1900。 19 illustrates an interface 1900 for viewing live video streams of a user's gameplay in accordance with an embodiment of the present invention.

圖20說明根據本發明之一實施例的可用以提供與視訊遊戲之交互性的硬體及使用者介面。 20 illustrates a hardware and user interface that can be used to provide interactivity with a video game in accordance with an embodiment of the present invention.

圖21說明根據本發明之一實施例的可用以處理指令的額外硬體。 Figure 21 illustrates additional hardware that may be used to process instructions in accordance with an embodiment of the present invention.

圖22為根據本發明之一實施例的場景A至場景E的例示性說明,其中各別使用者A至使用者E與經由網際網路連接至伺服器處理的遊戲用戶端1102交互。 22 is an illustrative illustration of a scene A to a scene E in which respective users A through E interact with a game client 1102 that is connected to the server via an internet connection, in accordance with an embodiment of the present invention.

圖23說明資訊服務提供商架構之實施例。 Figure 23 illustrates an embodiment of an information service provider architecture.

以下實施例描述用於基於所記錄之遊戲玩法來自動產生所建議的小遊戲、基於所記錄之遊戲玩法來產生用於雲遊戲的多部分小遊戲、將所記錄之遊戲玩法分享至社交圖譜以及由第二使用者遠端控制第一使用者之遊戲玩法的方法及設備。 The following embodiments describe a method for automatically generating a suggested mini-game based on recorded gameplay, generating a multi-part mini-game for a cloud game based on the recorded gameplay, sharing the recorded gameplay to a social graph, and A method and apparatus for controlling a gameplay of a first user by a second user remotely.

然而,熟習此項技術者將清楚,可在無此等特定細節中之一些或所有細節的情況下實踐本發明。在其他例子中,尚未詳細描述熟知的過程操作以免不必要地混淆本發明。 However, it will be apparent to those skilled in the art that the present invention may be practiced without some or all of the specific details. In other instances, well-known process operations have not been described in detail to avoid unnecessarily obscuring the invention.

圖1A說明根據本發明之實施例的使用者玩基於雲的視訊遊戲。如圖所示,使用者U1玩在顯示器100上展示之基於雲的視訊遊戲。基於雲的視訊遊戲為主要在遠端伺服器上執行的視訊遊戲。在一實施例中,伺服器可包括個別伺服器或在虛擬機器資料中心中執行的伺服器,其中許多伺服器可經虛擬化以提供所請求之處理。在所說明之實施例中,雲遊戲伺服器104執行在顯示器100上顯現的視訊遊戲。用戶端101位於使用者之位置處以接收且處理輸入且將此等輸入傳送至雲遊戲伺服器104,且亦自雲遊戲伺服器104接收視訊及音訊資料。用戶端101及雲遊戲伺服器104經由網路102(例如網際網路)來通信。在其他實施例中,用戶端可為任何裝置,不管是否為攜帶型的,不管是否為無線的,只要用戶端能夠與網路通信且提供對顯示器之存取權以顯現遊戲玩法且使得來自使用者之輸入能夠驅動交互性。在一實施例中,用戶端為瘦用戶端。然而,在其他實施例中,用戶端可為通用電 腦、專用電腦、遊戲控制臺、個人電腦、膝上性電腦、平板電腦、移動計算裝置、攜帶型遊戲裝置、蜂巢式電話、機上盒、串流媒體介面/裝置、智慧電視或連網顯示器,或能夠經配置以滿足如本文所定義之用戶端的功能性的任何其他計算裝置。在一實施例中,雲遊戲伺服器經配置以偵測正由使用者使用之用戶端裝置的類型,且提供適於使用者之用戶端裝置的雲遊戲體驗。舉例而言,可針對使用者之用戶端裝置來優化影像設置、音訊設置及其他類型之設置。 FIG. 1A illustrates a user playing a cloud-based video game in accordance with an embodiment of the present invention. As shown, user U1 plays a cloud-based video game displayed on display 100. Cloud-based video games are video games that are primarily executed on remote servers. In an embodiment, the server may include an individual server or a server executing in a virtual machine data center, where many servers may be virtualized to provide the requested processing. In the illustrated embodiment, cloud game server 104 executes a video game that appears on display 100. The client 101 is located at the location of the user to receive and process the input and to communicate such input to the cloud gaming server 104, and also receives video and audio material from the cloud gaming server 104. Client 101 and cloud game server 104 communicate via network 102 (e.g., the Internet). In other embodiments, the client can be any device, whether portable or not, whether it is wireless or not, as long as the client can communicate with the network and provide access to the display to visualize the gameplay and from use. The input can drive interactivity. In an embodiment, the client is a thin client. However, in other embodiments, the user terminal can be a universal power Brain, special computer, game console, personal computer, laptop, tablet, mobile computing device, portable gaming device, cellular phone, set-top box, streaming media interface/device, smart TV or networked display Or any other computing device that can be configured to meet the functionality of the client as defined herein. In one embodiment, the cloud gaming server is configured to detect the type of client device being used by the user and to provide a cloud gaming experience suitable for the user's client device. For example, image settings, audio settings, and other types of settings can be optimized for the user's client device.

在各種實施例中,由用戶端執行之處理的程度可相對於輸入及輸出處理而改變。然而,廣義而言,在雲遊戲伺服器104上充分維持且執行視訊遊戲狀態,其中用戶端主要起作用以接收且傳送使用者輸入,且接收用於顯現的視訊/音訊資料。用戶端101可為連接至顯示器100且提供用於在顯示器100上顯現之視訊資料的獨立裝置。在其他實施例中,用戶端可整合至顯示器100中。在一實施例中,顯示器100為利用顯示器之網路連接性為應用程式提供平臺作業系統的連網顯示器。在此類實施例中,用戶端可由在顯示器之作業系統所提供之平臺上執行的應用程式界定。 In various embodiments, the extent of processing performed by the client may vary with respect to input and output processing. In a broad sense, however, the video game state is fully maintained and executed on the cloud gaming server 104, where the client primarily functions to receive and transmit user input and receive video/audio material for presentation. Client 101 may be a standalone device that is coupled to display 100 and that provides video material for presentation on display 100. In other embodiments, the client can be integrated into the display 100. In one embodiment, display 100 is a networked display that provides a platform operating system for an application using the network connectivity of the display. In such an embodiment, the client may be defined by an application executing on a platform provided by the operating system of the display.

圖1B說明參與基於雲的視訊遊戲之遊戲玩法的處於多個位置中之多個使用者。使用者U1經展示為在第一位置處與在顯示器100上顯現之視訊遊戲交互。使用者U2及U3經展示為在第二位置處與在顯示器106上顯現之視訊遊戲交互。使用者U4經展示為在第三位置處玩在顯示器108上顯現之視訊遊戲。使用者U5、U6及U7經展示為在第四位置處與在顯示器110上顯現之視訊遊戲交互。 FIG. 1B illustrates multiple users in multiple locations participating in a gameplay of a cloud-based video game. User U1 is shown interacting with the video game that appears on display 100 at the first location. Users U2 and U3 are shown as interacting with the video game appearing on display 106 at the second location. User U4 is shown as playing a video game that appears on display 108 at a third location. Users U5, U6, and U7 are shown interacting with the video game appearing on display 110 at the fourth location.

在第一、第二、第三及第四位置中之每一者處,提供至少一個計算裝置以用於處理來自各個使用者之輸入且在其各別顯示器上顯現基於雲的視訊遊戲。應瞭解,計算裝置可整合至顯示器中,或可為獨立裝置,例如個人電腦、機上盒、遊戲控制臺或具有至少一個處理器及 記憶體來處理且儲存資料的任何其他類型的裝置。計算裝置可執行或界定用戶端,如上文已描述。計算裝置經連網,且經由網路(例如網際網路102)與雲遊戲伺服器104通信。 At each of the first, second, third, and fourth locations, at least one computing device is provided for processing input from various users and presenting a cloud-based video game on its respective display. It should be appreciated that the computing device can be integrated into the display or can be a standalone device such as a personal computer, a set-top box, a game console or have at least one processor and Any other type of device that processes and stores data. The computing device can execute or define a client as described above. The computing device is networked and communicates with the cloud gaming server 104 via a network (e.g., the Internet 102).

雲遊戲伺服器104執行正由使用者玩的各種視訊遊戲,從而自一個瞬間至另一瞬間界定給定視訊遊戲之遊戲狀態,且將視訊資料(包括影像資料及音訊資料)發送至特定位置處之計算裝置。給定位置處之計算裝置處理來自玩視訊遊戲之使用者的輸入,且將輸入資料傳輸至雲遊戲伺服器,雲遊戲伺服器又處理輸入資料來影響視訊遊戲之遊戲狀態。應瞭解,基於雲的遊戲藉由提供在可由所有玩家經由網路存取之遠端伺服器處執行視訊遊戲來促進來自位於不同位置處之玩家的多玩家遊戲。以此方式,視訊遊戲之執行不取決於任何單個玩家之硬體或網路傳導性,但此將影響該給定玩家之使用者體驗。 The cloud game server 104 executes various video games being played by the user, thereby defining the game state of a given video game from one instant to another, and transmitting the video data (including image data and audio data) to a specific location. Computing device. The computing device at a given location processes the input from the user playing the video game and transmits the input data to the cloud gaming server, which in turn processes the input data to affect the gaming state of the video game. It should be appreciated that cloud-based games facilitate multi-player gaming from players located at different locations by providing video games at remote servers accessible by all players via the network. In this way, the execution of the video game does not depend on the hardware or network conductivity of any individual player, but this will affect the user experience of that given player.

圖2A說明根據本發明之實施例的用於雲遊戲的系統。如圖所示,使用者200操作控制器202以提供對基於雲的視訊遊戲的輸入。控制器202可包括各種種類之輸入裝置中的任一者,例如按鈕、操縱桿、觸摸墊、跟蹤球及動作感測硬體,如加速計、磁力計及陀螺儀。在一實施例中,控制器202可包括照明物體,其可經跟蹤以判定控制器202之位置。控制器202可無線地與瘦遊戲用戶端204通信。用戶端204經由網路208來與雲遊戲服務210通信。用戶端204處理來自控制器202之資料以產生傳送至由雲遊戲服務210執行之視訊遊戲的輸入資料。另外,用戶端204接收來自雲遊戲服務210的視訊資料,以用於在顯示器206上顯現。在一實施例中,用戶端204可處理所接收之視訊資料以便按與顯示器206相容之格式提供視訊流。在一實施例中,用戶端204可包括相機以用於跟蹤控制器裝置或位於控制器裝置上的物體。如已經指出的,可照明該物體以進一步基於對來自相機之所俘獲影像訊框的分析來促進跟蹤。 2A illustrates a system for a cloud game in accordance with an embodiment of the present invention. As shown, user 200 operates controller 202 to provide input to a cloud-based video game. Controller 202 can include any of a variety of input devices such as buttons, joysticks, touch pads, trackballs, and motion sensing hardware such as accelerometers, magnetometers, and gyroscopes. In an embodiment, the controller 202 can include an illumination object that can be tracked to determine the location of the controller 202. Controller 202 can communicate wirelessly with thin game client 204. Client 204 communicates with cloud gaming service 210 via network 208. The client 204 processes the data from the controller 202 to generate input material for transmission to the video game executed by the cloud gaming service 210. Additionally, the client 204 receives video material from the cloud gaming service 210 for presentation on the display 206. In one embodiment, the client 204 can process the received video material to provide video streaming in a format compatible with the display 206. In an embodiment, the client 204 may include a camera for tracking the controller device or an object located on the controller device. As already indicated, the object can be illuminated to further facilitate tracking based on analysis of captured image frames from the camera.

雲遊戲服務210包括用於提供可在其中執行視訊遊戲之環境的資源。廣義而言,資源可包括各種種類之電腦伺服器硬體,包括處理器、儲存裝置及連網設備,其可用以促進視訊遊戲應用程式之執行。在所說明之實施例中,視訊遊戲庫212包括各種遊戲標題。每一遊戲標題定義可執行代碼以及相關聯的資料及資產庫,其用以例示視訊遊戲。主機214可為界定用於例示虛擬機216之平臺的單個計算裝置。在另一實施例中,主機214自身可為虛擬化資源平臺。換言之,主機214可對一或多個伺服器計算裝置進行操作,從而處置由伺服器計算裝置界定之資源的分配及使用,同時呈現可在上面例示虛擬機216的統一平臺。 The cloud gaming service 210 includes resources for providing an environment in which video games can be executed. Broadly speaking, resources can include a variety of computer server hardware, including processors, storage devices, and networking devices that can be used to facilitate the execution of video game applications. In the illustrated embodiment, video game library 212 includes various game titles. Each game title defines executable code and associated data and asset libraries for instantiating video games. Host 214 can be a single computing device that defines a platform for instantiating virtual machine 216. In another embodiment, host 214 itself may be a virtualized resource platform. In other words, host 214 can operate on one or more server computing devices to handle the allocation and use of resources defined by the server computing device while presenting a unified platform on which virtual machine 216 can be instantiated.

每一虛擬機216界定可支援可在上面運行視訊遊戲應用程式218之作業系統的資源環境。在一實施例中,虛擬機可經配置以模仿遊戲控制臺之硬體資源環境,其中與遊戲控制臺相關聯的作業系統在虛擬機上運行以支援針對該遊戲控制臺開發之遊戲標題的運行。在另一實施例中,作業系統可經配置以模仿遊戲控制臺之本地作業系統環境,但底層虛擬機可經配置以或可不經配置以模仿遊戲控制臺之硬體。在另一實施例中,模仿器應用程式在虛擬機的作業系統之上運行,該模仿器經配置以模仿遊戲控制臺之本地作業系統環境,以便支援針對該遊戲控制臺所設計的視訊遊戲。應瞭解,可在基於雲的遊戲系統中模仿多種當前及傳統遊戲控制臺。以此方式,使用者可經由雲遊戲系統自不同遊戲控制臺存取遊戲標題。 Each virtual machine 216 defines a resource environment that can support an operating system on which the video game application 218 can run. In an embodiment, the virtual machine can be configured to mimic the hardware resource environment of the game console, wherein the operating system associated with the game console runs on the virtual machine to support the operation of the game title developed for the game console. . In another embodiment, the operating system can be configured to mimic the native operating system environment of the game console, but the underlying virtual machine can be configured or unconfigurable to mimic the hardware of the gaming console. In another embodiment, the simulator application runs on a virtual machine's operating system that is configured to mimic the game console's local operating system environment to support video games designed for the gaming console. It should be appreciated that a variety of current and traditional game consoles can be mimicked in a cloud-based gaming system. In this way, the user can access the game title from different game consoles via the cloud gaming system.

當使用者200請求玩特定視訊遊戲標題時,自庫212中擷取該視訊遊戲標題。若相容的虛擬機尚未例示好或不可用,則在主機214上例示新的相容的虛擬機。接著在可用或新近例示之虛擬機216上作為應用程式218來執行所擷取之視訊遊戲標題。在一實施例中,這可能需要判定用於該視訊遊戲標題之恰當平臺(例如,該遊戲需要運行哪個遊戲控制臺或作業系統)且將視訊遊戲標題指派給恰當的虛擬機來執行,例 如,指派給具有能夠處置視訊遊戲標題之執行之模仿器應用程式的虛擬機。正在執行之視訊遊戲與遊戲用戶端204通信以向使用者200提供交互性遊戲體驗。更具體而言,正在執行之視訊遊戲應用程式218經由網路208自用戶端204接收輸入資料。應用程式218處理輸入資料以更新正在執行之應用程式的遊戲狀態。在遊戲狀態改變時,應用程式218輸出視訊資料,該視訊資料被發送至用戶端204以用於在顯示器206上顯現。另外,應用程式218亦可將回饋資料輸出至用戶端204,該回饋資料用以向使用者提供額外回饋機制。舉例而言,使用者之控制器202可包括觸覺振動回饋機制,其可基於來自視訊遊戲應用程式之輸出回饋資料來啟動。 When the user 200 requests to play a particular video game title, the video game title is retrieved from the library 212. If the compatible virtual machine has not been instantiated or not available, then a new compatible virtual machine is instantiated on host 214. The captured video game title is then executed as an application 218 on the available or newly instantiated virtual machine 216. In an embodiment, this may require determining the appropriate platform for the video game title (eg, which game console or operating system the game needs to run) and assigning the video game title to the appropriate virtual machine for execution, eg, For example, a virtual machine assigned to an emulator application capable of handling the execution of a video game title. The video game being executed communicates with the game client 204 to provide an interactive gaming experience to the user 200. More specifically, the video game application 218 being executed receives input data from the user terminal 204 via the network 208. The application 218 processes the input data to update the game state of the executing application. When the game state changes, the application 218 outputs the video material that is sent to the client 204 for presentation on the display 206. In addition, the application 218 can also output the feedback data to the user terminal 204, and the feedback data is used to provide an additional feedback mechanism to the user. For example, the user's controller 202 can include a haptic vibration feedback mechanism that can be initiated based on output feedback data from the video game application.

在一實施例中,雲遊戲系統經配置以偵測與使用者相關聯之用戶端裝置的類型以及可供使用者提供對基於雲的視訊遊戲之輸入的控制器的類型。舉例而言,在一實施例中,當使用者登入雲遊戲系統時,可向他們呈現用以指定他們正用來存取雲遊戲系統之用戶端裝置的類型的選項。在一實施例中,呈現一系列用戶端裝置選項,使用者可自其中選擇對應於其用戶端裝置的一個選項。亦可向使用者呈現用以指定他們將用來玩視訊遊戲之控制器裝置之類型的選項。在一實施例中,可向使用者呈現一系列控制器選項,使用者可自其中選擇來指定對應於其控制器硬體的控制器類型。在其他實施例中,雲遊戲系統可經配置以自動偵測用戶端裝置類型及/或控制器裝置類型。 In one embodiment, the cloud gaming system is configured to detect the type of client device associated with the user and the type of controller that the user can provide for input to the cloud-based video game. For example, in one embodiment, when a user logs into the cloud gaming system, they may be presented with an option to specify the type of client device they are using to access the cloud gaming system. In one embodiment, a series of client device options are presented from which the user can select an option corresponding to their client device. The user may also be presented with an option to specify the type of controller device they will use to play the video game. In one embodiment, the user may be presented with a series of controller options from which the user may select to specify the type of controller corresponding to their controller hardware. In other embodiments, the cloud gaming system can be configured to automatically detect the type of client device and/or the type of controller device.

舉例而言,在登入時,用戶端裝置可將識別其自身以及所連接之控制器裝置的資訊發送至雲遊戲伺服器(例如,回應於來自雲遊戲伺服器之請求)。基於此資訊,雲遊戲伺服器可判定恰當的視訊遊戲輸出配置及輸入參數配置以提供針對使用者之用戶端裝置及控制器裝置優化的遊戲體驗。在一實施例中,採用查找表來基於所偵測到之用戶端裝置及所偵測到之控制器裝置來判定視訊遊戲配置及輸入參數配置。 For example, upon login, the client device can send information identifying itself and the connected controller device to the cloud gaming server (eg, in response to a request from the cloud gaming server). Based on this information, the cloud game server can determine the appropriate video game output configuration and input parameter configuration to provide a gaming experience optimized for the user's client device and controller device. In one embodiment, a lookup table is employed to determine video game configuration and input parameter configuration based on the detected client device and the detected controller device.

應瞭解,給定視訊遊戲可針對特定平臺及特定相關聯控制器裝置來開發。然而,當經由如本文所呈現的雲遊戲系統來使此類遊戲可用時,使用者可能正在用不同控制器裝置來存取該視訊遊戲。舉例而言,某一遊戲可能為針對某一遊戲控制臺及其相關聯控制器來開發的,而使用者可能正在自使用鍵盤及滑鼠之個人電腦存取該遊戲之基於雲的版本。在此類情形中,輸入參數配置可定義自可由使用者之可用控制器裝置(在此情況下,鍵盤及滑鼠)產生之輸入至可被接受用於執行視訊遊戲之輸入的映射。 It should be appreciated that a given video game can be developed for a particular platform and a particular associated controller device. However, when such a game is made available via a cloud gaming system as presented herein, the user may be accessing the video game with a different controller device. For example, a game may be developed for a game console and its associated controller, and a user may be accessing a cloud-based version of the game from a keyboard and mouse. In such cases, the input parameter configuration may define a mapping from inputs that may be generated by the user's available controller devices (in this case, the keyboard and mouse) to inputs that are acceptable for performing the video game.

在另一實例中,使用者可經由平板計算裝置、觸摸屏智慧電話或其他觸摸屏驅動式裝置來存取雲遊戲系統。在此情況下,用戶端裝置及控制器裝置一起整合在同一裝置中,其中借助於所偵測到之觸摸屏輸入/示意動作來提供輸入。對於此類裝置,輸入參數配置可定義對應於用於視訊遊戲之遊戲輸入的特定觸摸屏輸入。舉例而言,可能在運行視訊遊戲期間顯示或重疊按鈕、方向鍵或其他類型的輸入元件以在觸摸屏上指示使用者能夠觸摸來產生遊戲輸入的位置。例如在特定方向上揮擊或特定觸摸動作等示意動作亦可被偵測作為遊戲輸入。在一實施例中,可向使用者提供指示如何經由觸摸屏為遊戲玩法提供輸入的指導,例如在開始視訊遊戲之遊戲玩法之前,以便使使用者適應觸摸屏上之控制件的操作。 In another example, a user may access a cloud gaming system via a tablet computing device, a touch screen smart phone, or other touch screen enabled device. In this case, the client device and the controller device are integrated together in the same device, wherein the input is provided by means of the detected touch screen input/schematic action. For such devices, the input parameter configuration can define a particular touch screen input corresponding to the game input for the video game. For example, buttons, arrow keys, or other types of input elements may be displayed or overlapped during operation of the video game to indicate on the touch screen where the user can touch to generate a game input. For example, a gesture such as a swipe or a specific touch action in a particular direction may also be detected as a game input. In an embodiment, the user may be provided with instructions indicating how to provide input to the gameplay via the touchscreen, such as prior to beginning the gameplay of the videogame, to allow the user to adapt the operation of the controls on the touchscreen.

在一些實施例中,用戶端裝置充當用於控制器裝置的連接點。亦即,控制器裝置經由無線或有線連接來與用戶端裝置通信以將來自控制器裝置之輸入傳輸至用戶端裝置。用戶端裝置又可處理此等輸入且接著經由網路(例如,經由本地連網裝置(例如路由器)存取)將輸入資料傳輸至雲遊戲伺服器。然而,在其他實施例中,控制器自身可為連網裝置,其具有經由網路直接將輸入傳送至雲遊戲伺服器的能力,而不需要首先藉由用戶端裝置傳送此類輸入。舉例而言,控制器 可能連接至本地連網裝置(例如前述路由器)來向雲遊戲伺服器進行發送且自雲遊戲伺服器接收資料。因此,在仍可能需要用戶端裝置接收自基於雲的視訊遊戲輸出的視訊且在本地顯示器上顯現該視訊的同時,可藉由允許控制器經由網路直接將輸入發送至雲遊戲伺服器而繞過用戶端裝置來減少輸入潛時。 In some embodiments, the client device acts as a connection point for the controller device. That is, the controller device communicates with the client device via a wireless or wired connection to transmit input from the controller device to the client device. The client device, in turn, can process the inputs and then transmit the input data to the cloud gaming server via the network (e.g., via a local networking device (e.g., a router). However, in other embodiments, the controller itself may be a networking device that has the ability to directly communicate input to the cloud gaming server via the network without first having to transmit such input by the client device. For example, the controller It is possible to connect to a local networking device (such as the aforementioned router) to send to the cloud gaming server and receive data from the cloud gaming server. Therefore, while the user terminal device may still be required to receive the video output from the cloud-based video game and the video is displayed on the local display, the controller can be directly transmitted by sending the input to the cloud game server via the network. Pass the user device to reduce the input latency.

在一實施例中,連網的控制器及用戶端裝置可經配置以將某些類型之輸入直接自控制器發送至雲遊戲伺服器,且經由用戶端裝置來發送其他類型之輸入。舉例而言,偵測不依賴於除了控制器本身之外的任何額外硬體,或處理之輸入可經由網路直接自控制器發送至雲遊戲伺服器,繞過用戶端裝置。此類輸入可包括按鈕輸入、操縱桿輸入、嵌入動作偵測輸入(例如,加速計、磁力計、陀螺儀)等。然而,利用額外硬體或需要用戶端裝置進行處理之輸入可由用戶端裝置發送至雲遊戲伺服器。此等輸入可包括自遊戲環境俘獲的視訊或音訊,其可在發送至雲遊戲伺服器之前由用戶端裝置處理。另外,來自控制器之動作偵測硬體的輸入可由用戶端裝置結合所俘獲之視訊來處理,以偵測控制器的位置及動作,該位置及動作將隨後由用戶端裝置傳送至雲遊戲伺服器。應瞭解,根據各種實施例之控制器裝置亦可自用戶端裝置或直接自雲遊戲伺服器接收資料(例如,回饋資料)。 In an embodiment, the networked controller and client device can be configured to send certain types of inputs directly from the controller to the cloud gaming server and other types of inputs via the client device. For example, the detection does not depend on any additional hardware other than the controller itself, or the processed input can be sent directly from the controller to the cloud gaming server via the network, bypassing the client device. Such inputs may include button inputs, joystick inputs, embedded motion detection inputs (eg, accelerometers, magnetometers, gyroscopes), and the like. However, input that utilizes additional hardware or that requires processing by the client device may be sent by the client device to the cloud gaming server. Such inputs may include video or audio captured from the gaming environment, which may be processed by the client device prior to being sent to the cloud gaming server. In addition, the input from the controller's motion detection hardware can be processed by the client device in conjunction with the captured video to detect the position and motion of the controller, which will then be transmitted by the client device to the cloud game server. Device. It should be appreciated that the controller device in accordance with various embodiments may also receive data (eg, feedback material) from the client device or directly from the cloud gaming server.

圖2B在概念上說明根據本發明之實施例的跨越各代遊戲控制臺之遊戲標題聚積。在視訊遊戲行業中,針對特定視訊遊戲控制臺來開發視訊遊戲。隨著時間過去,針對特定遊戲控制臺積聚遊戲標題庫。舉例而言,在所說明之圖中,第一代控制臺220具有已經針對其開發的一堆遊戲標題228。第二代控制臺222使已經針對其開發的一堆遊戲標題230與之相關聯。且,第三代控制臺224亦展示為具有針對其開發的一堆遊戲標題232。在其他實施例中,可存在已經作為基於雲的遊戲來專門開發以供結合用戶端226使用的一堆遊戲標題234。此外,可開發 且收集例如網際網路遊戲等其他類型之遊戲以供經由雲遊戲系統來分配,如本文中所描述。將瞭解,可收集來自不同代遊戲控制臺之遊戲標題且將其合併在雲遊戲庫212中。如圖所示,庫212包括第一代控制臺庫236,其包括已經針對第一代控制臺220開發的遊戲標題。以類似方式,庫212亦包括第二代控制臺庫238及第三代控制臺庫240,其分別含有已經針對第二及第三代控制臺開發之視訊遊戲。已經針對用戶端226開發之遊戲及其他類型之遊戲(例如網際網路遊戲)亦可包括在遊戲庫212中。如圖可見,來自各代視訊遊戲控制臺之大量遊戲標題可經由雲遊戲庫來積聚且使得可用。如已描述,此等遊戲中之每一者可在虛擬機上執行,該虛擬機模擬與開發某一遊戲所針對之給定遊戲控制臺相關聯的作業系統環境。以此方式,存取基於雲的遊戲系統的使用者能夠容易地存取且玩來自許多不同控制臺的遊戲以及來自其他聯繫人的遊戲(例如網際網路遊戲及已經專門開發來與基於雲的遊戲系統一起使用的遊戲)。 2B conceptually illustrates game title accumulation across generations of game consoles in accordance with an embodiment of the present invention. In the video game industry, video games are developed for specific video game consoles. Over time, the game title library is accumulated for a specific game console. For example, in the illustrated figures, the first generation console 220 has a bunch of game titles 228 that have been developed for it. The second generation console 222 associates a bunch of game titles 230 that have been developed for it. Moreover, the third generation console 224 is also shown as having a bunch of game titles 232 developed for it. In other embodiments, there may be a bunch of game titles 234 that have been specifically developed for use with cloud-based games for use with the client 226. In addition, it can be developed Other types of games, such as internet games, are collected for distribution via the cloud gaming system, as described herein. It will be appreciated that game titles from different generations of game consoles may be collected and incorporated into the cloud game library 212. As shown, the library 212 includes a first generation console library 236 that includes game titles that have been developed for the first generation console 220. In a similar manner, library 212 also includes a second generation console library 238 and a third generation console library 240, each containing video games that have been developed for second and third generation consoles, respectively. Games and other types of games (e.g., internet games) that have been developed for the client 226 may also be included in the game library 212. As can be seen, a large number of game titles from various generations of video game consoles can be accumulated and made available via the cloud game library. As already described, each of these games can be executed on a virtual machine that simulates an operating system environment associated with a given game console for which a certain game is being developed. In this way, users accessing cloud-based gaming systems can easily access and play games from many different consoles as well as games from other contacts (such as Internet games and have been specifically developed to work with cloud-based The game system used together).

圖3說明根據本發明之實施例的用於向使用者提供遊戲演示的方法。展示介面300,其提供可用於演示之各種遊戲標題的插圖或圖示302、304、306、308、310及312。每一圖示可經配置以提供指示其所表示之遊戲的影像。在一實施例中,當使用者導航至給定圖示時,可啟動該圖示來展示表示該視訊遊戲或以另外方式向使用者提供關於該視訊遊戲之內容之額外資訊的動畫或視訊剪輯。在所說明之實施例中,使用者已導航至圖示302,該圖示因而突出顯示且顯示活動動畫,該活動動畫展示來自視訊遊戲之場景。當使用者選擇圖示時,可根據方法操作314來展示預覽視訊。若在方法操作316處使用者繼續選擇該遊戲,則在方法操作318處,啟動用於演示的遊戲代碼。在方法操作320處,立刻使得遊戲演示可用以供使用者玩遊戲。應瞭解,因為遊戲演示為基於雲的,所以能夠立刻自基於雲的系統中之遊戲演示的預載入 例示使得該遊戲演示可用。當啟動遊戲演示時,觸發遊戲演示之預載入例示來執行。在方法操作322處,判定使用者是否希望繼續遊戲演示之遊戲玩法或玩該視訊遊戲之額外演示(若一額外演示為可用)。若是,則方法返回至操作322,繼續執行該遊戲演示或執行該視訊遊戲之新遊戲演示。若否,則在方法操作324處,向使用者呈現用以購買該視訊遊戲之小版本的選項。另外,在方法操作326處,可向使用者呈現用以購買該視訊遊戲之完整版本的選項。若使用者選擇購買該遊戲之小版本或完整版本,則在方法操作328處,將該遊戲之彼版本添加至使用者帳戶。應瞭解,因為經由基於雲的遊戲系統來使得遊戲可用,所以將遊戲添加至使用者帳戶可僅僅需要使對該遊戲之特定版本的存取特權與使用者帳戶相關聯。此外,一旦購買,便可幾乎立刻自基於雲的系統使得該遊戲可用以供使用者玩遊戲,尤其在該遊戲可在基於雲的系統中預先例示時。 FIG. 3 illustrates a method for providing a game presentation to a user in accordance with an embodiment of the present invention. A presentation interface 300 is provided that provides illustrations or illustrations 302, 304, 306, 308, 310, and 312 of various game titles that can be used for presentations. Each icon can be configured to provide an image indicative of the game it represents. In an embodiment, when the user navigates to a given icon, the icon can be launched to display an animation or video clip representing the video game or otherwise providing additional information about the content of the video game to the user. . In the illustrated embodiment, the user has navigated to icon 302, which thus highlights and displays an active animation that shows the scene from the video game. When the user selects the icon, the preview video can be displayed according to method operation 314. If the user continues to select the game at method operation 316, then at method operation 318, the game code for the presentation is launched. At method operation 320, the game presentation is immediately made available for the user to play the game. It should be understood that because the game demo is cloud-based, it is immediately possible to preload the game demo from the cloud-based system. The illustration makes the game demo available. When the game demo is launched, a preloading instantiation of the game demo is triggered to execute. At method operation 322, a determination is made as to whether the user wishes to continue the gameplay of the game presentation or to play an additional presentation of the video game (if an additional presentation is available). If so, the method returns to operation 322 to continue executing the game presentation or executing a new game presentation of the video game. If not, then at method operation 324, the user is presented with the option to purchase a small version of the video game. Additionally, at method operation 326, the user may be presented with an option to purchase a full version of the video game. If the user chooses to purchase a small or full version of the game, at method operation 328, a version of the game is added to the user account. It should be appreciated that because the game is made available via a cloud-based gaming system, adding the game to the user account may simply require associating access privileges for a particular version of the game with the user account. Moreover, once purchased, the game can be made available to the user for gaming almost immediately from a cloud-based system, especially if the game can be pre-exemplified in a cloud-based system.

圖4A說明根據本發明之實施例的視訊遊戲之各個部分的階層式組織。舉例而言,可將視訊遊戲組織成各種部分400。在所說明之實施例中,此等部分可包括設置部分、介紹部分、各種等級部分及結尾部分。給定等級可進一步劃分為各種場景。如圖所示,將等級3部分分解成各種場景402。在使用者玩過給定場景時,可記錄該場景之遊戲玩法時線,包括使用者之遊戲玩法之所記錄的視訊以及所執行之遊戲應用程式之所記錄的輸入資料及遊戲狀態。在所說明之實施例中,遊戲玩法時線404表示該遊戲之等級3之場景2的使用者之遊戲玩法。根據本發明之實施例,使用者可選擇所記錄之其遊戲玩法的若干部分,將自該部分產生小遊戲或遊戲片段。舉例而言,在所說明之實施例中,遊戲玩法時線404具有開始點T0及結束點Tz。已經選擇了遊戲玩法時線之自時間Tx至時間Ty的部分,將自該部分產生小遊戲。 4A illustrates a hierarchical organization of various portions of a video game in accordance with an embodiment of the present invention. For example, video games can be organized into various portions 400. In the illustrated embodiment, such portions may include a setup portion, an introduction portion, various level portions, and an end portion. A given level can be further divided into various scenarios. As shown, the level 3 portion is broken down into various scenes 402. When the user has played a given scene, the game play timeline of the scene may be recorded, including the recorded video recorded by the user's gameplay and the recorded input data and game state of the executed game application. In the illustrated embodiment, the gameplay timeline 404 represents the gameplay of the user of Scene 2 of level 3 of the game. In accordance with an embodiment of the present invention, a user may select portions of their gameplay that are recorded from which a mini-game or game segment will be generated. For example, in the illustrated embodiment, the line 404 having a start point and an end point T 0 T z game play. Part from the time line has been selected the game play to the time T x T y will produce a small portion from the game.

圖4B說明根據本發明之實施例的用於選擇遊戲玩法時線之一部 分來產生小遊戲或遊戲片段的介面。在所說明之實施例中,在裝置410之觸摸屏411上呈現介面412。在一實施例中,裝置410為平板計算裝置。介面412包括可選擇之遊戲玩法時線414。在遊戲玩法時線414之擴展視圖430中,可看到,在一實施例中,將遊戲玩法時線414表示為具有可調整之標記416及418的膠捲條。標記416指定該選擇之沿著遊戲玩法時線414的開始點,而標記418指定該選擇之沿著遊戲玩法時線的結束點。此外,標記419可定位於遊戲玩法時線414之已經由開始標記416及結束標記418找出的部分內。為了便於使用且向使用者提供對其遊戲玩法之什麼部分正被選擇的視覺理解,可展示對應於標記416已經定位所在之沿著遊戲玩法時線之點的開始訊框420。開始訊框420為對應於開始標記416定位所在之時間的所記錄之遊戲玩法視訊的影像。同樣,可展示對應於標記418已經定位所在之沿著遊戲玩法時線之點的代表性結束訊框424。以類似方式,結束訊框424為對應於結束標記418定位所在之時間的所記錄之遊戲玩法視訊的影像。另外,可顯示對應於標記419沿著遊戲玩法時線之位置的代表性訊框422。代表性訊框422可用作基於遊戲玩法時線之選定部分來建立的小遊戲的代表性影像。應瞭解,雖然在所說明之實施例中提供且描述觸摸屏介面,但在其他實施例中,可使用各種其他種類之輸入來選擇開始點及結束點以界定遊戲玩法之一部分以用於建立小遊戲。舉例而言,可經由遊戲控制器、鍵盤、經由示意動作輸入、語音輸入以及根據其他類型之輸入裝置及機制來提供輸入,以便使得能夠選擇遊戲玩法之一部分且自所記錄之遊戲玩法視訊中選擇代表性影像訊框。 4B illustrates one of the lines for selecting a game play method according to an embodiment of the present invention. Divided into the interface of a small game or game segment. In the illustrated embodiment, interface 412 is presented on touch screen 411 of device 410. In an embodiment, device 410 is a tablet computing device. Interface 412 includes a selectable gameplay timeline 414. In the expanded view 430 of the gameplay timeline 414, it can be seen that, in one embodiment, the gameplay timeline 414 is represented as a film strip with adjustable indicia 416 and 418. Marker 416 specifies the start point of the selection along the gameplay timeline 414, while the marker 418 specifies the end point of the selection along the gameplay timeline. Additionally, the indicia 419 can be located within the portion of the gameplay timeline 414 that has been found by the start marker 416 and the end marker 418. For ease of use and to provide the user with a visual understanding of what portion of the gameplay is being selected, a start frame 420 corresponding to the point along the line of the gameplay in which the marker 416 has been located may be displayed. The start frame 420 is an image of the recorded gameplay video corresponding to the time at which the start marker 416 was located. Likewise, a representative end frame 424 corresponding to the point along the gameplay timeline in which the marker 418 has been located may be displayed. In a similar manner, the end frame 424 is an image of the recorded gameplay video corresponding to the time at which the end marker 418 was located. Additionally, a representative frame 422 corresponding to the location of the marker 419 along the line of the gameplay time may be displayed. The representative frame 422 can be used as a representative image of a mini-game built based on selected portions of the gameplay timeline. It should be appreciated that while the touch screen interface is provided and described in the illustrated embodiment, in other embodiments, various other types of inputs may be used to select a starting point and an ending point to define a portion of the gameplay for use in creating a mini-game. . For example, input may be provided via a game controller, a keyboard, via gesture action input, voice input, and according to other types of input devices and mechanisms to enable selection of a portion of the gameplay and selection from recorded gameplay video Representative image frame.

在一些實施例中,選擇標記可能無法沿著遊戲玩法時線連續調整,而可改為經配置以對齊至沿著遊戲玩法時線的預定義時間點。舉例而言,預定義時間點可定義為與遊戲玩法時線中所發生之特定事件相對應。給定遊戲玩法時線之將被指派預定義時間點的特定事件可基 於對使用者之遊戲玩法之分析來產生,且將取決於視訊遊戲遊戲玩法之特定架構。在一實施例中,可基於由視訊遊戲界定之虛擬世界內之人物的地理位置來指派預定義時間點。舉例而言,可將預定義時間點指派給人物自一個地理場所移動至另一個地理場所時的特定時間,例如,自一個場景位置至另一個場景位置的移動、自一個城市至另一個城市的移動、進入建築物、進入建築物內的房間、進入交通工具、進入不同類型的環境或任何其他種類的重要地理轉移。在另一實施例中,可基於在視訊遊戲中控制之使用者之人物或實體的發展來指派預定義時間點。舉例而言,可在由使用者控制之人物或實體完成任務、獲得技能、獲得物體、藉由某一等級或以另外方式完成視訊遊戲之一部分或者執行或达成視訊遊戲中之任何其他種類的重要活動時指派預定義時間點。 In some embodiments, the selection indicia may not be continuously adjustable along the gameplay timeline, but may instead be configured to align to a predefined point in time along the gameplay timeline. For example, a predefined point in time can be defined to correspond to a particular event occurring in the gameplay timeline. Given a gameplay, the line will be assigned a specific event base at a predefined point in time. The analysis of the user's gameplay is generated and will depend on the particular architecture of the video gameplay. In an embodiment, the predefined time points may be assigned based on the geographic location of the person within the virtual world defined by the video game. For example, a predefined point in time can be assigned to a particular time when a person moves from one geographic location to another, for example, from one scene location to another, from one city to another. Move, enter a building, enter a room within a building, enter a vehicle, enter a different type of environment, or any other kind of important geographic transfer. In another embodiment, a predefined point in time may be assigned based on the development of a person or entity of a user controlled in the video game. For example, a person or entity controlled by a user can complete a task, acquire a skill, obtain an object, complete a portion of a video game by a certain level or otherwise, or perform or achieve any other kind of importance in a video game. Assign a predefined point in time when you are active.

圖4C說明根據本發明之實施例的用於選擇遊戲玩法時線之一部分來產生小遊戲的介面。遊戲玩法時線414圖解說明使用者可沿著其設置開始標記416及結束標記418以便指定將自其中產生小遊戲之遊戲玩法的選擇的時線。展示對應於開始標記416之位置的開始訊框410,以及對應於結束標記418之位置的結束訊框424。將瞭解,可自使用者之遊戲玩法之所記錄的視訊識別該訊框。呈現多個候選訊框440、442、444及446,使用者可自其中選擇一訊框來用作小遊戲之代表性訊框。 可根據多種方法來判定候選訊框。舉例而言,可自遊戲玩法時線之選定部分的分數間隔呈現候選訊框。該間隔可為相等的,使得候選訊框沿著遊戲玩法時線相等地間隔開,或者該間隔可為不相等的,使得一些訊框比其他訊框沿著遊戲玩法時線更彼此接近。在一實施例中,與遊戲玩法時線之選定部分的較晚部分相比,自遊戲玩法時線之選定部分的較早部分產生較高密度之候選訊框。在一實施例中,自遊戲玩法時線之選定部分的早期及較晚區域產生較高密度之候選訊框,而自遊 戲玩法時線之選定部分的中間部分產生較低密度之候選訊框。 4C illustrates an interface for selecting a portion of a gameplay timeline to generate a minigame in accordance with an embodiment of the present invention. The gameplay timeline 414 illustrates the timeline along which the user can set the start marker 416 and the end marker 418 to specify the gameplay from which the minigame will be generated. A start frame 410 corresponding to the location of the start marker 416 and an end frame 424 corresponding to the location of the end marker 418 are displayed. It will be appreciated that the frame can be identified from the video recorded by the user's gameplay. A plurality of candidate frames 440, 442, 444 and 446 are presented, from which the user can select a frame to be used as a representative frame of the mini-game. The candidate frame can be determined according to various methods. For example, the candidate frame may be presented at a fractional interval from a selected portion of the gameplay timeline. The intervals may be equal such that the candidate frames are equally spaced along the gameplay timeline, or the intervals may be unequal such that some of the frames are closer to each other than the other frames along the gameplay timeline. In one embodiment, a higher density candidate frame is generated from an earlier portion of the selected portion of the gameplay timeline than a later portion of the selected portion of the gameplay timeline. In one embodiment, a higher density candidate frame is generated from the early and later regions of the selected portion of the gameplay timeline. The middle portion of the selected portion of the play time line produces a lower density candidate frame.

在使用者已經選擇將自其中建立小遊戲之遊戲玩法的一部分之後,本發明之實施例提供用以基於遊戲玩法之選定部分來建立試玩小遊戲的系統及方法。更具體而言,該小遊戲使得另一個使用者能夠玩原始使用者玩過之視訊遊戲的大致相同部分,且可能在大致相同條件及參數下玩。在此意義上,小遊戲不僅僅為原始使用者之遊戲玩法之重玩視訊(但可結合小遊戲來呈現原始使用者之遊戲玩法之重玩視訊剪輯),而且已為已經基於使用者對其自己的遊戲玩法的選擇來指定之視訊遊戲本身的試玩部分。次要使用者可因此體驗與原始使用者之遊戲玩法體驗大致相似的遊戲玩法體驗。 After the user has selected a portion of the gameplay from which the minigame will be created, embodiments of the present invention provide systems and methods for establishing a demo game based on selected portions of the gameplay. More specifically, the mini-game enables another user to play substantially the same portion of the video game played by the original user, and may play under substantially the same conditions and parameters. In this sense, the mini-game is not only the replay video of the original user's gameplay (but can be combined with the mini-game to present the replay video clip of the original user's gameplay), and has been based on the user already The choice of your own gameplay to specify the demo portion of the video game itself. The secondary user can thus experience a gameplay experience that is substantially similar to the original user's gameplay experience.

圖5說明根據本發明之實施例的例示用於自現有基於雲的視訊遊戲產生小遊戲之方法的一系列螢幕截圖。螢幕截圖500展示使用者之視訊遊戲玩法。在所說明之實施例中,使用者玩視訊遊戲之等級3。在螢幕截圖502處,使用者已經完成視訊遊戲之等級3。在完成該等級後,即刻向使用者提供用以基於該等級之使用者之遊戲玩法來產生遊戲片段或小遊戲的選項。當使用者選擇產生遊戲片段時,接著在螢幕截圖504處,向使用者呈現用以為遊戲片段自該用戶之所記錄遊戲玩法中選擇開始點的介面。如已描述,遊戲玩法時線之表示可展示為具有可調整滑塊,使用者可移動該滑塊來為遊戲片段指定開始點。在使用者已界定開始點之後,接著在螢幕截圖506處,向使用者呈現經配置以允許為遊戲片段選擇結束點的介面。再次,使用者移動可調整滑塊以在介面中沿著代表性遊戲玩法時線指定結束點。在指定來自使用者之遊戲玩法時線的開始點及結束點之後,系統產生遊戲片段或小遊戲,如本文其他地方所描述。在螢幕截圖508處,可向使用者呈現額外選項,例如用以與其他使用者分享新近建立之遊戲片段或以其他方式向其他使用者告知新近產生之遊戲片段的選項、用以自同一遊戲玩法時線產生 另一遊戲片段的選項、用以繼續當前視訊遊戲之遊戲玩法的選項、用以觀看使用者之現有遊戲片段的選項等。若使用者選擇觀看他們的現有遊戲片段,則在螢幕截圖510處,展示顯示使用者之先前所建立的遊戲片段的介面。在所說明之實施例中,使用者可選擇先前所建立之遊戲片段中的一者,且觀看與彼遊戲片段相關的資訊及統計資料,如螢幕截圖512處所示。與給定遊戲片段相關的資訊及統計資料可包括以下各項中之任一者:遊戲片段之標題;最初自其中建立遊戲片段之視訊遊戲;建立遊戲片段之日期;其他使用者已經玩該遊戲片段之次數;指示著手玩該遊戲片段之使用者完成之遊戲片段的平均百分數的完成百分數;其他使用者留下之評論;等等。 5 illustrates a series of screen shots illustrating a method for generating a mini-game from an existing cloud-based video game, in accordance with an embodiment of the present invention. Screenshot 500 shows the user's video gameplay. In the illustrated embodiment, the user plays level 3 of the video game. At screen shot 502, the user has completed level 3 of the video game. Upon completion of the rating, the user is immediately provided with the option to generate a game segment or mini-game based on the gameplay of the user of the rating. When the user chooses to generate the game segment, then at screen shot 504, the user is presented with an interface to select a starting point for the game segment from the recorded gameplay of the user. As already described, the representation of the gameplay timeline can be shown as having an adjustable slider that the user can move to specify a starting point for the game segment. After the user has defined the starting point, then at screen shot 506, the user is presented with an interface configured to allow selection of an end point for the game segment. Again, the user moves the adjustable slider to specify an end point along the representative gameplay timeline in the interface. After specifying the start and end points of the line from the user's gameplay, the system generates game segments or mini-games as described elsewhere herein. At screen shot 508, additional options may be presented to the user, such as options for sharing newly created game segments with other users or otherwise notifying other users of newly generated game segments, for use in the same gameplay. Time line generation An option for another game segment, an option to continue the gameplay of the current video game, an option to view the user's existing game segment, and the like. If the user chooses to view their existing game snippet, at screen shot 510, an interface is displayed that displays the previously created game snippet of the user. In the illustrated embodiment, the user can select one of the previously created game segments and view the information and statistics associated with the game segment, as shown at screen shot 512. The information and statistics associated with a given game segment may include any of the following: a title of the game segment; a video game from which the game segment was originally created; a date the game segment was created; other users have played the game The number of segments; the percentage of completion of the average percentage of game segments completed by the user who is playing the game segment; the comments left by other users;

雖然在當前描述之實施例中,在完成視訊遊戲之某一等級之後向使用者呈現用以產生遊戲片段的選項,但應瞭解,在其他實施例中,使用者可在視訊遊戲之遊戲玩法期間或之外的任何其他時間產生遊戲片段,只要存在視訊遊戲之所記錄之遊戲玩法,使用者即可針對遊戲片段自其中界定選擇。舉例而言,在一實施例中,可呈現提供對與使用者相關聯的來自各種視訊遊戲之各種所記錄之遊戲玩法之存取權的介面。使用者可選擇特定視訊遊戲之遊戲玩法且藉由選擇所記錄之遊戲玩法的一部分來產生遊戲片段,將根據本文所描述之實施例自該部分產生遊戲片段。 Although in the presently described embodiment, the user is presented with an option to generate a game segment after completing a certain level of the video game, it should be appreciated that in other embodiments, the user may play during the video game of the video game. At any other time or other time, the game segment is generated, and as long as there is a gameplay recorded by the video game, the user can define a selection from the game segment. For example, in one embodiment, an interface can be presented that provides access to various recorded gameplays from various video games associated with the user. The user may select a gameplay for a particular video game and generate a game segment by selecting a portion of the recorded gameplay, which will be generated from the portion in accordance with embodiments described herein.

圖6說明根據本發明之實施例的用於產生遊戲片段代碼的系統。本文中可互換地使用術語“遊戲片段”及“小遊戲”來定義基於來自現有所記錄之遊戲玩法的使用者選擇而產生之視訊遊戲的離散試玩部分。在所說明之實施例中,使用者之遊戲玩法600在概念上表示使用者與視訊遊戲的完整版本交互。執行主遊戲代碼602來界定由使用者顯示之視訊遊戲的完整版本。在玩視訊遊戲時,其產生各種類型之遊戲玩法輸出,包括視訊資料、遊戲狀態資料及使用者輸入資料。可記錄此 等輸出以便定義該用戶之所記錄遊戲玩法。在所說明之實施例中,影像流604在概念上表示由視訊遊戲輸出之視訊資料。亦展示遊戲狀態元資料606及使用者輸入資料608。遊戲狀態資料606包括定義正在執行之視訊遊戲在遊戲玩法期間自一個瞬間至另一個瞬間的遊戲狀態的資料。遊戲狀態資料可包括定義視訊遊戲之執行狀態的任何變數的值。 使用者輸入資料為藉由俘獲在與視訊遊戲交互期間發生之使用者起始的動作而產生的資料,例如可經由控制器裝置上之輸入裝置的啟動、感測器資料(例如,動作感測器)的偵測、所俘獲之音訊輸入及其類似方式來提供。 Figure 6 illustrates a system for generating game fragment code in accordance with an embodiment of the present invention. The terms "game segment" and "small game" are used interchangeably herein to define a discrete trial portion of a video game that is generated based on user selections from existing recorded gameplay. In the illustrated embodiment, the user's gameplay 600 conceptually represents the user interacting with the full version of the video game. The main game code 602 is executed to define the full version of the video game displayed by the user. When playing video games, it produces various types of gameplay output, including video data, game status data, and user input data. Can record this Wait for the output to define the recorded gameplay for that user. In the illustrated embodiment, video stream 604 conceptually represents video material output by the video game. Game state metadata 606 and user input data 608 are also displayed. The game state profile 606 includes material that defines the state of the game from one instant to another during the gameplay being played. The game status data may include values that define any variable of the execution state of the video game. The user input data is data generated by capturing a user-initiated action occurring during interaction with the video game, such as activation of the input device via the controller device, sensor data (eg, motion sensing) The detection, the captured audio input, and the like are provided.

如已描述,使用者介面可圖解描繪該用戶之所記錄遊戲玩法來促進由使用者選擇使用者之遊戲玩法的一部分,將自該部分產生遊戲片段。在所說明之實施例中,使用者已經自所記錄之其遊戲玩法中界定選擇610。遊戲片段產生器使用該用戶之所記錄遊戲玩法的此選擇來產生遊戲片段代碼622,其基於使用者之遊戲玩法之選定部分來界定受限遊戲。遊戲片段產生器612包括遊戲狀態分析器614,其分析所記錄之選擇610的遊戲狀態。基於對所記錄之選擇的遊戲狀態的分析,遊戲中斷點處理器判定恰當的中斷點來界定遊戲片段之開始及結束。可基於地理、時間、任務或目標完成、場景邊界(物理或時間)或可據此對視訊遊戲之遊戲玩法進行分段以產生遊戲片段之視訊遊戲的任何其他態樣來界定中斷點。對一些說明性實施例之簡要描述將用以突出說明用於中斷點判定的某些可能性。 As already described, the user interface may graphically depict the recorded gameplay of the user to facilitate selection of a portion of the user's gameplay by the user from which the game segment will be generated. In the illustrated embodiment, the user has defined selection 610 from his recorded gameplay. The game segment generator uses this selection of the user's recorded gameplay to generate a game segment code 622 that defines the restricted game based on selected portions of the user's gameplay. Game segment generator 612 includes a game state analyzer 614 that analyzes the game state of the recorded selection 610. Based on the analysis of the recorded selected game state, the game breakpoint processor determines the appropriate breakpoint to define the beginning and end of the game segment. The breakpoint may be defined based on geography, time, task or goal completion, scene boundaries (physical or temporal), or any other aspect of the video game in which the video game may be segmented to produce a game segment. A brief description of some illustrative embodiments will be used to highlight certain possibilities for breakpoint determination.

舉例而言,一些視訊遊戲需要控制可自一個地理場景或場所移動至另一個場景或場所的人物。使用者之遊戲玩法之選定部分可判定為自特定場景處之遊戲玩法產生。在此類實施例中,特定場景之邊界可界定遊戲片段之地理中斷點,從而選擇該場景而排除其他場景,此可需要排除其他鄰近或鄰接場景,以及不鄰近或不鄰接或者與特定場景 較不相關或無關的場景。應瞭解,所記錄之遊戲玩法選擇610可需要來自多個場景的遊戲玩法,在該情況下,遊戲中斷點處理器616可經配置以根據用於所記錄之遊戲玩法選擇的多個場景的邊界來界定中斷點。 For example, some video games need to control people who can move from one geographic scene or venue to another. The selected portion of the user's gameplay can be determined to be generated from gameplay at a particular scene. In such embodiments, the boundaries of a particular scene may define a geographic break point of the game segment, thereby selecting the scene to exclude other scenes, which may need to exclude other adjacent or contiguous scenes, and not adjacent or non-contiguous or with particular scenes Less relevant or unrelated scenes. It should be appreciated that the recorded gameplay selection 610 may require gameplay from multiple scenes, in which case the game breakpoint processor 616 may be configured to select boundaries of multiple scenes for the recorded gameplay selection. To define the break point.

應注意,場景可在本質上為地理性的及時間性的。亦即,場景可不僅在由視訊遊戲界定之虛擬空間內界定地理區域,而且亦可經配置以在特定時間期間或在視訊遊戲之較大情境內的特定年代點處存在。此類場景可已經界定待由玩家達成之目的或目標。因此,可基於如視訊遊戲所界定之年代或其他時間態樣來界定遊戲中斷點。 It should be noted that the scene can be geographical and temporal in nature. That is, the scene may define a geographic area not only within the virtual space defined by the video game, but may also be configured to exist at a particular time during a particular time or at a particular point in the territory of the video game. Such a scenario may already define the purpose or goal to be achieved by the player. Thus, game breakpoints can be defined based on ages as defined by video games or other temporal aspects.

另外,給定場景可具有在遊戲玩法期間作為場景之一部分呈現的相關聯物體或特徵。可分析此等物體或特徵以根據它們的內含物來界定另外的中斷點。舉例而言,場景中之物體可自資產庫的子集獲取,在該情況下,可由遊戲中斷點處理器616針對遊戲片段界定資產庫的子集,以排除資產庫中未在與所記錄之遊戲玩法選擇相關聯之場景中使用的其他物體。應理解,物體及特徵可為給定場景之動態元素,其中相關聯的機制界定其回應於在視訊遊戲中發生之事件而產生的改變。舉例而言,物體可能具有破壞類比模組,其在物體受到破壞時(例如,在由武器打擊時)判定且調整物體之外觀。或者,特徵可為在該場景期間使得可用的交通工具,其中該交通工具具有界定其在遊戲玩法期間之外觀以及其操作及對使用者輸入之回應的相關聯邏輯。此類邏輯或破壞類比可進一步界定遊戲中斷點來產生遊戲片段。 Additionally, a given scene may have associated objects or features that are presented as part of the scene during gameplay. These objects or features can be analyzed to define additional breakpoints based on their inclusions. For example, objects in the scene may be obtained from a subset of the asset library, in which case a subset of the asset library may be defined by the game breakpoint processor 616 for the game segments to exclude unrecorded and recorded assets in the asset library. Gameplay selects other objects used in the associated scene. It should be understood that objects and features may be dynamic elements of a given scene, with associated mechanisms defining changes that are made in response to events occurring in the video game. For example, an object may have a destruction analog module that determines and adjusts the appearance of the object when it is damaged (eg, when struck by a weapon). Alternatively, the feature may be a vehicle that is made available during the scene, wherein the vehicle has associated logic that defines its appearance during game play and its operation and response to user input. Such logic or destruction analogy can further define game breakpoints to produce game segments.

視訊遊戲之界定或以另外方式用於視訊遊戲之選定部分的各種態樣可為用於界定遊戲中斷點的基礎。目前所描述之實例為僅以實例方式而非以受限方式來提供。應瞭解,在其他實施例中,視訊遊戲之其他態樣可形成用於界定中斷點來產生遊戲片段的基礎。 The various aspects of defining a video game or otherwise used for selected portions of a video game may be the basis for defining a break point for the game. The presently described examples are provided by way of example only and not limitation. It should be appreciated that in other embodiments, other aspects of the video game may form the basis for defining breakpoints to generate game segments.

在一實施例中,可將視訊遊戲組織成各種場景,該場景必須按線性型式來完成,使得直至已經首先完成在前場景,才能嘗試較後場景。 每一場景可包括若干目的或目標,其中一些對於完成該場景可為必需的,且其中一些對於完成該場景可為任選的。目的可包括在場景內自開始位置導航至預定義結束位置、生存持續預定義長度的時間、消滅預定義數目的敵人、獲取特定數目的點、擊敗特定敵人,或可在遊戲內定義目的的任何其他活動。場景可具有各種預定義完成點,亦即,其中在使用者由於某種原因(例如,使用者退出遊戲,使用者之遊戲人物死亡或失去生命或健康,使用者之交通工具墜毀,等等)而變得不能夠繼續遊戲玩法的情況下,使用者一旦已經達到該完成點就能夠返回至該點的點。在預定義完成點處,視訊遊戲可經配置以自動保存使用者之進程或向使用者呈現用以保存其進程的選項。 In one embodiment, the video game can be organized into various scenes that must be done in a linear pattern such that the later scene can be attempted until the previous scene has been completed first. Each scene may include several goals or goals, some of which may be necessary to complete the scene, and some of which may be optional for completing the scene. The purpose may include navigating from a starting position to a predefined ending position within the scene, surviving for a predefined length of time, destroying a predefined number of enemies, acquiring a certain number of points, defeating a particular enemy, or defining any purpose within the game. other activities. The scene may have various predefined completion points, ie, where the user is for some reason (eg, the user quits the game, the user's game character dies or loses life or health, the user's vehicle crashes, etc.) In the case where it becomes impossible to continue the game play, the user can return to the point of the point once the completion point has been reached. At a predefined completion point, the video game can be configured to automatically save the user's progress or present the user with options to save their progress.

在一實施例中,遊戲中斷點處理器616經配置以在預定義完成點處界定遊戲中斷點。在一實施例中,此藉由找到與該用戶之所記錄遊戲玩法選擇之選定開始點及結束點最近的完成點且利用此等最近完成點定義遊戲片段的遊戲中斷點來完成。在另一實施例中,使用出現在所記錄之遊戲玩法選擇之選定開始點之前的最近完成點來界定開始中斷點,而使用出現在所記錄之遊戲玩法選擇之選定結束點之後的最近完成點來界定用於建立遊戲片段的結束中斷點。在又一實施例中,若完成點位於該用戶之所記錄遊戲玩法選擇的開始點或結束點中的任一者的預定義半徑內(例如,之前或之後),則利用該完成點來界定遊戲片段之對應開始或結束遊戲中斷點。然而,若沒有完成點位於預定義半徑內,則界定較匹配所記錄之選擇之使用者選定開始或結束點的遊戲中斷點。在其他實施例中,用於開始點及結束點之預定義半徑可出於判定是否利用現有完成點來界定遊戲中斷點的目的而有所不同。 In an embodiment, the game breakpoint processor 616 is configured to define a game breakpoint at a predefined completion point. In one embodiment, this is accomplished by finding a completion point that is closest to the selected start and end points of the recorded gameplay selection of the user and defining a game breakpoint for the game segment using such recent completion points. In another embodiment, the start point is defined using the most recent completion point that appears before the selected start point of the recorded gameplay selection, and the most recent completion point after the selected end point of the recorded gameplay selection is used. To define the end break point used to create the game segment. In yet another embodiment, if the completion point is within a predefined radius (eg, before or after) of any of the start or end points of the recorded gameplay selection of the user, then the completion point is utilized to define The corresponding segment of the game begins or ends the game break point. However, if no completion point is within a predefined radius, then a game break point that matches the user's selected start or end point that matches the selected selection is defined. In other embodiments, the predefined radii for the start and end points may differ for the purpose of determining whether to utilize existing completion points to define a game breakpoint.

如已論述,遊戲中斷點處理器616基於對該用戶之所記錄遊戲玩法選擇之分析來判定適用於視訊遊戲之各種態樣的恰當中斷點。由處理器616定義之中斷點用以界定將基於該用戶之所記錄遊戲玩法選擇來 產生之遊戲片段的受限範圍。在一實施例中,提供覆蓋處理器617以用於產生可在玩由遊戲片段產生器612產生之遊戲片段時有助於改進使用者體驗的覆蓋。舉例而言,在一實施例中,覆蓋處理器617定義可在遊戲片段之實際遊戲玩法之前作為對遊戲片段之介紹而提供的遊戲片段前資料,其定義視訊或遊戲玩法或額外資訊。遊戲片段前資料之一實例為可向起始遊戲片段之遊戲玩法的使用者提供情境的介紹性視訊。在另一實施例中,遊戲片段前資料可定義遊戲片段之介紹性遊戲玩法,其可向使用者提供學習可對玩遊戲片段有用或必需的技能的機會。在另一實施例中,遊戲片段前資料可定義一系列一或多個資訊螢幕或影像,其向使用者提供關於遊戲片段的資訊。此類資訊可包括控制器配置、故事背景資訊、目的或目標、地圖或可對使用者有用或以另外方式改進使用者玩遊戲片段之體驗的與遊戲片段相關的任何其他類型的資訊。 As already discussed, the game breakpoint processor 616 determines the appropriate breakpoints for the various aspects of the video game based on the analysis of the recorded gameplay selections for the user. The breakpoint defined by processor 616 is used to define a gameplay selection based on the recorded game of the user. The limited range of generated game segments. In an embodiment, an overlay processor 617 is provided for generating an overlay that can help improve the user experience when playing a game segment generated by the game segment generator 612. For example, in one embodiment, the overlay processor 617 defines pre-game clip material that can be provided as an introduction to the game clip prior to the actual gameplay of the game segment, which defines video or gameplay or additional information. An example of pre-game fragment data is an introductory video that provides context to the user of the gameplay of the initial game segment. In another embodiment, the pre-game piece material may define an introductory gameplay of the game piece that may provide the user with an opportunity to learn skills that may be useful or necessary for playing the game piece. In another embodiment, the pre-game piece data may define a series of one or more information screens or images that provide information to the user regarding the game pieces. Such information may include controller configuration, story background information, purpose or goal, map, or any other type of information related to the game segment that may be useful to the user or otherwise improve the user's experience of playing the game segment.

覆蓋處理器617亦可經配置以定義遊戲片段後資料。在一些實施例中,遊戲片段後資料可定義待在遊戲片段之遊戲玩法完成之後展示的視訊或影像。舉例而言,可在使用者完成遊戲片段之後展示祝賀視訊。 此類視訊可基於遊戲片段之使用者之遊戲玩法來定制,例如,藉由展示基於使用者之遊戲玩法之資訊或影像來達成。在一實施例中,遊戲片段後資料可定義重放機制以在遊戲片段完成之後播放該遊戲片段之使用者之遊戲玩法的所記錄的部分。在另一實施例中,遊戲片段後資料可經配置以顯示關於遊戲片段之使用者之遊戲玩法的統計資料,且可指示該使用者之遊戲玩法與其他使用者之遊戲玩法或遊戲片段之原始建立者之遊戲玩法的比較。在另外其他實施例中,遊戲片段後資料可定義待在遊戲片段完成後向使用者呈現之額外交互性元素。此等元素可包括用以部分或全部購買遊戲片段所基於之視訊遊戲的選項、用以轉向與視訊遊戲相關的額外資訊源的選項等。 The overlay processor 617 can also be configured to define post-game fragment data. In some embodiments, the game clip post material may define a video or image to be displayed after the gameplay of the game clip is completed. For example, a congratulatory video can be displayed after the user completes the game segment. Such video can be customized based on the gameplay of the user of the game segment, for example, by presenting information or images based on the user's gameplay. In an embodiment, the game clip post material may define a playback mechanism to play the recorded portion of the gameplay of the user of the game clip after the game clip is completed. In another embodiment, the game piece post material may be configured to display statistics about the gameplay of the user of the game segment, and may indicate the gameplay of the user and the original gameplay or game segment of the other user. A comparison of the gameplay of the founder. In still other embodiments, the game clip post material may define additional interactivity elements to be presented to the user after the game clip is completed. Such elements may include options for partially or fully purchasing a video game upon which the game segment is based, options for redirecting additional information sources associated with the video game, and the like.

在一些實施例中,覆蓋處理器617可經配置以界定覆蓋至遊戲片段中的元素。此等元素可包括可由玩該遊戲片段之使用者定制的元素,例如人物、目標、資產以及其他類型之定制選項的定制。在一些實施例中,覆蓋處理器617可經配置以為遊戲片段界定簡化的元素,以降低遊戲片段代碼的複雜性,且減少執行該遊戲片段所需的資源量。舉例而言,許多視訊遊戲包括人工智慧(AI)實體,例如人物、交通工具、敵人等。此等AI實體在全視訊遊戲中可由人工智慧模型管理,該人工智慧模型基於視訊遊戲中發生之事件來界定AI實體的反應及活動。然而,在具有有限範圍之遊戲片段的上下文中,藉由經硬寫碼的定義或簡化的外插法來簡單地定義AI實體之活動係可接受的,而非如全視訊遊戲中之情況那樣對AI實體之活動完全建模。 In some embodiments, overlay processor 617 can be configured to define an element that is overlaid into a game segment. Such elements may include customizations of elements that may be customized by the user playing the game piece, such as characters, targets, assets, and other types of customization options. In some embodiments, overlay processor 617 can be configured to define simplified elements for game segments to reduce the complexity of the game segment code and reduce the amount of resources required to execute the game segments. For example, many video games include artificial intelligence (AI) entities such as people, vehicles, enemies, and the like. These AI entities can be managed in a full video game by an artificial intelligence model that defines the reactions and activities of the AI entity based on events occurring in the video game. However, in the context of a limited range of game segments, it is acceptable to simply define the activity of the AI entity by hard coded definition or simplified extrapolation, rather than as in a full video game. Fully model the activities of the AI entity.

舉例而言,若在全視訊遊戲之所記錄遊戲玩法選擇中,給定AI任務根據其AI模型(其在遊戲片段中不可能改變)以某一方式移動,則為該遊戲片段界定AI任務之移動的近似表示可能較高效。此近似表示將不要求包括全AI模型作為遊戲片段代碼之一部分,但將向玩該遊戲片段之使用者提供與遊戲片段自其中產生之原始使用者之遊戲玩法的體驗大體上類似的相對於該AI人物的體驗。當存在多個AI實體,且其在使用者所記錄之遊戲玩法選擇中交互時,藉由AI實體活動之近似表示達成的資源節省可更加顯著。因為AI實體中之每一者可具有取決於其他AI實體之AI模型之輸出的AI模型。然而,當遊戲玩法已記錄時,此等AI實體中之每一者的活動為已知的,且因此可藉由例如其控制變數之直接編碼以及其活動之近似表示等簡化機制在遊戲片段中再現。 For example, if a given AI task is moved in a certain manner according to its AI model (which is unlikely to change in the game segment) in the recorded gameplay selection of the full video game, the AI task is defined for the game segment. The approximate representation of the movement may be more efficient. This approximation will not require the inclusion of the full AI model as part of the game fragment code, but will provide the user playing the game segment with a substantially similar experience to the gameplay of the original user from which the game segment was generated. The experience of AI characters. When there are multiple AI entities that interact in the gameplay selections recorded by the user, the resource savings achieved by the approximate representation of the AI entity activity can be more significant. Because each of the AI entities can have an AI model that depends on the output of the AI model of other AI entities. However, when gameplay has been recorded, the activity of each of these AI entities is known, and thus the simplification mechanism can be used in the game segment by, for example, direct encoding of its control variables and approximate representation of its activities. Reproduction.

繼續參看圖6,提供用於界定遊戲片段之初始狀態的遊戲設置狀態處理器618。基於遊戲狀態分析器614、遊戲中斷點處理器616以及遊戲設置狀態處理器618之操作,代碼組合管理器620組合各個代碼部分,以界定遊戲片段代碼622。當執行遊戲片段代碼622時,使用者之遊戲 玩法624提供輸入來界定遊戲片段代碼之執行狀態,其產生遊戲玩法輸出,遊戲玩法輸出包括用於向使用者顯現遊戲片段的視訊資料及回饋資料。視訊資料可包括遊戲片段前覆蓋視訊622、遊戲片段視訊624(其為因遊戲片段之遊戲玩法而產生的視訊)以及遊戲片段後覆蓋視訊626。 With continued reference to FIG. 6, a game settings state processor 618 for defining an initial state of a game segment is provided. Based on the operations of game state analyzer 614, game breakpoint processor 616, and game settings state processor 618, code combination manager 620 combines the various code portions to define game segment code 622. User game when executing game fragment code 622 The gameplay 624 provides input to define an execution state of the game piece code, which produces a gameplay output that includes video material and feedback material for presenting the game segment to the user. The video material may include a game segment pre-coverage video 622, a game segment video 624 (which is a video game generated by the gameplay of the game segment), and a game segment post-coverage video 626.

應瞭解,在一實施例中,遊戲片段代碼622完全自含,包括執行該遊戲片段所需的所有代碼部分。然而,在其他實施例中,遊戲片段代碼622可併入有對全視訊遊戲之主遊戲代碼中之現存代碼部分的參考或指標。此外,遊戲片段代碼622可包括參考或利用全視訊遊戲之主遊戲代碼之資產庫中的現有資產。然而,在其他實施例中,可為遊戲片段代碼產生新的資產庫。 It should be appreciated that in one embodiment, the game fragment code 622 is fully self-contained, including all of the code portions required to execute the game fragment. However, in other embodiments, the game fragment code 622 may incorporate references or metrics to existing code portions of the main game code of the full video game. In addition, the game snippet code 622 can include existing assets in an asset library that references or utilizes the main game code of the full video game. However, in other embodiments, a new asset library can be generated for the game fragment code.

圖7A說明根據本發明實施例的用於產生視訊遊戲之遊戲片段目的之虛擬空間的修改。地圖700表示視訊遊戲之場景或地理部分。如圖所示之地圖為可表示在視訊遊戲之實際遊戲玩法期間所導航且經歷之三維虛擬空間的二維表示。如圖所示,地圖700說明區域702,以及若干路徑704、706、708及710。在視訊遊戲之所記錄遊戲玩法中,使用者之人物712自區域702移動至路徑710。基於此所記錄之移動以及對視訊遊戲之遊戲玩法的其他分析,可判定對於遊戲片段之產生而言,額外路徑704、706及708為不必要的。該等路徑可表示與路徑710相比不正確的選擇,或可通往與遊戲片段無關的區域,或可自遊戲片段玩家遵循該路徑的能力轉移,且經歷與原始使用者之遊戲玩法類似的遊戲玩法。另外,若路徑704、706及708所通往之區域為遊戲片段中不支持的,則包括此等路徑可能導致玩家之間的混亂,或至少導致不良的使用者體驗。因此,在經修改之地圖720中,使路徑704、706及708不可用於遊戲片段中之遊戲玩法,而路徑710以及區域702保持不變。因此,當使用者玩併入有地圖720所界定之地形的遊戲片段時,他將經歷其中 路徑704、706及708不可用於穿過的虛擬空間。使用者將接著較可能像原始使用者所做的那樣穿過路徑710,因此經歷類似的遊戲玩法。 7A illustrates a modification of a virtual space for generating a game segment for a video game in accordance with an embodiment of the present invention. Map 700 represents the scene or geographic portion of the video game. The map as shown is a two-dimensional representation of a three-dimensional virtual space that can be navigated and experienced during the actual gameplay of the video game. As shown, map 700 illustrates area 702, as well as several paths 704, 706, 708, and 710. In the recorded gameplay of the video game, the user's character 712 moves from region 702 to path 710. Based on this recorded movement and other analysis of the gameplay of the video game, it may be determined that additional paths 704, 706, and 708 are unnecessary for the generation of the game segment. Such paths may represent an incorrect selection as compared to path 710, or may lead to an area unrelated to the game segment, or may be transferred from the ability of the game segment player to follow the path, and experience similar gameplay as the original user. Gameplay. Additionally, if the areas to which paths 704, 706, and 708 are directed are not supported in the game segment, including such paths may result in confusion between players, or at least result in a poor user experience. Thus, in the modified map 720, paths 704, 706, and 708 are made unavailable for gameplay in the game segment, while path 710 and region 702 remain unchanged. Therefore, when the user plays a game segment incorporating the terrain defined by the map 720, he will experience Paths 704, 706, and 708 are not available for virtual space to pass through. The user will then be more likely to cross the path 710 as the original user did, thus experiencing similar gameplay.

將瞭解,為遊戲片段或小遊戲界定之虛擬空間的部分可由基於使用者所記錄之遊戲玩法而判定的邊界界定。該邊界將界定較大虛擬空間之子區域,且包括較大虛擬空間中可用之特徵的子集。在一些實施例中,可藉由判定由使用者之遊戲玩法界定之虛擬空間中的位置,且接著判定與虛擬空間相關聯的最靠近彼等位置且佈置成包括該等位置的預定義邊界,來判定虛擬空間邊界。舉例而言,使用者之遊戲玩法可界定使用者之視訊遊戲人物所穿過的路徑。可分析此路徑,且基於該路徑在虛擬空間中的位置,可選擇一組預定義邊界,以界定包括該路徑的區域。在一些實施例中,預定義邊界可由固有地界定虛擬空間的部分(例如,門、窗、牆、房間、走廊、柵欄、道路、十字路口、走廊等)的特定特徵界定。 It will be appreciated that portions of the virtual space defined for the game segment or mini-game may be defined by boundaries determined based on the gameplay recorded by the user. This boundary will define sub-regions of the larger virtual space and include a subset of the features available in the larger virtual space. In some embodiments, the location in the virtual space defined by the user's gameplay may be determined, and then the closest locations associated with the virtual space are determined and arranged to include predefined boundaries of the locations, To determine the virtual space boundary. For example, the user's gameplay can define the path through which the user's video game character passes. This path can be analyzed, and based on the location of the path in the virtual space, a set of predefined boundaries can be selected to define the area that includes the path. In some embodiments, the predefined boundaries may be defined by specific features that inherently define portions of the virtual space (eg, doors, windows, walls, rooms, corridors, fences, roads, intersections, corridors, etc.).

圖7B說明根據本發明實施例的用於產生遊戲片段目的之場景圖的修改。場景圖730概念上說明視訊遊戲之各個場景A至G的組織。應瞭解,如本文所述之場景本質上可為地理的及/或時間的,且各自可表示視訊遊戲之一試玩部分,例如視訊遊戲內之階段、等級、欄、位置或任何其他組織單位,玩家可根據此自一個場景前進至另一場景。在場景圖730中,展示代表場景A至G的各個節點。如圖所示,玩家可自場景A前進至場景B,且自場景B前進至場景D或E。玩家亦可自場景A前進至場景C,且自場景C前進至場景F或G。場景圖730說明全視訊遊戲的場景組織。然而,為了建立遊戲片段之目的,遊戲片段可能不需要所有可用場景。因此,舉例而言,場景圖732說明用於遊戲片段之場景的組織。如圖所示,場景圖732包括場景A、B、C及F,但不包括包含于全視訊遊戲之場景圖730中的其餘場景。因此,使用者可自場景A前進至場景B或C,且自場景C前進至場景F。然而,來自全視訊遊戲場 景圖730之其他場景不可用於遊戲片段中的遊戲玩法。如已描述,根據本發明實施例的系統可經配置以限制產生遊戲片段時場景之包括。以此方式,遊戲片段不包括其遊戲玩法之受限情境及既定目的不需要的場景。 Figure 7B illustrates a modification of a scene graph for the purpose of generating a game segment in accordance with an embodiment of the present invention. The scene graph 730 conceptually illustrates the organization of the various scenes A to G of the video game. It should be appreciated that the scenarios as described herein may be geographically and/or temporal in nature and each may represent a trial portion of a video game, such as a stage, rank, column, location, or any other organizational unit within the video game. Players can proceed from one scene to another based on this. In the scene graph 730, the respective nodes representing the scenes A to G are displayed. As shown, the player can proceed from scene A to scene B and from scene B to scene D or E. The player can also proceed from scene A to scene C and from scene C to scene F or G. Scene graph 730 illustrates the scene organization of a full video game. However, for the purpose of creating a game clip, the game clip may not require all available scenes. Thus, for example, scene graph 732 illustrates the organization of a scene for a game segment. As shown, scene graph 732 includes scenes A, B, C, and F, but does not include the remaining scenes included in scene graph 730 of the full video game. Therefore, the user can proceed from scene A to scene B or C and proceed from scene C to scene F. However, from the full video game field Other scenes of the Scene 730 are not available for gameplay in game clips. As has been described, a system in accordance with an embodiment of the present invention can be configured to limit the inclusion of a scene when a game segment is generated. In this way, the game segment does not include the restricted context of its gameplay and the scenes that are not needed for the intended purpose.

圖8說明根據本發明實施例的用於產生遊戲片段的方法。在方法操作800處,記錄視訊遊戲之使用者之遊戲玩法,包括記錄使用者之遊戲玩法之視訊以及視訊遊戲資料,例如視訊遊戲之輸入資料及遊戲狀態資料。在方法操作802處,呈現用於選擇所記錄遊戲玩法以產生遊戲片段的使用者介面。該介面界定用於接收使用者輸入以自所記錄之遊戲玩法界定開始及結束點的機制。舉例而言,可提供用於回顧所記錄之遊戲玩法視訊的介面,以允許使用者基於遊戲玩法視訊之導航或重放,界定遊戲玩法視訊內的開始及結束點。在方法操作804處,接收遊戲玩法視訊之使用者自定義的選擇。在方法操作806處,基於遊戲玩法視訊之所接收到的使用者自定義選擇,識別視訊遊戲中斷點。在一實施例中,存在視訊遊戲之預定義中斷點。基於遊戲玩法視訊之使用者自定義選擇,可選擇最靠近使用者自定義選擇之開始及結束點的中斷點,作為待產生之遊戲片段的遊戲中斷點。在方法操作808處,界定用於如由所識別之中斷點界定之片段選擇的遊戲代碼。該方法操作810,界定用於片段選擇之遊戲設置狀態。在一實施例中,遊戲設置狀態為基於使用者所記錄之遊戲玩法期間存在的遊戲狀態。方法操作812,產生遊戲片段代碼,且在方法操作814處,將遊戲片段代碼儲存至遊戲片段庫,且使其與使用者之帳戶相關聯。 Figure 8 illustrates a method for generating a game segment in accordance with an embodiment of the present invention. At method operation 800, the gameplay of the user of the video game is recorded, including recording the video game of the user's gameplay and video game material, such as video game input data and game status data. At method operation 802, a user interface for selecting the recorded gameplay to generate a game segment is presented. The interface defines a mechanism for receiving user input to define start and end points from the recorded gameplay. For example, an interface for reviewing recorded gameplay video may be provided to allow a user to define start and end points within the gameplay video based on navigation or playback of the gameplay video. At method operation 804, a user-defined selection of the gameplay video is received. At method operation 806, the video game breakpoint is identified based on the user-defined selection received by the gameplay video. In one embodiment, there is a predefined break point for the video game. Based on the user-defined selection of the gameplay video, the breakpoint closest to the start and end points of the user's custom selection can be selected as the game break point of the game segment to be generated. At method operation 808, a game code for segment selection as defined by the identified breakpoint is defined. The method operates 810 to define a game settings state for segment selection. In one embodiment, the game settings state is based on the state of the game that exists during the gameplay recorded by the user. Method operation 812, generating a game segment code, and at method operation 814, storing the game segment code to the game segment library and associating it with the user's account.

在一實施例中,該方法可包括方法操作816,其中基於使用者之所記錄之遊戲玩法視訊及資料產生所建議之遊戲片段視訊選擇。可基於對使用者之所記錄遊戲玩法的分析來判定使用者之遊戲玩法之所建議選擇。舉例而言,遊戲玩法之其中偵測到較高活動等級(例如,超過 預定義臨限值之活動等級)的部分可被建議為可能的遊戲片段視訊選擇。在方法操作818處,前面所提及之用於遊戲片段選擇的使用者介面可向使用者呈現所建議之遊戲片段視訊選擇。在一實施例中,可向使用者呈現代表每一所建議遊戲片段視訊選擇的螢幕截圖。在方法操作820處,接收使用者對所建議之遊戲片段視訊選擇中之一者的選擇。基於使用者選擇,可產生及儲存遊戲片段代碼,如先前已描述。 In one embodiment, the method can include a method operation 816 in which the suggested game segment video selection is generated based on the gameplay video and data recorded by the user. The suggested selection of the user's gameplay can be determined based on an analysis of the recorded gameplay of the user. For example, a higher level of activity is detected in the gameplay (eg, exceeds The portion of the activity level of the predefined threshold can be suggested as a possible game segment video selection. At method operation 818, the aforementioned user interface for game segment selection can present the suggested game segment video selection to the user. In one embodiment, a screenshot of the video selection for each of the suggested game segments may be presented to the user. At method operation 820, a user selection of one of the suggested game segment video selections is received. The game segment code can be generated and stored based on user selection, as previously described.

圖9A說明根據本發明實施例的用於瀏覽與各種遊戲標題相關聯的遊戲片段的介面。在所說明之實施例中,將該介面組織成一系列選項卡,包括選項卡900、902及904,其在被選擇時,提供對對應於不同遊戲標題之各種頁的存取權。在所說明之實施例中,當前選擇選項卡900,使得所呈現之頁提供關於已為特定遊戲標題T1建立之遊戲片段的資訊。遊戲片段清單904列出已自遊戲標題T1建立之各種遊戲片段。在一實施例中,遊戲片段清單904亦識別建立了該遊戲片段的使用者(例如,顯示建立了該遊戲片段之使用者的使用者名稱)。在一實施例中,可瀏覽或導航遊戲片段清單904,以突出顯示遊戲片段清單904中所列出之遊戲片段中的不同遊戲片段。在所說明之實施例中,當前突出顯示由使用者A建立之遊戲片段A,此導致與遊戲片段A有關之細節906將顯示。細節906可包括與遊戲片段有關的各種資訊,例如自其中產生遊戲片段的等級或階段、提供關於自其中建立遊戲片段之位置之更具體資訊的遊戲細節、建立了遊戲片段之使用者A的評論、來自他人的若干評論、遊戲片段已被顯示之次數,或關於在突出顯示遊戲片段之清單時可提供之關於該遊戲片段的任何其他類型的資訊。 9A illustrates an interface for browsing game segments associated with various game titles, in accordance with an embodiment of the present invention. In the illustrated embodiment, the interface is organized into a series of tabs, including tabs 900, 902, and 904 that, when selected, provide access to various pages corresponding to different game titles. In the illustrated embodiment, tab 900 is currently selected such that the rendered page provides information about the game segments that have been created for a particular game title T1. The game clip list 904 lists the various game pieces that have been created from the game title T1. In one embodiment, the game clip list 904 also identifies the user who created the game clip (eg, the user name of the user who created the game clip). In an embodiment, the game segment list 904 can be browsed or navigated to highlight different game segments in the game segments listed in the game segment list 904. In the illustrated embodiment, the game segment A created by the user A is currently highlighted, which results in the detail 906 associated with the game segment A being displayed. The details 906 can include various information related to the game segment, such as the level or stage from which the game segment was generated, the game details providing more specific information about the location from which the game segment was created, and the comments of the user A who created the game segment. , several comments from others, the number of times a game segment has been displayed, or any other type of information about the game segment that can be provided when highlighting a list of game segments.

圖9B說明根據本發明實施例的遊戲片段資訊頁。遊戲片段資訊頁為針對參看圖9A所論述之遊戲片段A,且可在使用者選擇如圖9A中所示之遊戲片段A的清單時到達。繼續參看圖9B,遊戲片段資訊頁提供與遊戲片段有關的各種資訊。除關於遊戲片段之書目資訊(例如,標 題、建立了該遊戲片段之使用者的使用者名稱、建立日期等)之外,可顯示遊戲片段之視訊910。在一實施例中,視訊910為建立了遊戲片段之原始使用者的所記錄遊戲玩法視訊。在另一實施例中,視訊910可為其他使用者之所記錄遊戲玩法視訊,例如在該遊戲片段上達成最高分的使用者,或最近玩了該遊戲片段的使用者。在一實施例中,視訊910可為當前正在玩該遊戲片段之使用者的現場饋送。在其他實施例中,代替於視訊,可展示遊戲片段之代表性影像。 Figure 9B illustrates a game clip information page in accordance with an embodiment of the present invention. The game clip information page is for the game clip A discussed with reference to FIG. 9A and can be reached when the user selects the list of game clips A as shown in FIG. 9A. Continuing to refer to Figure 9B, the game clip information page provides various information related to the game clip. Bibliographic information about game segments (eg, In addition to the title, the user name of the user who created the game segment, the date of creation, etc., the video 910 of the game segment can be displayed. In one embodiment, video 910 is the recorded gameplay video of the original user who created the game segment. In another embodiment, video 910 may be recorded gameplay video recorded by other users, such as a user who scored the highest score on the game segment, or a user who recently played the game segment. In an embodiment, video 910 may be a live feed for a user who is currently playing the game segment. In other embodiments, instead of video, a representative image of the game segment can be displayed.

遊戲片段資訊頁可進一步包括用於起始遊戲片段之遊戲玩法的可選擇按鈕912。遊戲片段資訊頁亦可包括細節欄914,其可表徵關於遊戲片段之各種細節及統計資訊,例如玩的次數、平均完成率等。遊戲片段資訊頁亦可包括評論欄916,其表徵使用者所留下之評論。可提供分類按鈕918,以選擇用於對評論進行分類的各種選項(例如,年月日次序、最流行、根據評級、根據與當前使用者的關係(例如,使用者之在社交圖譜中之朋友的評論優先)等)。 The game clip information page may further include a selectable button 912 for initiating game play of the game clip. The game clip information page may also include a detail bar 914 that may characterize various details and statistical information about the game clip, such as the number of plays, the average completion rate, and the like. The game clip information page may also include a comment bar 916 that characterizes the comments left by the user. A sort button 918 can be provided to select various options for categorizing the reviews (eg, year, month, day order, most popular, based on rating, based on relationship with the current user (eg, the user's friends in the social graph) Comments are preferred), etc.).

圖10說明根據本發明實施例之使用者之帳戶資訊的視圖,包括雲遊戲社交網路中之朋友的即時視圖。庫欄1002顯示使用者之庫中的各種遊戲標題。此等遊戲標題可為使用者已購買或以其他方式獲取的遊戲標題。除標題資訊之外,遊戲標題之顯示亦可包括代表性圖形的顯示。將瞭解,遊戲可為全版本遊戲標題,但亦可為受限版本之模擬版本,其各自可為全版本遊戲標題之一部分,或與全版本遊戲標題相比在某能力上受限。朋友清單1004列出當前使用者在與雲遊戲系統相關聯之社交網路中的朋友(亦即,當前使用者之社交圖譜中的其他使用者)。該社交網路可為雲遊戲系統專用的社交網路,或可為與雲遊戲系統分開存在的(第三方)社交網路,雲遊戲系統與之通信,以獲得關於使用者之社交圖譜的資訊。朋友清單1004可包括關於使用者之朋友的額外資訊,例如描述每一朋友所擁有之遊戲、識別該朋友之線上狀 態(例如,線上、離線、不活動等)、該朋友之的最後一次登入及其持續時間、該朋友玩的最後一款遊戲等。 10 illustrates a view of account information of a user in accordance with an embodiment of the present invention, including an instant view of friends in a cloud gaming social network. The library bar 1002 displays various game titles in the user's library. These game titles may be game titles that the user has purchased or otherwise obtained. In addition to the title information, the display of the game title may also include the display of representative graphics. It will be appreciated that the game may be a full version of the game title, but may also be a simulated version of the limited version, each of which may be part of a full version of the game title, or limited in certain capabilities compared to the full version of the game title. The friend list 1004 lists the friends of the current user in the social network associated with the cloud gaming system (ie, other users in the current user's social graph). The social network may be a social network dedicated to the cloud gaming system, or may be a (third party) social network separate from the cloud gaming system, the cloud gaming system communicating with it to obtain information about the social graph of the user. . The friend list 1004 may include additional information about the user's friends, such as describing the game owned by each friend, identifying the online shape of the friend. State (eg, online, offline, inactive, etc.), the last login of the friend and its duration, the last game played by the friend, etc.

在一實施例中,現場活動使用者欄1006提供當前線上且可能在玩視訊遊戲的朋友之遊戲玩法的現場視圖。在一實施例中,每一使用者具有界定是否使其現場遊戲玩法可用於供其他使用者現場觀看的選項。在此實施例中,現場視圖僅自具有指定允許其現場遊戲玩法可由其他使用者觀看的選項的彼等使用者呈現。在所說明之實施例中,現場活動使用者欄1006包括朋友A之當前遊戲玩法的現場視圖1008,以及朋友B之當前遊戲玩法的現場視圖1010。在一實施例中,當前使用者可導航或瀏覽朋友清單1004之朋友,且/或瀏覽現場活動使用者欄1006中可用的現場視圖。在一實施例中,當當前使用者導航至現場視圖時,可突出顯示該現場視圖,且可以不同於其他現場視圖的方式顯現。舉例而言,可藉由預設來以去飽和的色彩方案來顯示現場視圖,但當突出顯示或被選擇時,以完全飽和色彩方案顯示。亦可藉由預設來以較低解析度、訊框率或大小顯示現場視圖,但當被選擇時,以較高解析度、訊框率或大小顯示。以此方式,可基於使用者選擇將帶寬分配給特定現場視圖,以便以比可同時為活動的其他現場視圖大的保真度呈現使用者有興趣觀看的現場視圖。應瞭解,現場視圖不僅可顯示視訊遊戲之特定遊戲玩法,而且可顯示朋友在雲遊戲系統上的其他活動,例如其導航通過功能表,或與其雲遊戲系統有關之其他類型的活動。 In one embodiment, the live activity user bar 1006 provides a live view of the gameplay of friends who are currently online and may be playing video games. In one embodiment, each user has the option of defining whether their live gameplay is available for other users to view on-site. In this embodiment, the live view is only presented to those users who have the option to allow their live gameplay to be viewable by other users. In the illustrated embodiment, the live event user bar 1006 includes a live view 1008 of the current gameplay of friend A, and a live view 1010 of the current gameplay of friend B. In an embodiment, the current user may navigate or browse the friends of the friends list 1004 and/or view the live view available in the live activity user bar 1006. In an embodiment, the live view may be highlighted when the current user navigates to the live view and may appear differently than other live views. For example, the live view can be displayed in a desaturated color scheme by preset, but when highlighted or selected, displayed in a fully saturated color scheme. The live view can also be displayed at a lower resolution, frame rate or size by default, but when selected, displayed at a higher resolution, frame rate or size. In this manner, bandwidth can be assigned to a particular live view based on user selection to present a live view that the user is interested in viewing with greater fidelity than other live views that can simultaneously be active. It should be appreciated that the live view not only displays the specific gameplay of the video game, but also displays other activities of the friend on the cloud gaming system, such as its navigation through a menu, or other types of activities related to its cloud gaming system.

在一實施例中,現場視圖僅對當前活動之參與視訊遊戲之遊戲玩法的彼等使用者可用。換言之,當給定使用者離線,或線上但未活動地參與視訊遊戲之遊戲玩法時,該使用者之現場視圖均不可用。因此,當使用者正在雲遊戲系統上執行其他非遊戲玩法活動(例如,在登入至系統時,導航雲遊戲系統之圖形介面)時,不使此活動在供其他人 觀看之現場饋送中可用。在另一實施例中,現場視圖可包括登入至雲遊戲系統之使用者的所有活動,包括使用者之遊戲玩法以及其他非遊戲玩法活動。 In one embodiment, the live view is only available to those users of the currently active gameplay of the participating video game. In other words, when a given user is offline, or online but not actively participating in the gameplay of the video game, the user's live view is not available. Therefore, when the user is performing other non-game play activities on the cloud game system (for example, when navigating to the system, navigating the graphical interface of the cloud game system), the activity is not made available to others. Available in live feeds for viewing. In another embodiment, the live view may include all activities of the user logged into the cloud gaming system, including user gameplay and other non-gameplay activities.

在一實施例中,可對給定使用者之現場視圖進行濾波,以便不潛在地暴露敏感或個人資訊供他人觀看。舉例而言,雲遊戲系統可支援聊天功能。因為一些使用者可能希望他們的聊天保持私密,因此可提供在呈現現場視圖時排除聊天日誌的選項。應瞭解,可在遊戲玩法活動期間以及非遊戲玩法活動期間實施聊天功能,且可將其自此等情況中的任一者或兩者之現場視圖中濾出。在另一實施例中,可將視訊遊戲之態樣自現場視圖濾出。舉例而言,使用者可能希望使某些使用者自定義的設定保持機密,因為其可在遊戲玩法期間給予該使用者優勢。因此,可提供與設定有關的活動不作為現場饋送之部分而顯示(例如,當使用者存取視訊遊戲之設定介面時)的選項。在另一實施例中,現場視圖可經配置以阻止對個人資訊的觀看(例如,當使用者存取個人資訊頁、輸入付款資訊、輸入口令等時,阻止觀看)。 In an embodiment, the live view of a given user may be filtered so as not to potentially expose sensitive or personal information for others to view. For example, the cloud gaming system can support chat. Because some users may want their chats to be private, they offer the option to exclude chat logs when presenting a live view. It should be appreciated that the chat function can be implemented during gameplay activities and during non-gameplay activities, and can be filtered out from any of these or both of the live views. In another embodiment, the aspect of the video game can be filtered from the live view. For example, a user may wish to keep certain user-defined settings confidential as it may give the user an advantage during gameplay. Thus, an option can be provided that does not display the activity associated with the setting as part of the live feed (eg, when the user accesses the settings interface of the video game). In another embodiment, the live view may be configured to block viewing of personal information (eg, when a user accesses a personal information page, enters payment information, enters a password, etc., prevents viewing).

在一實施例中,該介面向主要使用者提供請求加入當前線上之次要使用者的遊戲會話的選項。舉例而言,主要使用者可觀看次要使用者之現場遊戲玩法饋送,且希望加入次要使用者之遊戲玩法。在一實施例中,該選項之啟動向次要使用者發送請求,通知次要使用者主要使用者希望加入其會話。若次要使用者接受該請求,則起始視訊遊戲之多玩家模式,從而促進第一及第二使用者之多玩家遊戲玩法。在另一實施例中,兩個或兩個以上次要使用者可能已經參與多玩家遊戲玩法。在此實施例中,主要使用者可發送加入多玩家遊戲玩法的請求。在次要使用者中之一者(例如,遊戲玩法會話之指定主人)接受請求後,主要使用者便能夠加入視訊遊戲之多玩家會話。應瞭解,展示次要使用者之現場遊戲玩法饋送的前面所提及的介面促進主要使用者在 能夠看到次要使用者之遊戲玩法之後加入次要使用者之遊戲玩法。 In one embodiment, the interface provides the primary user with an option to request a join to a secondary user's game session on the current line. For example, the primary user may view the live game play feed of the secondary user and wish to join the gameplay of the secondary user. In one embodiment, the initiation of the option sends a request to the secondary user informing the secondary user that the primary user wishes to join their session. If the secondary user accepts the request, the multiplayer mode of the video game is initiated, thereby facilitating multiplayer gameplay for the first and second users. In another embodiment, two or more secondary users may have participated in multi-player gameplay. In this embodiment, the primary user can send a request to join the multiplayer gameplay. After one of the secondary users (eg, the designated owner of the gameplay session) accepts the request, the primary user can join the multiplayer session of the video game. It should be understood that the interface mentioned above that demonstrates the secondary user's live gameplay feed promotes the primary user You can see the gameplay of the secondary user after seeing the gameplay of the secondary user.

在一實施例中,在主要使用者判定視訊遊戲之所有權狀態後,就預測請求加入次要使用者之遊戲玩法的選項。若主要使用者不擁有該視訊遊戲,則不可呈現選項,而若主要使用者擁有與次要使用者相同的視訊遊戲,則使請求加入次要使用者之遊戲玩法的選項作為介面之部分可用。在一實施例中,當判定主要使用者並非視訊遊戲之擁有者時,接著主要使用者仍可在多玩家模式下加入次要使用者之遊戲玩法,但係以受限之能力,例如在遊戲玩法之持續時間、可用場景/等級/階段等、定制選項、能力、技能、武器、人物、交通工具或視訊遊戲之可限制的任何其他態樣受限。在一實施例中,在視訊遊戲之受限版本的遊戲玩法之後,向主要使用者提供購買完整視訊遊戲的選項。在另一實施例中,向主要使用者提供視訊遊戲之額外部分的選項。 In one embodiment, after the primary user determines the ownership status of the video game, an option to request a join to the secondary user's gameplay is predicted. If the primary user does not own the video game, the option is not available, and if the primary user has the same video game as the secondary user, the option to request the gameplay to join the secondary user is available as part of the interface. In an embodiment, when it is determined that the primary user is not the owner of the video game, then the primary user can still join the secondary user's gameplay in the multi-player mode, but with limited capabilities, such as in the game. The duration of the gameplay, available scenes/levels/stages, customization options, abilities, skills, weapons, characters, vehicles, or any other aspect of the video game that is limited may be limited. In one embodiment, after the limited version of the gameplay of the video game, the primary user is provided with the option to purchase the full video game. In another embodiment, the primary user is provided with an option for an additional portion of the video game.

繼續參看圖10,所顯示之資訊亦可包括使用者之朋友的遊戲歷史資訊1012。遊戲歷史資訊1012可提供關於給定使用者之遊戲玩法歷史的資訊,例如最近玩的遊戲、遊戲玩法會話之持續時間、與遊戲玩法有關的統計資料等。 Continuing to refer to FIG. 10, the displayed information may also include game history information 1012 of the user's friends. Game history information 1012 may provide information about the gameplay history of a given user, such as the most recently played game, the duration of the gameplay session, statistics related to the gameplay, and the like.

將瞭解,根據本發明之各種實施例,用於呈現雲遊戲介面之許多方法及配置為可能的。在一個此實施例中,提供一種用於顯示雲遊戲系統之使用者之當前遊戲狀態的方法,其包括以下方法操作:呈現主要使用者之雲遊戲介面;判定為該主要使用者之朋友的一或多個次要使用者;判定該次要使用者中之每一者的當前狀態,該當前狀態為線上或離線中之一者;對於至少一個線上次要使用者,呈現主要使用者之雲遊戲介面中之線上次要使用者之當前遊戲會話的現場饋送,該現場饋送包括提供主要使用者加入線上次要使用者之當前遊戲會話的選項;回應於接收到啟動主要使用者加入線上次要使用者之當前遊戲會話的選項的請求,起始線上次要使用者之當前遊戲會話的多玩家模 式,該多玩家模式提供線上次要使用者之當前遊戲會話中之主要使用者之遊戲玩法;其中起始多玩家模式包括相對於界定線上次要使用者之當前遊戲會話的視訊遊戲,判定主要使用者之所有權狀態;其中當判定主要使用者擁有該視訊遊戲時,則多玩家模式提供視訊遊戲之完整版本的遊戲玩法;其中當判定主要使用者不擁有視訊遊戲時,則多玩家模式提供視訊遊戲之受限版本的遊戲玩法。 It will be appreciated that many methods and configurations for presenting a cloud gaming interface are possible in accordance with various embodiments of the present invention. In one such embodiment, a method for displaying a current game state of a user of a cloud gaming system is provided, the method comprising the steps of: presenting a cloud game interface of a primary user; determining one of the friends of the primary user Or a plurality of secondary users; determining a current status of each of the secondary users, the current status being one of online or offline; for at least one line last requesting the user, presenting a cloud of the primary user The line in the game interface last requested the live feed of the user's current game session, which includes the option to provide the primary user to join the line's current game session for the user; in response to receiving the primary user join line last time The request for the user's current game session option, the start line last time the user's current game session multiplayer mode The multiplayer mode provides the gameplay of the primary user in the current game session of the user last time; wherein the initial multiplayer mode includes a video game relative to the current game session of the user who defined the line last time, determining the primary The ownership status of the user; wherein when it is determined that the primary user owns the video game, the multi-player mode provides a full version of the gameplay of the video game; wherein when it is determined that the primary user does not own the video game, the multi-player mode provides video A limited version of the gameplay for the game.

在一實施例中,視訊遊戲之受限版本界定與視訊遊戲之完整版本相比,可用等級、可用場景、可用特徵、時間限制、虛擬空間、戰役長度、生命數或重玩次數中之一或多者的減少。 In an embodiment, the limited version of the video game defines one of available levels, available scenes, available features, time limits, virtual space, campaign length, number of lives, or number of replays, compared to the full version of the video game. The reduction of many.

在一實施例中,該方法進一步包括在主要使用者不擁有該視訊遊戲時為主要使用者呈現購買視訊遊戲之至少一個部分的選項的方法操作。 In one embodiment, the method further includes the method of presenting, for the primary user, an option to purchase at least one portion of the video game when the primary user does not own the video game.

在一實施例中,以第一解析度呈現線上次要使用者之現場饋送;且現場饋送之選擇觸發以高於第一解析度之第二解析度呈現線上次要使用者之現場饋送。 In one embodiment, the live feed of the last user to the line is presented at the first resolution; and the selection of the live feed triggers the live feed of the last user to the line at a second resolution higher than the first resolution.

在一實施例中,以去飽和色彩模式呈現線上次要使用者之現場饋送;且現場饋送之選擇觸發以飽和色彩模式呈現線上次要使用者之現場饋送。 In one embodiment, the live feed of the last user to the line is presented in a desaturated color mode; and the selection of the live feed triggers the live feed of the last user to be presented in the saturated color mode.

在一實施例中,呈現雲遊戲介面包括呈現與次要使用者中之每一者相關聯的遊戲標題庫。 In an embodiment, presenting the cloud gaming interface includes presenting a library of game titles associated with each of the secondary users.

在一實施例中,判定該一或多個次要使用者包括存取與主要使用者相關聯的社交圖譜。在一實施例中,存取社交圖譜包括存取社交網路之API。 In an embodiment, determining that the one or more secondary users includes accessing a social graph associated with the primary user. In an embodiment, accessing the social graph includes accessing an API of the social network.

在一實施例中,呈現主要使用者之雲遊戲介面包括以優先權次序呈現次要使用者中之每一者的清單,該優先權次序為基於當前狀態、登入之新近性或與主要使用者對遊戲的共同所有權。 In an embodiment, presenting the cloud user interface of the primary user includes presenting a list of each of the secondary users in a priority order based on the current status, the proximity of the login, or with the primary user Co-ownership of the game.

圖11說明根據本發明實施例的用於呈現當前使用者之朋友之現場遊戲玩法饋送的方法。在方法操作1100處,當前使用者登錄至雲遊戲系統。在方法操作1102處,自當前使用者之社交圖譜識別當前使用者之朋友。如已注意,當前使用者之社交圖譜可來自雲遊戲系統專用的社交網路,或可來自與雲遊戲系統分開存在的社交網路。在方法操作1104處,擷取使用者之朋友的庫資訊。使用者之朋友的庫資訊可識別使用者之朋友庫中的遊戲標題。在方法操作1106處,識別當前使用者之朋友的當前狀態。若給定朋友之當前狀態為線上,則在方法操作1108處,判定給定朋友當前是否參與基於雲的系統上之視訊遊戲的遊戲玩法。若是,則在方法操作1112處,獲得該使用者之現場遊戲玩法饋送。 在方法操作1110處,可基於各種因素或偏好,判定當前使用者之朋友的顯示優先順序。在方法操作1114處,以優先權次序呈現當前使用者之朋友,及其狀態資訊及現場遊戲玩法饋送。在一實施例中,可判定當前使用者之線上的朋友的優先順序高於當前離線的朋友。在一實施例中,可判定當前使用者之當前參與活動遊戲玩法的朋友的優先順序高於當前未參與活動遊戲玩法的朋友。在一實施例中,可判定具有可用現場遊戲玩法饋送之朋友的優先順序高於其他朋友。在一實施例中,可基於朋友已登入至雲遊戲系統中的新近性來判定朋友之優先順序。在另一實施例中,可基於視訊遊戲之共同所有權來判定朋友的優先順序。判定朋友之優先順序的前述實例僅作為實例而非作為限制提供。熟習此項技術者將瞭解,在其他實施例中,可根據基於任何其他相關因素之優先順序排序來判定當前使用者之朋友,且呈現當前使用者之朋友。 11 illustrates a method for presenting a live gameplay feed of a friend of a current user, in accordance with an embodiment of the present invention. At method operation 1100, the current user logs into the cloud gaming system. At method operation 1102, a friend of the current user is identified from the current user's social graph. As noted, the social graph of the current user may be from a social network dedicated to the cloud gaming system, or may be from a social network that exists separately from the cloud gaming system. At method operation 1104, the library information of the user's friend is retrieved. The library information of the user's friend can identify the game title in the user's friend library. At method operation 1106, the current state of the current user's friend is identified. If the current state of the given friend is online, then at method operation 1108, it is determined whether the given friend is currently participating in the gameplay of the video game on the cloud-based system. If so, at method operation 1112, the user's live gameplay feed is obtained. At method operation 1110, the display priority of the current user's friends may be determined based on various factors or preferences. At method operation 1114, the current user's friends, their status information, and live gameplay feeds are presented in a priority order. In an embodiment, it may be determined that the priority of the friends on the current user's line is higher than the currently offline friends. In an embodiment, it may be determined that the current user's current participation in the active gameplay has a higher priority than the current non-active gameplay. In an embodiment, it may be determined that friends with available live gameplay feeds have a higher priority than other friends. In an embodiment, the priority of the friends may be determined based on the recentness that the friend has logged into the cloud gaming system. In another embodiment, the priority of the friends may be determined based on the common ownership of the video game. The foregoing examples of prioritizing friends are provided by way of example only and not as a limitation. Those skilled in the art will appreciate that in other embodiments, friends of the current user may be ranked according to a prioritization based on any other relevant factors, and friends of the current user may be presented.

圖12說明根據本發明實施例的包括雲遊戲系統及社交網路的系統。雲遊戲系統1200提供對基於雲的您的遊戲的存取權。雲遊戲系統包括遊戲庫1202,其含有可供使用者玩的各種遊戲標題。使用者資料 1204含有與使用者帳戶相關聯的各種資料,例如使用者所擁有的遊戲標題,以及使用者之任何所保存遊戲玩法。在所說明之實施例中,概念上展示各種遊戲玩法會話,包括會話A、會話B及會話C。會話A界定使用者A之遊戲玩法,使用者A在顯示器1208上觀看會話A之遊戲玩法。會話A之遊戲玩法在使用者A之顯示器1208上顯現為視圖1210。同樣地,會話B界定使用者B之遊戲玩法,其在使用者B之裝置1212上顯現為視圖1214。在所說明之實施例中,使用者B之會話的視圖1214展示包括來自其他使用者之現場視圖的介面,包括會話A之現場視圖及會話C之現場視圖。隨著來自會話A及C的遊戲玩法進行,遊戲玩法視訊自會話A及C輸出,且可經由使用者B之會話流式傳輸,以便在使用者B之視圖1214中顯示。可對遊戲玩法視訊進行處理以經由使用者B之會話流式傳輸,例如降低解析度、大小、訊框率、色彩飽和度等,以保存帶寬。 12 illustrates a system including a cloud gaming system and a social network in accordance with an embodiment of the present invention. Cloud gaming system 1200 provides access to your cloud-based game. The cloud gaming system includes a game library 1202 that contains various game titles for the user to play. User profile 1204 contains various materials associated with the user's account, such as the title of the game owned by the user, and any saved gameplay by the user. In the illustrated embodiment, various gameplay sessions are conceptually presented, including Session A, Session B, and Session C. Session A defines the gameplay of User A, and User A views the gameplay of Session A on display 1208. The gameplay of session A appears as view 1210 on display 1208 of user A. Likewise, session B defines the gameplay of user B, which appears as view 1214 on device B12 of user B. In the illustrated embodiment, view B14 of User B's session presents an interface that includes live views from other users, including a live view of Session A and a live view of Session C. As the gameplay from sessions A and C proceeds, the gameplay video is output from sessions A and C and can be streamed via user B's session for display in user B's view 1214. Gameplay video can be processed to stream via user B's session, such as reducing resolution, size, frame rate, color saturation, etc., to preserve bandwidth.

繼續參看圖12,亦展示社交網路1216。社交網路1216包括使用者資料1218,其包括例如使用者之社交圖譜、帖子、圖片、視訊、傳記資訊等。應用程式1220可在社交網路平臺上運行。圖形使用者介面(GUI)1222界定用於與社交網路交互的介面。API 1224促進對社交網路之存取。通知模組1226根據社交網路使用者之偏好處置社交網路使用者的通知。如已注意,使用者B之視圖1214包括來自其他使用者之會話的現場饋送。在一實施例中,基於存取社交網路1216之API 1224以判定使用者B之社交圖譜的成員來判定使用者B之朋友。對照雲遊戲系統之使用者交叉參考此等成員,以提供來自使用者B之朋友的現場遊戲玩法饋送,包括來自會話A及C之饋送。 With continued reference to FIG. 12, social network 1216 is also shown. The social network 1216 includes user profiles 1218 that include, for example, a user's social graph, posts, pictures, video, biographical information, and the like. The application 1220 can run on a social networking platform. A graphical user interface (GUI) 1222 defines an interface for interacting with a social network. API 1224 facilitates access to social networks. The notification module 1226 handles the notification of the social network user based on the preferences of the social network user. As noted, user B's view 1214 includes live feeds from other users' sessions. In one embodiment, the friend of User B is determined based on the API 1224 accessing the social network 1216 to determine the members of the social graph of User B. Users of the cloud gaming system cross-reference these members to provide live gameplay feeds from friends of User B, including feeds from Sessions A and C.

在一實施例中,使用者A選擇自他的遊戲玩法會話A分享至他的社交圖譜。使用者A之會話A經由API 1224通信,以啟動社交網路1216之通知模組1226,以將適當的通知發送給使用者A之社交圖譜中的朋 友。當在使用者A之社交圖譜中的社交網路使用者1230經由裝置1228存取社交網路時,其可看到來自使用者A之關於使用者A之會話的訊息或發帖。若經設置,使用者可接收通知,例如指示使用者A已在社交網路上分享了某些東西的電子郵件。應瞭解,使用者A可分享關於各種視訊遊戲相關活動,例如視訊遊戲中之成就、玩視訊遊戲之邀請、關於視訊遊戲之評論、觀看或玩使用者A已建立之遊戲片段的邀請、使用者A之遊戲玩法的視訊剪輯等。 In one embodiment, User A chooses to share his social graph from his gameplay session A. User A's session A communicates via API 1224 to launch notification module 1226 of social network 1216 to send appropriate notifications to users in user A's social graph. Friends. When the social network user 1230 in User A's social graph accesses the social network via device 1228, it can see a message or post from User A regarding User A's session. If set, the user can receive notifications, such as an email indicating that user A has shared something on the social network. It should be understood that User A can share various video game related activities, such as achievements in video games, invitations to play video games, comments on video games, viewing or playing invitations of user A established game segments, users. A video clip of gameplay, etc.

圖13為說明根據本發明實施例之隨著時間過去的各種遊戲狀態變數的圖。應瞭解,在各種實施例中,可存在許多不同種類的遊戲狀態變數,其將為特定視訊遊戲專用。參考所說明之實施例展示及描述的彼等變數僅作為實例而非作為限制提供。遊戲狀態變數可包括由執行視訊遊戲界定的值,以及由使用者輸入界定的值。在所說明之實施例中,存在所展示之位置變數,其指示視訊遊戲之虛擬空間中之物件(例如人物或交通工具)的X、Y及Z位置。相機角度變數指示視訊遊戲中之虛擬相機或虛擬視圖的方向。在一實施例中,相機角度由相對於方位參考(例如,沿等級平面)測量之方位分量以及相對於傾角參考(例如,相對於垂直)測量之傾角分量界定。例如所說明之動作A及B變數等動作變數指示視訊遊戲內之各種動作的起始及保持。應瞭解,給定視訊遊戲之動作將為視訊遊戲之情境專用。舉例而言,動作可包括特定機動之起始、技能之應用、修改現存動作(例如增加其強度或頻率等級等)之修改機制的觸發,或可由使用者輸入在視訊遊戲之過程期間觸發的任何其他類型的動作或活動。繼續參考圖13,武器變數指示視訊遊戲之武器的觸發。健康變數指示例如使用者之人物在視訊遊戲中的健康等級。按鈕變數指示控制器裝置上之按鈕的狀態,例如按鈕係處於按下狀態抑或處於釋放狀態。所說明之實施例中之操縱桿狀態變數指示操縱桿相對於空檔位置之移動的量值。已參考所說明之實施 例描述的前述遊戲狀態變數僅為例示性的,且熟習此項技術者將認識到,隨著時間的過去,可跟蹤許多其他類型的遊戲狀態變數。 FIG. 13 is a diagram illustrating various game state variables over time in accordance with an embodiment of the present invention. It should be appreciated that in various embodiments, there may be many different kinds of game state variables that will be dedicated to a particular video game. The variables shown and described with reference to the illustrated embodiments are provided by way of example only and not as a limitation. Game state variables may include values defined by the execution of the video game, as well as values defined by user input. In the illustrated embodiment, there is a positional variable that is displayed that indicates the X, Y, and Z positions of an object (e.g., a person or vehicle) in the virtual space of the video game. The camera angle variable indicates the direction of the virtual camera or virtual view in the video game. In an embodiment, the camera angle is defined by an azimuthal component measured relative to an orientation reference (eg, along a level plane) and a dip component measured relative to a tilt reference (eg, relative to vertical). For example, the action variables such as the described actions A and B variables indicate the start and hold of various actions within the video game. It should be understood that the action of a given video game will be dedicated to the context of the video game. For example, an action may include the initiation of a particular maneuver, the application of a skill, the triggering of a modification mechanism that modifies an existing action (eg, increasing its intensity or frequency level, etc.), or may be entered by the user into any of the triggers during the course of the video game. Other types of actions or activities. With continued reference to Figure 13, the weapon variable indicates the triggering of the weapon of the video game. The health variable indicates, for example, the health level of the user's character in the video game. The button variable indicates the state of the button on the controller device, such as whether the button is in a depressed state or in a released state. The joystick state variable in the illustrated embodiment indicates the magnitude of the movement of the joystick relative to the neutral position. Reference has been made to the implementation described The aforementioned game state variables described by way of example are merely illustrative, and those skilled in the art will recognize that many other types of game state variables can be tracked over time.

再次參考圖6之實施例,在一實施例中,遊戲狀態分析器614可經配置以分析使用者之所記錄遊戲玩法的遊戲狀態變數。基於對使用者之所記錄遊戲玩法的分析,可界定使用者之所記錄遊戲玩法的各種感興趣區域,且作為自其中產生遊戲片段之可能選擇向使用者呈現。舉例而言,由針對某些遊戲狀態變數之高活動等級表徵之遊戲玩法的區域可界定使用者之所記錄遊戲玩法的選擇。應瞭解,針對給定遊戲狀態變數之活動等級可基於例如強度等級、啟動頻率、保持之持續時間等各種因素。在一些實施例中,遊戲狀態變數之分析可使搜索遊戲玩法之區域成為必要,其中兩個或兩個以上不同遊戲狀態變數之活動等級以預定義方式相關,例如兩個或兩個以上變數同時具有高活動等級。可基於預定義之臨限值判定高活動等級。 Referring again to the embodiment of FIG. 6, in an embodiment, game state analyzer 614 can be configured to analyze game state variables for the user's recorded gameplay. Based on an analysis of the recorded gameplay of the user, various regions of interest of the user's recorded gameplay can be defined and presented to the user as a possible choice from which to generate the gameplay. For example, an area of gameplay characterized by a high activity level for certain game state variables may define a selection of the user's recorded gameplay. It should be appreciated that the level of activity for a given game state variable may be based on various factors such as intensity level, start frequency, duration of hold, and the like. In some embodiments, analysis of game state variables may necessitate searching for areas of gameplay in which the activity levels of two or more different game state variables are related in a predefined manner, such as two or more variables simultaneously Has a high level of activity. A high activity level can be determined based on a predefined threshold.

在各種實施例中,可基於以下各項中之任一者或一者以上的臨限值偵測,自動判定使用者之所記錄遊戲玩法的感興趣區域:一或多個使用者輸入、使用者輸入之速率、輸入之頻率、輸入類型之重複、輸入模式之出現率、組合輸入(例如,組合鍵)、運動向量、在控制器上施加之壓力、使用者之激勵(例如,基於使用者之所捕獲影像或音訊資料而偵測)。 In various embodiments, the region of interest of the user's recorded gameplay can be automatically determined based on threshold detection of one or more of the following: one or more user inputs, usages Rate of input, frequency of input, repetition of input type, rate of occurrence of input mode, combined input (eg, key combination), motion vector, pressure applied on the controller, user incentive (eg, based on user Detection of captured images or audio data).

圖14A說明根據本發明實施例的用於產生線性類型視訊遊戲之遊戲片段的方法。廣泛而言,線性視訊遊戲為玩家通過視訊遊戲之前進遵循線性過程的一種視訊遊戲,其中為了前進通過視訊遊戲,玩家在前進至後一目標之前必須完成前一目標。因此,所有玩家必須以同一次序完成相同目標,以便前進通過視訊遊戲。線性視訊遊戲中之目標可聯繫至視訊遊戲之時空故事線之情境內的地理以及時間位置兩者。 在方法操作1400處,識別視訊遊戲之場景。該場景本質上可為空間及 時間兩者的,且具有界定於其內的各種目標。在方法操作1402處,界定場景之空間或時間長度。可根據使用者輸入界定場景的長度,且亦可基於聯繫至該場景之目標界定場景的長度。在方法操作1404處,界定物品、人物或可為其指派特性之場景內的任何其他物件的初始特性。在方法操作1406處,針對具有如先前所界定之初始特性之場景的所識別長度產生遊戲片段。 14A illustrates a method for generating a game segment of a linear type video game in accordance with an embodiment of the present invention. Broadly speaking, a linear video game is a video game in which a player follows a linear process through a video game. In order to advance through the video game, the player must complete the previous goal before proceeding to the next target. Therefore, all players must complete the same goal in the same order in order to move forward through the video game. The target in a linear video game can be linked to both the geographic and temporal location within the context of the video game's space-time storyline. At method operation 1400, a scene of the video game is identified. The scene can be essentially space and Both time, and have various goals defined within them. At method operation 1402, the space or length of time of the scene is defined. The length of the scene can be defined based on user input, and the length of the scene can also be defined based on the target associated with the scene. At method operation 1404, an initial characteristic of an item, a character, or any other object within a scene to which a characteristic can be assigned is defined. At method operation 1406, a game segment is generated for the identified length of the scene having the initial characteristics as previously defined.

圖14B說明根據本發明實施例的產生開放世界型視訊遊戲之遊戲片段的方法。可將開發世界視訊遊戲表徵為其中使用者以其自己選擇的次序隨意追求任何數目的目標的視訊遊戲。開放世界型視訊遊戲通常亦允許使用者任意導航一或多個虛擬空間。為了前進至視訊遊戲之不同等級或完整視訊遊戲,可需要完成某一組目標,然而,使用者可以不同次序自由完成此等目標。在方法操作1410處,識別視訊遊戲之虛擬世界內的位置。在方法操作1412處,界定虛擬世界之受限部分。 可基於界定如本文已描述之所記錄遊戲玩法之選擇的使用者輸入,界定虛擬世界之受限部分。舉例而言,開放世界視訊遊戲中使用者之遊戲玩法在遊戲玩法之過程期間可涉及大量的位置。然而,為了產生遊戲片段之目的,使用者可選擇遊戲玩法之在視訊遊戲之虛擬世界的受限地理區域內發生的部分。可基於其所記錄遊戲玩法之使用者選定部分的分析來判定此受限地理區域,例如藉由跟蹤使用者控制之人物在虛擬世界內的位置,以及界定包括該人物曾被發現存在之所有位置的邊界。在方法操作1414處,界定各種物件、人物、物品、交通工具或在先前自使用者之所記錄遊戲玩法選擇判定的受限地理區域內找到之任何其他物件的初始特性。在方法操作1416處,基於開放世界之受限地理區域以及先前所界定之特性來產生遊戲片段。 14B illustrates a method of generating a game segment of an open world video game in accordance with an embodiment of the present invention. The development world video game can be characterized as a video game in which the user casually pursues any number of targets in the order of their own choice. Open world video games also typically allow users to navigate one or more virtual spaces at will. In order to advance to different levels of video games or complete video games, a certain set of goals may need to be completed, however, users may freely accomplish such goals in different orders. At method operation 1410, a location within the virtual world of the video game is identified. At method operation 1412, a restricted portion of the virtual world is defined. The restricted portion of the virtual world may be defined based on user input defining a selection of recorded gameplay as has been described herein. For example, the gameplay of a user in an open world video game may involve a large number of locations during the course of gameplay. However, for the purpose of generating a game piece, the user can select the portion of the gameplay that occurs within the restricted geographic area of the virtual world of the video game. The restricted geographic area may be determined based on an analysis of selected portions of the user of the recorded gameplay, such as by tracking the position of the user-controlled character within the virtual world, and defining all locations including the person that was found to be present. The border. At method operation 1414, various items, characters, items, vehicles, or initial characteristics of any other items found in a restricted geographic area previously determined from the user's recorded game play selection decisions are defined. At method operation 1416, a game segment is generated based on the restricted geographic region of the open world and previously defined characteristics.

圖14C說明根據本發明實施例的用於產生體育視訊遊戲之遊戲片段的方法。可基於使用者所記錄遊戲玩法的使用者自定義選擇,產生 該遊戲片段。在方法操作1420處,基於使用者之所記錄遊戲玩法的選擇識別設定。舉例而言,該設定可界定體育賽事之位置,例如球場、體育館、賽道,或其中視訊遊戲之體育賽事可發生的任何其他地方設定。在方法操作1422處,基於使用者之所記錄遊戲玩法的選擇界定時間週期。該時間週期界定將針對其產生遊戲片段的時間部分,且可基於使用者對所記錄遊戲玩法的選擇而界定。體育視訊遊戲之時間週期可判定視訊遊戲片段之某些態樣,例如包括在體育運動期間之某些時間週期發生的特殊規則或活動。在方法操作1424處,基於使用者之所記錄遊戲玩法選擇中所包括的玩家來判定遊戲片段的玩家。玩家可包括已由使用者界定的一或多個人物,以及人工智慧(AI)人物,其在遊戲玩法時間由執行視訊遊戲之AI人物控制邏輯控制。如本文其他地方已描述,在一些例子中,可近似表示AI人物之動作。而在一些實施例中,使用如在使用者之所記錄遊戲玩法選擇中界定的參數,為遊戲片段界定AI人物控制邏輯。在方法操作1426處,界定體育視訊遊戲片段之位置設定的場景屬性。舉例而言,此等屬性可包括例如天氣、賽道或球場條件等屬性,以及體育設定之其他屬性。在方法操作1428處,基於前面提及之參數產生視訊遊戲之遊戲片段。 14C illustrates a method for generating a game segment of a sports video game in accordance with an embodiment of the present invention. Can be generated based on the user's custom selection of the gameplay recorded by the user. The game clip. At method operation 1420, the settings are identified based on the selection of the user's recorded gameplay. For example, the setting may define the location of a sporting event, such as a stadium, a gymnasium, a track, or any other local setting in which a sports event of a video game may occur. At method operation 1422, a time period is defined based on the selection of the user's recorded gameplay. The time period defines the portion of time for which the game segment will be generated, and may be defined based on the user's selection of the recorded gameplay. The time period of the sports video game may determine certain aspects of the video game segment, including, for example, special rules or activities that occur during certain time periods during sports. At method operation 1424, the player of the game segment is determined based on the players included in the recorded gameplay selections of the user. The player may include one or more characters that have been defined by the user, as well as artificial intelligence (AI) characters that are controlled by the AI character control logic that executes the video game at game play time. As has been described elsewhere herein, in some examples, the actions of an AI character can be approximated. In some embodiments, the AI character control logic is defined for the game segment using parameters as defined in the user's recorded gameplay selection. At method operation 1426, scene attributes set by the location of the sports video game segment are defined. For example, such attributes may include attributes such as weather, track or course conditions, as well as other attributes of sports settings. At method operation 1428, a game segment of the video game is generated based on the aforementioned parameters.

圖15概念上說明根據本發明實施例的多遊戲片段遊戲之形成。可將視訊遊戲組織至各種等級或階段中。在所說明之實施例中,展示來自視訊遊戲之各個等級之使用者之遊戲玩法。具體而言,遊戲玩法時間線1500表示來自視訊遊戲之第一等級之使用者之遊戲玩法,而遊戲玩法時間線1502及遊戲玩法時間線1506分別表示來自視訊遊戲之第二及第三等級之使用者之遊戲玩法。根據本發明之實施例,使用者可連結來自視訊遊戲的多個遊戲片段,以形成較大的多遊戲片段小遊戲。 在所說明之實施例中,利用來自使用者之遊戲玩法時間線1500的選擇1502來界定第一遊戲片段1514。利用來自兩個的使用者之遊戲玩法時 間線15的選擇1504來界定第二遊戲片段1818。且利用來自使用者之遊戲玩法時間線1506的選擇1508來界定第三遊戲片段1522。第一、第二及第三遊戲片段以循序次序佈置,以界定小遊戲1510。這樣做,小遊戲1510包括來自視訊遊戲之第一、第二及第三等級中之每一者的遊戲片段。以此方式,玩小遊戲1510之使用者能夠藉由玩完小遊戲1510經歷視訊遊戲之多個等級的受限部分。這可在提供視訊遊戲之比常規遊戲演示更引人注目的預覽或演示中有用,其中使用者可僅玩來自視訊遊戲之一個等級或階段的一個部分。體驗類似於電影預告的體驗,電影預告通常提供來自同一電影之不同部分的剪輯,而不僅僅為單個剪輯。根據本發明之實施例,使用者可享受多部分遊戲演示,其提供全視訊遊戲之範圍的較佳感覺,且可自一個部分至下一部分以連續方式特徵化遊戲玩法。 Figure 15 conceptually illustrates the formation of a multi-game segment game in accordance with an embodiment of the present invention. Video games can be organized into various levels or stages. In the illustrated embodiment, gameplay is shown for users of various levels from video games. Specifically, the gameplay timeline 1500 represents the gameplay of the user from the first level of the video game, and the gameplay timeline 1502 and the gameplay timeline 1506 represent the use of the second and third ranks of the video game, respectively. Gameplay. In accordance with an embodiment of the present invention, a user can link a plurality of game segments from a video game to form a larger multi-game segment mini-game. In the illustrated embodiment, the first game segment 1514 is defined using a selection 1502 from the user's gameplay timeline 1500. When using gameplay from two users The selection 1504 of the line 15 defines the second game segment 1818. The third game segment 1522 is defined using a selection 1508 from the user's gameplay timeline 1506. The first, second, and third game pieces are arranged in a sequential order to define a mini game 1510. In doing so, the mini game 1510 includes game segments from each of the first, second, and third levels of the video game. In this manner, the user of the mini-game 1510 can experience a limited portion of the plurality of levels of the video game by playing the mini-game 1510. This can be useful in providing a video game with a more compelling preview or presentation than a regular game presentation where the user can play only one portion of a level or stage of the video game. Experience an experience similar to movie trailers, which usually provide clips from different parts of the same movie, not just a single clip. In accordance with an embodiment of the present invention, a user may enjoy a multi-part game presentation that provides a better feel for the range of full video games and may characterize the gameplay in a continuous manner from one portion to the next.

在一實施例中,使用者可在遊戲片段之前或之後插入額外材料,例如使用者自定義之視訊、訊息、影像或任何其他類型的資訊。在所說明之實施例中,提供用於向小遊戲1510介紹玩家且也許亦向第一遊戲片段1514介紹該玩家的介紹1512。另外,將訊息1516插入於第一遊戲片段1514與第二遊戲片段1518之間,而將另一訊息1520插入於第二遊戲片段1518與第三遊戲片段1522之間。在一實施例中,所插入之材料可包括自其中產生遊戲片段之原始使用者之遊戲玩法的所記錄遊戲玩法視訊。若所記錄之遊戲玩法在玩遊戲片段之前展示,則起始該遊戲片段之玩家在開始遊戲玩法之前可更好地理解該遊戲片段及其目標,而若在遊戲片段之遊戲玩法之後展示,則玩家可理解其對遊戲片段之遊戲玩法如何與原始使用者之遊戲玩法比較。 In one embodiment, the user may insert additional material, such as a user-defined video, message, image, or any other type of information, before or after the game segment. In the illustrated embodiment, an introduction 1512 for introducing the player to the mini game 1510 and perhaps also introducing the player to the first game segment 1514 is provided. In addition, a message 1516 is inserted between the first game segment 1514 and the second game segment 1518, and another message 1520 is inserted between the second game segment 1518 and the third game segment 1522. In an embodiment, the inserted material may include recorded gameplay video of the gameplay of the original user from which the game segment was generated. If the recorded gameplay is displayed before the game segment is played, the player who initiated the game segment can better understand the game segment and its target before starting the gameplay, and if displayed after the gameplay of the game segment, then The player can understand how the gameplay of the game segment is compared to the original user's gameplay.

圖16概念上說明根據本發明實施例的多遊戲片段模擬遊戲之產生。在所說明之實施例中,展示遊戲A之使用者的所記錄遊戲玩法時間線1600,以及遊戲B之使用者的所記錄遊戲玩法時間線1604,以及 遊戲C之使用者的所記錄遊戲玩法時間線1608。在一實施例中,使用者能夠基於來自不同視訊遊戲之遊戲片段產生多遊戲片段小遊戲。在所說明之實施例中,利用使用者之所記錄遊戲玩法1600的選擇1602來界定遊戲片段1616,而利用來自使用者之所記錄遊戲玩法1604的選擇1606來界定遊戲片段1620,且利用來自使用者之所記錄遊戲玩法1608的選擇1610來界定遊戲片段1624。遊戲片段1616、1620及1624循序地佈置以界定模擬遊戲1612。任選地,可將額外材料插入於遊戲片段之前或之後。在所說明之實施例中,將介紹1614插入於遊戲片段1616之前,而插曲1618界定於遊戲片段1616與遊戲片段1620之間,且另一插曲1622界定於遊戲片段1620與遊戲片段1624之間。 Figure 16 conceptually illustrates the generation of a multi-game segment simulation game in accordance with an embodiment of the present invention. In the illustrated embodiment, the recorded gameplay timeline 1600 of the user of game A, and the recorded gameplay timeline 1604 of the user of game B, and The recorded game play timeline 1608 of the user of Game C. In one embodiment, the user is able to generate a multi-game segment mini-game based on game segments from different video games. In the illustrated embodiment, the game segment 1616 is defined using the user's selection 1602 of the recorded gameplay 1600, while the game segment 1620 is defined using the selection 1606 from the user's recorded gameplay 1604, and the usage is from use. The selection 1610 of the gameplay 1608 is recorded to define the game segment 1624. Game segments 1616, 1620, and 1624 are sequentially arranged to define a simulation game 1612. Optionally, additional material can be inserted before or after the game segment. In the illustrated embodiment, the introduction 1614 is inserted before the game segment 1616, while the episode 1618 is defined between the game segment 1616 and the game segment 1620, and another episode 1622 is defined between the game segment 1620 and the game segment 1624.

在所說明之實施例中,將瞭解,遊戲片段系取自不同視訊遊戲。 此舉允許使用者有較大的靈活性將來自跨不同遊戲標題、類型且甚至控制臺平臺代之遊戲片段混合在一起。僅作為實例,使用者可自單一視訊遊戲系列中之若干遊戲標題中的每一者建立具有遊戲片段的模擬遊戲。以此方式,類比遊戲之玩家能夠以連續的遊戲玩法體驗來體驗及欣賞視訊遊戲系列之演變。 In the illustrated embodiment, it will be appreciated that the game segments are taken from different video games. This allows the user greater flexibility to mix game pieces from different game titles, types, and even console platforms. For example only, a user may create a simulated game with game segments from each of a number of game titles in a single video game series. In this way, players of analog games can experience and appreciate the evolution of the video game series with a continuous gameplay experience.

已參考基於雲的遊戲系統大致描述了本發明之實施例。然而,熟習此項技術者應瞭解,如本文已描述之類似概念及原理可適用于傳統的基於控制臺之視訊遊戲系統,可能結合基於雲的遊戲系統。舉例而言,使用者可玩基於控制臺之視訊遊戲,且具有在遊戲玩法期間記錄之使用者之遊戲玩法輸入資料及遊戲保持元資料。基於使用者之遊戲玩法輸入資料及遊戲狀態元資料,可在稍後時間重新產生視訊遊戲之實際遊戲玩法輸出。因此,可結合視訊遊戲代碼利用所記錄之輸入資料及遊戲狀態元資料,以提供用於選擇自其中產生小遊戲的使用者之遊戲玩法之一部分的介面,如已描述。可在控制臺處產生模擬遊戲代碼,且將其上載至雲系統,且使其可用於供其他使用者下載。在另一 實施例中,雲系統在接收到使用者之遊戲玩法輸入資料及遊戲狀態元資料之選定部分之後,產生類比遊戲代碼。雲系統處理使用者之遊戲玩法之輸入資料及遊戲狀態元資料的選定部分,以基於儲存於雲系統中之視訊遊戲代碼產生模擬遊戲代碼。一旦產生,便可使模擬遊戲可用於基於雲的遊戲,其中模擬遊戲之執行在基於雲的系統中發生,但亦可使小遊戲可用於下載至傳統的基於控制臺的系統,以在該控制臺上執行,以促進小遊戲之基於控制臺的遊戲玩法。以此方式,類比遊戲可由基於控制臺之視訊遊戲系統的使用者以及基於雲的視訊遊戲系統的使用者兩者建立及玩。 Embodiments of the present invention have been generally described with reference to cloud-based gaming systems. However, those skilled in the art will appreciate that similar concepts and principles as described herein are applicable to conventional console-based video game systems, possibly in conjunction with cloud-based gaming systems. For example, the user can play a console-based video game and have gameplay input data and game retention metadata recorded by the user during the gameplay. Based on the user's gameplay input data and game state metadata, the actual gameplay output of the video game can be regenerated at a later time. Thus, the recorded input data and game state metadata can be utilized in conjunction with the video game code to provide an interface for selecting a portion of the gameplay of the user from which the mini-game was generated, as already described. The simulated game code can be generated at the console and uploaded to the cloud system and made available for download by other users. In another In an embodiment, the cloud system generates an analog game code after receiving the user's gameplay input data and selected portions of the game state metadata. The cloud system processes the user's gameplay input data and selected portions of the game state metadata to generate simulated game code based on the video game code stored in the cloud system. Once generated, the simulation game can be made available to cloud-based games where the execution of the simulated game takes place in a cloud-based system, but can also be made available to download to a traditional console-based system for control Performed on stage to promote console-based gameplay for small games. In this way, the analog game can be built and played by both the user of the console-based video game system and the user of the cloud-based video game system.

已參考視訊遊戲之模擬遊戲或試玩使用者自定義部分大體上描述了本發明之實施例。然而,熟習此項技術者將瞭解,本文所闡述之原理中的許多原理適用於所記錄遊戲玩法的產生及分享,包括分享所記錄之遊戲玩法視訊、螢幕截圖以及活動遊戲玩法的現場流式傳輸。在一些實施例中,提供對小遊戲之存取權(例如,回應於接收到通知)可包括形成模擬遊戲之基礎的原始使用者之遊戲玩法之所記錄視訊的呈現。在其他實施例中,預期用於促進將使用者之遊戲玩法分享至使用者之社交圖譜的介面。 Embodiments of the present invention have been generally described with reference to a simulation game or a trial user customization portion of a video game. However, those skilled in the art will appreciate that many of the principles described herein are applicable to the generation and sharing of recorded gameplay, including sharing live streaming of recorded gameplay video, screenshots, and active gameplay. . In some embodiments, providing access to the mini-game (eg, in response to receiving the notification) may include presenting the recorded video of the original user's gameplay that forms the basis of the simulated game. In other embodiments, an interface for facilitating sharing of a user's gameplay to a user's social graph is contemplated.

在一實施例中,預期一種用於儲存遊戲玩法的方法。遊戲玩法可由遊戲控制臺之作業系統回應於使用者請求而執行,其可呈相對於與所要遊戲玩法相關聯的一組資料的標準檔操作的形式。該請求可自與遊戲相關聯的應用程式傳輸。遊戲玩法可包括例如視訊內容、音訊內容及/或靜態視覺內容,包括牆紙、主題、代碼“附加”內容,或與遊戲相關聯的任何其他類型的內容。預期此內容可為使用者或開發者產生的、免費或付費的、完整版或試玩版,且/或供出售或供租用。 In an embodiment, a method for storing gameplay is contemplated. Gameplay may be performed by the game console's operating system in response to a user request, which may be in the form of a standard file operation relative to a set of materials associated with the desired gameplay. The request can be transmitted from an application associated with the game. Gameplay may include, for example, video content, audio content, and/or static visual content, including wallpaper, themes, code "attached" content, or any other type of content associated with the game. This content is expected to be free or paid, full or demo version produced by the user or developer, and/or for sale or for rental.

可緩衝,即臨時儲存遊戲玩法之一部分。舉例而言,如本文進一步描述,可臨時儲存遊戲玩法內的前15秒、先前完成之等級以及先前 動作。本文所使用之術語“部分”可對應於遊戲玩法之可劃分成單個或多個資料位元或位元組之任何相關或任意群組的任何部分。舉例而言,遊戲玩法之“部分”可對應於等級、章節、場景、行為、人物、背景、紋理、課程、動作、歌曲、主題、持續時間、大小、檔、其部分以及其組合。另外,遊戲玩法之部分可包括視訊捕獲之螢幕截圖或規定之持續時間。 Can be buffered, which is part of the temporary storage of gameplay. For example, as described further herein, the first 15 seconds of the gameplay, the previously completed level, and the previous may be temporarily stored. action. The term "portion" as used herein may correspond to any portion of any relevant or any group of gameplay that may be divided into single or multiple data bits or bytes. For example, a "portion" of gameplay may correspond to a level, a chapter, a scene, a behavior, a character, a background, a texture, a course, an action, a song, a theme, a duration, a size, a file, a portion thereof, and combinations thereof. In addition, part of the gameplay can include screenshots of video capture or the duration of the stipulation.

在一實施例中,可將遊戲玩法之部分本地儲存於遊戲控制臺上,在臨時或永久儲存裝置中。或者或另外,遊戲玩法之部分可經由網路傳輸,且遠端儲存。舉例而言,遊戲玩法之部分可經由無線或有線網路傳輸至另一計算裝置、傳輸至另一遊戲控制臺,或傳輸至遠端伺服器。此等遠端伺服器可包括社交媒體伺服器。 In one embodiment, portions of the gameplay may be stored locally on the game console in a temporary or permanent storage device. Alternatively or additionally, portions of the gameplay may be transmitted over the network and stored remotely. For example, portions of the gameplay may be transmitted to another computing device via a wireless or wired network, to another gaming console, or to a remote server. These remote servers can include social media servers.

任選地,可將遊戲玩法之並非自緩衝器擷取之部分或遊戲玩法之在特定遊戲間隔(例如,特定持續時間、等級、章節、課程等)之外的部分自緩衝器去除。可使用作業系統上之標準檔操作來完成此去除過程。 Optionally, portions of the gameplay that are not captured from the buffer or portions of the gameplay that are outside of a particular game interval (eg, a particular duration, level, chapter, course, etc.) may be removed from the buffer. This removal process can be done using standard file operations on the operating system.

遊戲玩法之該部分可在對所儲存之遊戲玩法有存取權的若干顯示裝置中之任一者上顯示。舉例而言,所儲存之遊戲玩法可在連接至自其中捕獲遊戲玩法的遊戲控制臺的電視機上顯示。在另一實例中,所儲存之遊戲玩法可在所儲存之遊戲玩法傳輸至的電腦上顯示。所儲存之遊戲玩法可單獨顯示或結合其他資訊顯示,例如在社交媒體網站上顯示。 This portion of the gameplay can be displayed on any of a number of display devices that have access to the stored gameplay. For example, the stored gameplay can be displayed on a television connected to a game console from which gameplay is captured. In another example, the stored gameplay can be displayed on a computer to which the stored gameplay is transmitted. The stored gameplay can be displayed separately or in combination with other information, such as on a social media website.

在一實施例中,遊戲玩法之部分由與不同於緩衝或捕獲該遊戲玩法之使用者的使用者相關聯的另一遊戲控制臺顯示。根據此實施例,自第一使用者之觀點來看,遊戲玩法之該部分可展示球正自第一使用者擲向第二使用者。接著可將遊戲玩法之該部分傳輸至第二使用者之遊戲控制臺。因此,第二使用者可接著自第一使用者之觀點觀看遊戲 玩法。第二使用者亦可具有所儲存之遊戲玩法的展示球正由第一使用者投擲,且被第二使用者接到的部分(自第二使用者之觀點來看)。在此實施例中,第二使用者可自第一使用者之觀點及第二使用者之觀點兩者回顧遊戲玩法。更進一步,可將由第二使用者儲存之遊戲玩法的部分傳輸至第一使用者之遊戲控制臺,使得第一使用者可自兩個觀點回顧遊戲玩法。此實施例可適用於具有任何數目之觀點的任何數目的使用者,因此可自任何數目之不同角度回顧遊戲玩法。 In one embodiment, a portion of the gameplay is displayed by another game console associated with a user other than the user who buffered or captured the gameplay. According to this embodiment, from the perspective of the first user, the portion of the gameplay can show that the ball is being thrown from the first user to the second user. This portion of the gameplay can then be transferred to the game console of the second user. Therefore, the second user can then view the game from the perspective of the first user. How to play. The second user may also have a portion of the displayed gameplay that is being thrown by the first user and received by the second user (from the perspective of the second user). In this embodiment, the second user can review the gameplay from both the first user's point of view and the second user's point of view. Further, the portion of the gameplay stored by the second user can be transmitted to the game console of the first user, so that the first user can review the gameplay from two viewpoints. This embodiment is applicable to any number of users having any number of views, and thus the gameplay can be reviewed from any number of different perspectives.

關於如本文所述之遊戲玩法之部分的儲存、傳輸及/或顯示,預期可將遊戲玩法之部分作為影像或視訊資料進行儲存、傳輸及顯示。然而,在另一實施例中,遊戲玩法之部分可作為代表該影像或視訊資料之遙測或元資料進行儲存及傳輸,且在顯示之前可由遊戲控制臺或其他裝置再建立為影像或視訊。 With respect to the storage, transmission, and/or display of portions of the gameplay as described herein, it is contemplated that portions of the gameplay may be stored, transmitted, and displayed as video or video material. However, in another embodiment, portions of the gameplay may be stored and transmitted as telemetry or meta-data representing the video or video material, and may be re-established as video or video by the game console or other device prior to display.

在一些實施例中,遊戲玩法之部分具有與所執行之遊戲玩法的預定關係。舉例而言,遊戲玩法之部分可對應於當前執行之遊戲玩法之前的遊戲玩法的某一量,例如遊戲玩法的前10秒。在另一實施例中,遊戲玩法之第一部分具有與遊戲玩法之第二部分的預定關係。舉例而言,遊戲玩法之第一部分可對應於在捕獲遊戲玩法之第二部分之請求的接收之前的遊戲玩法之某一量,例如捕獲按鈕之選擇之前的遊戲玩法的10秒。在此等實施例中之每一者中,使用者可根據他或她的特定偏好來配置及調整在當前遊戲玩法或所請求遊戲玩法之前緩衝的遊戲玩法的量。 In some embodiments, portions of the gameplay have a predetermined relationship to the gameplay being executed. For example, portions of the gameplay may correspond to a certain amount of gameplay prior to the currently executed gameplay, such as the first 10 seconds of the gameplay. In another embodiment, the first portion of the gameplay has a predetermined relationship to the second portion of the gameplay. For example, the first portion of the gameplay may correspond to a certain amount of gameplay prior to receipt of the request to capture the second portion of the gameplay, such as 10 seconds of the gameplay prior to the selection of the capture button. In each of these embodiments, the user can configure and adjust the amount of gameplay buffered prior to the current gameplay or requested gameplay based on his or her particular preferences.

在其他實施例中,緩衝為“智慧”或“彈性”的,使得其根據變數來捕獲遊戲玩法,與時間無關。在一此實施例中,遊戲玩法之第一部分具有與及遊戲玩法有關之事件的預定關係。舉例而言,遊戲玩法之第一部分可經緩衝以包括統計異常,例如正達成高分、較短量之時間內較大點數之搜集、控制器上之按鈕的多次選擇,以及其他罕見事 件。可藉由將遊戲玩法度量與特定遊戲或場景或針對大體上所有遊戲之平均度量進行比較來判定此等統計異常。此等平均度量可本地或遠端儲存以供比較。舉例而言,遊戲控制臺可跟蹤特定遊戲之全局高分,且緩衝其中使用者接近及超過該高分的遊戲玩法。在另一實例中,遠端伺服器可跟蹤特定遊戲之全局高分,且可將該資訊傳送至遊戲控制臺,其緩衝其中使用者接近及超過該高分的遊戲玩法。 In other embodiments, the buffering is "wisdom" or "elastic" such that it captures gameplay based on variables, regardless of time. In one such embodiment, the first portion of the gameplay has a predetermined relationship to events related to the gameplay. For example, the first part of the gameplay can be buffered to include statistical anomalies, such as high scores being scored, collections of larger points in a shorter amount of time, multiple selections of buttons on the controller, and other rare things. Pieces. These statistical anomalies can be determined by comparing the gameplay metrics to a particular game or scene or to an average metric for substantially all of the games. These average metrics can be stored locally or remotely for comparison. For example, the game console can track global high scores for a particular game and buffer gameplay in which the user approaches and exceeds the high score. In another example, the remote server can track the global high scores for a particular game and can communicate this information to a game console that buffers gameplay in which the user approaches and exceeds the high score.

在另一實例中,可緩衝遊戲玩法之部分以包括成就,例如正獲得之獎品或正到達之其他地標。此等獎品或地標紀念任何目標或遊戲成就,例如正獲得之某一點數,正到達之某一等級,及其類似程度。舉例而言,可緩衝遊戲玩法以包括達到等級10、達到100,000點等的獎品的頒發。 In another example, portions of the gameplay may be buffered to include achievements, such as prizes being won or other landmarks that are arriving. These prizes or landmarks commemorate any goal or game achievement, such as a certain number of points being acquired, a certain level being reached, and the like. For example, gameplay can be buffered to include the award of prizes up to level 10, up to 100,000 points, and the like.

類似地,可緩衝為了達到一事件的進步,以及獎品或統計異常之實際達成,以包括在遊戲玩法之該部分中。舉例而言,可在一至10的等級之每一者處取得螢幕截圖,自而建立相冊以紀念達到等級10之獎品的接收。另一實例,可拍攝使用者第一至第五次贏得比賽的視訊,其中贏五次頒發獎品。 Similarly, the progress can be buffered in order to achieve an event, as well as the actual achievement of prize or statistical anomalies to be included in this portion of the gameplay. For example, screenshots can be taken at each of the ranks of one to ten, creating an album to commemorate the receipt of a prize of level 10. As another example, the user may be photographed for the first to fifth wins of the game, in which the prize is awarded five times.

因此,根據本發明之實施例,所執行之遊戲玩法的至少一個部分可總是保持在運行緩衝器中。換言之,當接收到分享遊戲玩法之一部分的請求時,可能已經捕獲前一遊戲玩法之一部分已包括先前尺數。 舉例而言,若在使用者越過比賽中之終點線之後接收到分享遊戲玩法之請求,則所緩衝之遊戲玩法可包括使用者越過終點線的尺數。換言之,使用者將能夠捕獲作出分享遊戲玩法之請求之前發生的瞬間。 Thus, in accordance with an embodiment of the present invention, at least a portion of the executed gameplay can always remain in the run buffer. In other words, when a request to share a portion of the gameplay is received, it may have been captured that a portion of the previous gameplay has included the previous footage. For example, if a request to share a gameplay is received after the user crosses the finish line in the game, the buffered gameplay may include the user's ability to cross the finish line. In other words, the user will be able to capture the moments that occurred before the request to share the gameplay was made.

圖17說明根據本發明實施例的用於分享遊戲玩法的介面。如圖所示之介面1700包括各種可選圖示,以促進向使用者之朋友(例如使用者之社交圖譜的成員)的分享。在一實施例中,可自控制器裝置上之專用按鈕存取介面1700。當在遊戲玩法期間按下該按鈕時,可呈現介 面1700以使使用者能夠分享其遊戲玩法。 Figure 17 illustrates an interface for sharing gameplay in accordance with an embodiment of the present invention. The interface 1700 as shown includes various alternative icons to facilitate sharing with friends of the user, such as members of the user's social graph. In one embodiment, interface 1700 can be accessed from a dedicated button on the controller device. When the button is pressed during gameplay, it can be presented Face 1700 to enable users to share their gameplay.

可選擇圖示1702以起始來自使用者之遊戲玩法的螢幕截圖的上載。在一實施例中,圖示1702之區域1704填充有來自使用者之最近遊戲玩法的代表性螢幕截圖,從而提供可分享之螢幕截圖的小規模預覽。在一實施例中,圖示1702之選擇可提供對額外螢幕截圖選擇介面的存取權,額外螢幕截圖選擇介面允許使用者自使用者之所記錄遊戲玩法選擇特定螢幕截圖以分享至使用者的社交圖譜。這可採取可導航遊戲玩法視訊時間線的形式,可橫越或導航該可導航遊戲玩法視訊時間線,以識別遊戲玩法及其對應螢幕截圖內的特定時間點。 An icon 1702 can be selected to initiate an upload of a screenshot of the gameplay from the user. In one embodiment, region 1704 of diagram 1702 is populated with representative screen shots from the user's recent gameplay to provide a small-scale preview of the shareable screenshots. In one embodiment, the selection of the icon 1702 can provide access to an additional screenshot selection interface that allows the user to select a particular screenshot from the user's recorded gameplay to share with the user. Social graph. This may take the form of a navigable gameplay video timeline that can be traversed or navigated to identify a particular time point within the gameplay and its corresponding screenshot.

可選擇圖示1706,以起始使用者之遊戲玩法之視訊的上載。圖示1706之區域1708可經配置以顯示來自使用者之最近遊戲玩法的代表性視訊剪輯,例如使用者之遊戲玩法的後5秒、最近成就等,從而顯示來自可與他人分享的使用者之遊戲玩法之視訊剪輯的小規模預覽。 An icon 1706 can be selected to initiate uploading of the video of the user's gameplay. Region 1708 of diagram 1706 can be configured to display representative video clips from the user's recent gameplay, such as the last 5 seconds of the user's gameplay, recent achievements, etc., to display from users who can share with others. A small preview of the video clips of the gameplay.

可選擇圖示1710,以起始使用者之活動遊戲玩法的現場視訊流式傳輸。在一實施例中,圖示1710之選擇將觸發使用者之遊戲玩法的重新開始,同時起始使用者之遊戲玩法的現場視訊流式傳輸。在另一實施例中,圖示1710之選擇提供對介面的存取權,以判定流式視訊廣播的設定,例如將與誰分享流式視訊、是否包括既定在遊戲玩法期間展示使用者本身之本地影像捕獲裝置的視訊流、是否啟用評論等。 The icon 1710 can be selected to initiate live video streaming of the user's active gameplay. In one embodiment, the selection of the icon 1710 will trigger a restart of the user's gameplay while initiating live video streaming of the user's gameplay. In another embodiment, the selection of the representation 1710 provides access to the interface to determine the settings of the streaming video broadcast, such as who will share the streaming video, whether or not to include the user during the gameplay. The video stream of the local image capture device, whether comments are enabled, and so on.

將瞭解,使用者可向一或多個特定選擇之朋友、向其整個社交圖譜、或將遊戲玩法(例如,選定螢幕截圖、視訊或現場遊戲玩法流)分享至社交網路的任何使用者。社交網路可為與視訊遊戲在其上運行之平臺相關聯的遊戲社交網路,或與視訊遊戲或其平臺分開存在的第三方社交網路。可藉由經界定以允許與社交網路交互的API來存取社交網路。已與之分享遊戲玩法的使用者可接收告知他們所分享之遊戲玩法的通知。此通知可採取有關社會新聞饋送的發帖、經由社交網路傳 遞的私人訊息、遊戲中通知、電子郵件、聊天通知等。遊戲玩法分享至社交網路可使得使遊戲玩法可用於社交網路的可或可為分享使用者之社交圖譜之部分的使用者的其他子集成為必要。舉例而言,對於給定視訊遊戲,可分享遊戲玩法,或使其可用於社交網路之亦擁有該視訊遊戲且因此被准予對視訊遊戲之所分享遊戲玩法之存取權的任何使用者。可藉由線上論壇、聊天室或僅為視訊遊戲之玩家可用的其他線上通道存取此分享遊戲玩法。在一實施例中,視訊遊戲可在社交網路上具有專用頁或站點。可使分享遊戲玩法可用於存取視訊遊戲之該頁或站點的使用者。當然,將瞭解,自分享使用者之角度,可提供允許使用者指定及定制其遊戲玩法將向誰以及什麼論壇分享的選項。 It will be appreciated that a user may share one or more selected friends, their entire social graph, or share gameplay (eg, selected screenshots, video, or live gameplay streams) to any user of the social network. The social network may be a gaming social network associated with a platform on which the video game is running, or a third party social network separate from the video game or its platform. The social network can be accessed by an API defined to allow interaction with the social network. Users who have shared gameplay with them can receive notifications that inform them of the gameplay they share. This notification can be posted on social news feeds, via social networks Handed private messages, in-game notifications, emails, chat notifications, and more. Gameplay sharing to a social network may make it necessary to make gameplay available to the social network or other sub-integration of users who may share part of the user's social graph. For example, for a given video game, any user who can share the gameplay or make it available to the social network that also owns the video game and is thus granted access to the shared gameplay of the video game. This shared gameplay can be accessed via online forums, chat rooms, or other online channels available only to players of video games. In an embodiment, the video game may have a dedicated page or site on the social network. Sharing user gameplay can be used to access the user of the page or site of the video game. Of course, it will be appreciated that from the perspective of sharing users, options are available that allow the user to specify and customize who their gameplay will be and to which forum.

圖18說明根據本發明之實施例的用於選擇所記錄之遊戲玩法視訊之一部分來分享的介面1800。介面1800包括預覽區域1802,其迴圈來自使用者之遊戲玩法之視訊之當前選定部分的預覽。螢幕截圖1804、1806、1808、1810以及1812以年月日次序彼此鄰近定位,以界定指示遊戲玩法視訊之內容的螢幕截圖的時間線。各個螢幕截圖1804、1806、1808、1810以及1812可為以規則間隔自遊戲玩法視訊提取的影像訊框。可向右或向左滾動螢幕截圖時間線,以展示在當前顯示之彼等訊框之前或之後的額外訊框。標記1814及1816指示當前選擇之視訊剪輯(或區段或部分)的開始點及結束點。當前選擇之視訊剪輯可在預覽區域1802中重複地重放,如已注意。 Figure 18 illustrates an interface 1800 for selecting a portion of the recorded gameplay video to share in accordance with an embodiment of the present invention. The interface 1800 includes a preview area 1802 that loops back a preview of the currently selected portion of the video of the user's gameplay. Screen shots 1804, 1806, 1808, 1810, and 1812 are positioned adjacent to each other in chronological order to define a timeline indicating a screenshot of the content of the gameplay video. Each of the screenshots 1804, 1806, 1808, 1810, and 1812 can be image frames that are extracted from the gameplay video at regular intervals. The screenshot timeline can be scrolled to the right or left to show additional frames before or after the currently displayed frames. Markers 1814 and 1816 indicate the start and end points of the currently selected video clip (or section or portion). The currently selected video clip can be repeatedly played back in the preview area 1802 as noted.

在一實施例中,可選擇按鈕1818及1820,以分別減少或增加選定視訊部分之持續時間。可選擇預覽選項1822以觸發當前選擇之視訊剪輯之全屏預覽的重放。可選擇修整選項1824,以存取額外視訊修整特徵。 In one embodiment, buttons 1818 and 1820 can be selected to reduce or increase the duration of the selected video portion, respectively. Preview option 1822 can be selected to trigger playback of the full screen preview of the currently selected video clip. Trimming option 1824 can be selected to access additional video conditioning features.

圖19說明根據本發明實施例的用於觀看使用者之遊戲玩法之現場視訊流的介面1900。在參考1902處,展示流式傳輸其遊戲玩法之使用 者的名字及/或化名。在參考1904處,展示當前正觀看現場視訊流之使用者的數目。在視訊顯示區域1906中顯示使用者之遊戲玩法的現場視訊流。另外,可包括現場使用者視訊1908,其展示遊戲玩法正被現場流式傳輸之實際使用者的現場視訊。可選擇命令選項1910,以允許觀看使用者發出影響視訊遊戲的命令,或甚至接管流式使用者之遊戲玩法的控制。將瞭解,遊戲中命令的發出或遠端控制使用者之遊戲玩法可需要來自玩該遊戲之使用者的在遊戲玩法時間預定義或請求的准許,以允許觀看使用者執行此等操作。 19 illustrates an interface 1900 for viewing live video streams of a user's gameplay in accordance with an embodiment of the present invention. At reference 1902, show the use of streaming gameplay The name and/or pseudonym of the person. At reference 1904, the number of users currently viewing the live video stream is shown. The live video stream of the user's gameplay is displayed in the video display area 1906. Additionally, an on-site user video 1908 can be included that shows the live video of the actual user that the gameplay is being streamed on-site. Command option 1910 can be selected to allow the viewing user to issue commands that affect the video game, or even take control of the gameplay of the streaming user. It will be appreciated that the issuance of in-game commands or the remote control of the user's gameplay may require permission from the user playing the game to pre-define or request the gameplay time to allow the viewing user to perform such operations.

選項1912允許觀看使用者加入流式傳輸使用者之遊戲玩法。且,選項1914使觀看使用者能夠購買進行中的視訊遊戲。 Option 1912 allows viewing of the user's gameplay by joining the streaming user. Also, option 1914 enables the viewing user to purchase an ongoing video game.

此外,介面可包括評論欄1916,其顯示來自觀看現場視訊流之使用者的評論,其指示每一評論的時間。為觀看使用者提供評論輸入欄位1918,以輸入待發帖之評論的文本。且,按壓發送按鈕1920以上載該評論,供現場流式傳輸使用者及觀看現場視訊流的他人觀看。 Additionally, the interface can include a comment bar 1916 that displays a comment from a user viewing the live video stream indicating the time of each comment. A comment input field 1918 is provided for the viewing user to enter the text of the comment to be posted. And, the send button 1920 is pressed to upload the comment for live streaming of the user and viewing by others watching the live video stream.

儘管已參考自專用按鈕按壓存取用於分享的各種介面描述了本發明之實施例,但將瞭解,在其他實施例中,可能不需要此等介面中之一些或全部,以促進將遊戲玩法分享至使用者社交圖譜。舉例而言,在一實施例中,控制器按鈕可經配置以在被按壓時捕獲使用者之遊戲玩法的螢幕截圖。接著自動上載且向使用者社交圖譜共用所捕獲的螢幕截圖。 Although embodiments of the present invention have been described with reference to various interfaces for accessing a dedicated interface for sharing, it will be appreciated that in other embodiments some or all of such interfaces may not be required to facilitate gameplay. Share to the user's social graph. For example, in an embodiment, the controller button can be configured to capture a screenshot of the user's gameplay when pressed. The upload is then automatically uploaded and the captured screenshots are shared with the user's social graph.

在另一實施例中,按壓控制器上之特定按鈕起始遊戲玩法視訊的記錄。當第二次按壓該特定按鈕時,遊戲玩法視訊之記錄停止,且可上載視訊剪輯且將視訊剪輯分享至使用者社交圖譜。在一實施例中,視訊剪輯向使用者社交圖譜的上載及共用可在視訊記錄操作的終止之後自動發生。然而,在另一實施例中,當第二次按壓特定按鈕以停止記錄時,呈現允許使用者定制各種選項的介面,例如修整視訊、為該 視訊選擇代表性螢幕截圖、判定與之分享該視訊的特定使用者、添加標題或題目等。在使用者定制之後,可與他人分享該視訊,或以其他方式使其可用於觀看。 In another embodiment, pressing a particular button on the controller initiates a recording of the gameplay video. When the particular button is pressed a second time, the recording of the gameplay video is stopped and the video clip can be uploaded and the video clip shared to the user's social graph. In one embodiment, the uploading and sharing of the video clip to the user's social graph may occur automatically after the termination of the video recording operation. However, in another embodiment, when a particular button is pressed a second time to stop recording, an interface is presented that allows the user to customize various options, such as trimming the video, for that The video selects a representative screenshot, determines the specific user to share the video with, adds a title or title, and the like. After the user has customized, the video can be shared with others or otherwise made available for viewing.

在一實施例中,控制器上之特定按鈕可經配置以分享社交網路上的遊戲玩法視訊的預定義持續時間。舉例而言,使用者可指定何時按壓該按鈕,遊戲玩法視訊的前10秒將分享至使用者社交圖譜。在另一實施例中,可指定何時按壓該按鈕,遊戲玩法視訊的接下來10秒將被記錄且分享至社交圖譜。應瞭解,用於修整視訊且執行其他類型之定制的選項可適用於所記錄之遊戲玩法視訊。此外,按鈕觸發之後的預定義持續時間的所記錄遊戲玩法視訊可與如已描述之先前所緩衝遊戲玩法視訊組合。 In an embodiment, a particular button on the controller can be configured to share a predefined duration of gameplay video on the social network. For example, the user can specify when to press the button and the first 10 seconds of the gameplay video will be shared to the user's social graph. In another embodiment, it may be specified when the button is pressed and the next 10 seconds of the gameplay video will be recorded and shared to the social graph. It should be appreciated that the options for trimming video and performing other types of customizations may apply to recorded gameplay video. In addition, the recorded gameplay video of the predefined duration after the button is triggered may be combined with the previously buffered gameplay video as already described.

在又一實施例中,控制器裝置上之特定按鈕可經配置以起始使用者活動遊戲玩法的現場視訊流式傳輸。現場視訊流式傳輸可為預定義的,以使其僅可用於使用者社交圖譜的成員,或可用於其他較小或較大使用者群組,例如使用者社交圖譜的特定子集、擁有同一視訊遊戲或以其他方式具有對同一視訊遊戲之存取權的所有使用者、遊戲平臺的任何使用者等。 In yet another embodiment, a particular button on the controller device can be configured to initiate live video streaming of the user's active gameplay. Live video streaming can be predefined so that it can only be used by members of the user's social graph, or can be used for other smaller or larger groups of users, such as a specific subset of the user's social graph, having the same Video game or other users who otherwise have access to the same video game, any user of the game platform, and the like.

為基於所記錄之遊戲玩法之雲遊戲建議的模擬遊戲的自動產生Automatic generation of simulation games for cloud games based on recorded gameplay

在一實施例中,提供一種用於產生視訊遊戲之試玩受限版本的方法,其包括以下方法操作:記錄視訊遊戲之完整版本的使用者之遊戲玩法;分析使用者之所記錄遊戲玩法以判定感興趣區域;基於所判定之感興趣區域界定視訊遊戲之遊戲玩法情境內的邊界;以及基於所界定之邊界產生視訊遊戲之受限版本;其中該方法由處理器執行。 In one embodiment, a method for generating a trial-limited version of a video game is provided, the method comprising the steps of: recording a gameplay of a user of a full version of the video game; analyzing the recorded gameplay of the user Determining the region of interest; defining a boundary within the gameplay of the video game based on the determined region of interest; and generating a restricted version of the video game based on the defined boundary; wherein the method is performed by the processor.

在一實施例中,記錄使用者之遊戲玩法包括記錄使用者輸入資料或遊戲狀態資料中之一或多者。在一實施例中,分析使用者之遊戲玩法包括判定使用者輸入資料或遊戲狀態資料之活動等級,感興趣區域 為具有超過預定義臨限值之活動等級的區域。 In one embodiment, recording the user's gameplay includes recording one or more of user input data or game status data. In an embodiment, analyzing the user's gameplay includes determining the activity level of the user input data or game state data, the region of interest. An area with an activity level that exceeds a predefined threshold.

在一實施例中,界定視訊遊戲之遊戲玩法情境內的邊界包括界定視訊遊戲之虛擬空間內的空間邊界。在一實施例中,視訊遊戲之虛擬空間內的空間邊界界定虛擬空間之小於該虛擬空間之整體的一部分,該虛擬空間之該部分具有虛擬空間之特徵的子集。 In one embodiment, defining a boundary within the gameplay of the video game includes defining a spatial boundary within the virtual space of the video game. In one embodiment, the spatial boundary within the virtual space of the video game defines a portion of the virtual space that is smaller than the entirety of the virtual space, the portion of the virtual space having a subset of features of the virtual space.

在一實施例中,界定視訊遊戲之遊戲玩法情境內的邊界包括界定視訊遊戲之時間情境內的時間邊界。 In one embodiment, defining a boundary within the gameplay of the video game includes defining a time boundary within the timeline of the video game.

在一實施例中,界定邊界包括識別階段、等級或場景的最近開始點或最近結束點。 In an embodiment, defining the boundary includes identifying a phase, a level, or a most recent or most recent end of the scene.

在一實施例中,分析使用者之所記錄遊戲玩法包括:基於使用者之所記錄遊戲玩法判定使用者遊戲狀態設定;且產生視訊遊戲之受限版本包括基於所判定之使用者遊戲狀態設定界定視訊遊戲之受限版本以具有初始遊戲狀態設定。 In an embodiment, analyzing the recorded gameplay of the user comprises: determining a user's game state setting based on the recorded gameplay of the user; and generating the limited version of the video game includes defining based on the determined user game state setting The limited version of the video game has the initial game state setting.

在一實施例中,基於與一或多個臨限值之對應自動識別感興趣區域。在一實施例中,該臨限值中之至少一者關聯至使用者輸入、使用者輸入之速率、使用者輸入之頻率、使用者輸入之重複、輸入模式、遊戲玩法情境與其他使用者的分享、社交網路上與遊戲玩法相關聯之評論的發帖,或基於社交網路分享等級之視訊遊戲之部分的人氣中之一或多者。 In an embodiment, the region of interest is automatically identified based on the correspondence to one or more thresholds. In one embodiment, at least one of the thresholds is associated with user input, rate of user input, frequency of user input, repetition of user input, input mode, gameplay context, and other users. Share, post on a social network with comments related to gameplay, or one or more of the popularity of a portion of a video game based on a social network sharing rating.

在另一實施例中,提供一種用於產生視訊遊戲之試玩受限版本的方法,其包括以下方法操作:記錄視訊遊戲之完整版本的使用者之遊戲玩法;分析使用者之所記錄遊戲玩法以判定一或多個感興趣區域;呈現感興趣區域中之每一者以供選擇;接收指示選定感興趣區域之選擇輸入;對於選定感興趣區域,基於選定感興趣區域界定視訊遊戲之遊戲玩法情境內的邊界;以及基於所界定之邊界產生視訊遊戲之受限版本;其中該方法由處理器執行。 In another embodiment, a method for generating a trial-limited version of a video game is provided, the method comprising the steps of: recording a gameplay of a user of a full version of the video game; analyzing the recorded gameplay of the user Determining one or more regions of interest; presenting each of the regions of interest for selection; receiving a selection input indicating the selected region of interest; for the selected region of interest, defining a video game based on the selected region of interest a boundary within the territory; and a restricted version of the video game generated based on the defined boundary; wherein the method is performed by the processor.

在一實施例中,記錄使用者之遊戲玩法包括記錄使用者輸入資料或遊戲狀態資料中之一或多者。在一實施例中,分析使用者之所記錄遊戲玩法包括判定使用者輸入資料或遊戲狀態資料之活動等級,每一感興趣區域為具有超過預定義臨限值之活動等級的區域。 In one embodiment, recording the user's gameplay includes recording one or more of user input data or game status data. In one embodiment, analyzing the recorded gameplay by the user includes determining an activity level of the user input data or game status data, each region of interest being an area having an activity level that exceeds a predefined threshold.

在一實施例中,分析使用者之所記錄遊戲玩法包括基於使用者之所記錄遊戲玩法判定使用者遊戲狀態設定;且產生視訊遊戲之受限版本包括基於所判定之使用者遊戲狀態設定界定視訊遊戲之受限版本以具有初始遊戲狀態設定。 In one embodiment, analyzing the recorded gameplay of the user comprises determining a user's game state setting based on the recorded gameplay of the user; and generating the limited version of the video game includes defining the video based on the determined user game state setting The limited version of the game has the initial game state setting.

在一實施例中,基於與一或多個臨限值之對應自動識別每一感興趣區域。 In an embodiment, each region of interest is automatically identified based on a correspondence to one or more thresholds.

在另一實施例中,提供一種用於產生視訊遊戲之試玩受限版本的方法,其包括以下方法操作:記錄視訊遊戲之完整版本的使用者之遊戲玩法,其中記錄使用者之遊戲玩法包括:記錄使用者輸入資料或遊戲狀態資料中之一或多者;分析使用者之所記錄遊戲玩法以判定一或多個感興趣區域,其中基於與一或多個臨限值之對應自動識別每一感興趣區域;呈現感興趣區域中之每一者以供選擇;接收指示選定感興趣區域之選擇輸入;對於選定感興趣區域,基於選定感興趣區域界定視訊遊戲之遊戲玩法情境內的邊界;基於所界定之邊界產生視訊遊戲之受限版本;其中該方法由處理器執行。 In another embodiment, a method for generating a trial limited version of a video game is provided, the method comprising the steps of: recording a user's gameplay of a full version of the video game, wherein recording the user's gameplay includes Recording one or more of user input data or game status data; analyzing the recorded gameplay of the user to determine one or more regions of interest, wherein each of the regions is automatically identified based on the correspondence with one or more thresholds a region of interest; presenting each of the regions of interest for selection; receiving a selection input indicating the selected region of interest; for the selected region of interest, defining a boundary within the gameplay of the video game based on the selected region of interest; A restricted version of the video game is generated based on the defined boundaries; wherein the method is performed by the processor.

在一實施例中,界定視訊遊戲之遊戲玩法情境內的邊界包括界定視訊遊戲之虛擬空間內的空間邊界;視訊遊戲之虛擬空間內的空間邊界界定虛擬空間之小於虛擬空間之整體的部分,該虛擬空間之該部分具有虛擬空間之特徵的子集。 In an embodiment, the boundary defining the gameplay of the video game includes defining a spatial boundary within the virtual space of the video game; the spatial boundary within the virtual space of the video game defines a portion of the virtual space that is smaller than the entirety of the virtual space, This portion of the virtual space has a subset of the characteristics of the virtual space.

在一實施例中,界定視訊遊戲之遊戲玩法情境內的邊界包括界定視訊遊戲之時間情境內的時間邊界。 In one embodiment, defining a boundary within the gameplay of the video game includes defining a time boundary within the timeline of the video game.

在一實施例中,界定邊界包括識別階段、等級或場景之最近開始 點或最近結束點。 In an embodiment, defining the boundary includes identifying the stage, level, or the most recent start of the scene Point or the most recent end point.

在一實施例中,該臨限值中之至少一者關聯至使用者輸入、使用者輸入之速率、使用者輸入之頻率、使用者輸入之重複、輸入模式、遊戲玩法情境與其他使用者的分享、社交網路上與遊戲玩法相關聯之評論的發帖,或基於社交網路分享等級之視訊遊戲之部分的人氣中之一或多者。 In one embodiment, at least one of the thresholds is associated with user input, rate of user input, frequency of user input, repetition of user input, input mode, gameplay context, and other users. Share, post on a social network with comments related to gameplay, or one or more of the popularity of a portion of a video game based on a social network sharing rating.

基於所記錄之遊戲玩法的雲遊戲的多部分類比遊戲之產生Multi-part analogy game generation of cloud games based on recorded gameplay

在一實施例中,提供一種用於產生視訊遊戲之試玩受限版本的方法,其包括以下方法操作:記錄視訊遊戲之完整版本的使用者之遊戲玩法;判定使用者之所記錄遊戲玩法的多個使用者自定義部分;對於每一使用者自定義部分,基於該使用者自定義部分界定視訊遊戲之遊戲玩法情境內的邊界;以及基於界定之邊界產生視訊遊戲之試玩部分;將視訊遊戲之試玩部分中的每一者佈置成系列,以界定視訊遊戲之受限版本;其中該方法由處理器執行。 In one embodiment, a method for generating a trial limited version of a video game is provided, the method comprising the steps of: recording a gameplay of a user of a full version of the video game; determining a recorded gameplay of the user a plurality of user-defined portions; for each user-defined portion, defining a boundary within the gameplay of the video game based on the user-defined portion; and generating a trial portion of the video game based on the defined boundary; Each of the play portions of the game is arranged in a series to define a restricted version of the video game; wherein the method is performed by the processor.

在一實施例中,判定使用者之所記錄遊戲玩法的使用者自定義部分包括:接收使用者之所記錄遊戲玩法內之使用者自定義的開始點及使用者自定義的結束點;以及基於接收到之使用者自定義的開始點及使用者自定義的結束點判定使用者自定義部分。 In an embodiment, determining a user-defined portion of the recorded gameplay of the user includes: receiving a user-defined start point and a user-defined end point in the recorded gameplay of the user; The user-defined start point and the user-defined end point are received to determine the user-defined portion.

在一實施例中,記錄使用者之遊戲玩法包括記錄使用者輸入資料或遊戲狀態資料中之一或多者。在一實施例中,產生視訊遊戲之試玩部分包括:分析遊戲狀態資料以識別碼元素;以及組合該碼元素,以定義界定視訊遊戲之試玩部分的可執行代碼。 In one embodiment, recording the user's gameplay includes recording one or more of user input data or game status data. In one embodiment, generating a demo portion of the video game includes analyzing game state data to identify code elements, and combining the code elements to define executable code defining a demo portion of the video game.

在一實施例中,界定視訊遊戲之遊戲玩法情境內的邊界包括界定視訊遊戲之虛擬空間內的空間邊界。在一實施例中,視訊遊戲之虛擬空間內的空間邊界界定虛擬空間之小於該虛擬固體之整體的一部分,虛擬空間之該部分具有虛擬空間之特徵的子集。 In one embodiment, defining a boundary within the gameplay of the video game includes defining a spatial boundary within the virtual space of the video game. In one embodiment, the spatial boundary within the virtual space of the video game defines a portion of the virtual space that is less than the entirety of the virtual solid, the portion of the virtual space having a subset of the features of the virtual space.

在一實施例中,界定視訊遊戲之遊戲玩法情境內的邊界包括界定視訊遊戲之時間情境內的時間邊界。 In one embodiment, defining a boundary within the gameplay of the video game includes defining a time boundary within the timeline of the video game.

在一實施例中,該方法進一步包括:對於每一使用者自定義部分,分析使用者之所記錄遊戲玩法以判定使用者遊戲狀態設定;且其中產生視訊遊戲之試玩部分包括基於所判定之使用者遊戲狀態設定界定視訊遊戲之試玩部分以具有初始遊戲狀態設定。 In an embodiment, the method further includes: analyzing, for each user-defined portion, the recorded gameplay of the user to determine a user's game state setting; and wherein the playing portion of the video game is generated based on the determined The user game state setting defines the demo portion of the video game to have an initial game state setting.

在一實施例中,界定邊界包括識別階段、等級或場景中之一或多者的最近開始點或結束點。 In an embodiment, defining the boundary includes identifying a most recent start or end point of one or more of the phases, levels, or scenes.

在一實施例中,該方法進一步包括記錄使用者自定義的視訊;其中佈置視訊遊戲之試玩部分包括將使用者自定義之視訊佈置在視訊遊戲之試玩部分中的一者之前或之後的系列內的位置處。在一實施例中,使用者自定義之視訊包括來自使用者之所記錄遊戲玩法之使用者自定義部分中之至少一者的視訊。 In one embodiment, the method further includes recording a user-defined video; wherein arranging the demo portion of the video game includes placing the user-defined video before or after one of the video game play portions The location within the series. In one embodiment, the user-defined video includes video from at least one of a user-defined portion of the recorded gameplay of the user.

在另一實施例中,提供一種有形電腦可讀媒體,其上包括有用於產生視訊遊戲之試玩受限版本的程式指令,其包括以下:用於記錄視訊遊戲之完整版本之使用者之遊戲玩法的程式指令;用於判定使用者之所記錄遊戲玩法之多個使用者自定義部分的程式指令;用於對於每一使用者自定義部分,基於該使用者自定義部分界定視訊遊戲之遊戲玩法情境內的邊界,且基於所界定之邊界產生視訊遊戲之試玩部分的程式指令;用於將視訊遊戲之試玩部分中之每一者佈置成系列以界定視訊遊戲之受限版本的程式指令。 In another embodiment, a tangible computer readable medium is provided having program instructions for generating a trial limited version of a video game, the following comprising: a game for recording a user of a full version of the video game a program instruction of the game method; a program instruction for determining a plurality of user-defined portions of the recorded gameplay of the user; and a game for defining a video game based on the user-defined portion for each user-defined portion a program instruction that plays a boundary within the circumstance and generates a demo portion of the video game based on the defined boundary; a program for arranging each of the demo portions of the video game into a series to define a limited version of the video game instruction.

在一實施例中,判定使用者之所記錄遊戲玩法的每一使用者自定義部分包括:接收使用者之所記錄遊戲玩法內的使用者自定義開始點及使用者自定義結束點;以及基於接收到的使用者自定義開始點及使用者自定義結束點判定使用者自定義部分。 In an embodiment, determining each user-defined portion of the recorded gameplay of the user includes: receiving a user-defined starting point and a user-defined ending point in the recorded gameplay of the user; The user-defined start point and the user-defined end point are determined to determine the user-defined portion.

在一實施例中,記錄使用者之遊戲玩法包括記錄使用者輸入資料 或遊戲狀態資料中之一或多者。在一實施例中,產生視訊遊戲之試玩部分包括:分析遊戲狀態資料以識別碼元素;以及組合該碼元素以定義界定視訊遊戲之試玩部分的可執行代碼。 In an embodiment, recording the user's gameplay includes recording user input data. Or one or more of the game status data. In one embodiment, generating a demo portion of the video game includes analyzing game state data to identify code elements, and combining the code elements to define executable code defining a trial portion of the video game.

在一實施例中,該有形電腦可讀媒體進一步包括:用於對於每一使用者自定義部分分析使用者之所記錄遊戲玩法以判定使用者遊戲狀態設定的程式指令;且其中產生視訊遊戲之試玩部分包括基於所判定之使用者遊戲狀態設定界定視訊遊戲之試玩部分以具有初始遊戲狀態設定。 In an embodiment, the tangible computer readable medium further includes: a program instruction for analyzing a recorded gameplay of the user for each user-defined portion to determine a user's game state setting; and wherein the video game is generated The demo portion includes defining a trial portion of the video game based on the determined user game state setting to have an initial game state setting.

在另一實施例中,提供一種系統,其包括以下各項:至少一個伺服器計算裝置,該至少一個伺服器計算裝置具有:用於產生視訊遊戲之試玩受限版本的邏輯,包括用於記錄視訊遊戲之完整版本之使用者之遊戲玩法的邏輯;用於判定使用者之所記錄遊戲玩法的多個使用者自定義部分的邏輯;用於對於每一使用者自定義部分基於該使用者自定義部分界定視訊遊戲之遊戲玩法情境內的邊界且基於所界定之邊界產生視訊遊戲之試玩部分的邏輯;用於將視訊遊戲之試玩部分中的每一者佈置成系列以界定視訊遊戲之受限版本的邏輯。 In another embodiment, a system is provided comprising: at least one server computing device having logic for generating a trial-limited version of a video game, including for Logging the logic of the gameplay of the user of the full version of the video game; logic for determining a plurality of user-defined portions of the recorded gameplay of the user; for customizing the user for each user based on the user The custom portion defines the boundaries of the gameplay within the video game and generates logic for the demo portion of the video game based on the defined boundaries; for arranging each of the demo portions of the video game into a series to define the video game The logic of the restricted version.

在一實施例中,判定使用者之所記錄遊戲玩法的每一使用者自定義部分包括:接收使用者之所記錄遊戲玩法內的使用者自定義開始點及使用者自定義結束點;以及基於接收到的使用者自定義開始點及使用者自定義結束點判定使用者自定義部分。 In an embodiment, determining each user-defined portion of the recorded gameplay of the user includes: receiving a user-defined starting point and a user-defined ending point in the recorded gameplay of the user; The user-defined start point and the user-defined end point are determined to determine the user-defined portion.

在一實施例中,記錄使用者之遊戲玩法包括記錄使用者輸入資料或遊戲狀態資料中之一或多者。在一實施例中,產生視訊遊戲之試玩部分包括:分析遊戲狀態資料以識別碼元素;以及組合該碼元素以定義界定視訊遊戲之試玩部分的可執行代碼。 In one embodiment, recording the user's gameplay includes recording one or more of user input data or game status data. In one embodiment, generating a demo portion of the video game includes analyzing game state data to identify code elements, and combining the code elements to define executable code defining a trial portion of the video game.

在一實施例中,該邏輯進一步包括用於對於每一使用者自定義部分分析使用者之所記錄遊戲玩法以判定使用者遊戲狀態設定的邏輯; 且其中產生視訊遊戲之試玩部分包括基於所判定之使用者遊戲狀態設定界定視訊遊戲之試玩部分以具有初始遊戲狀態設定。 In an embodiment, the logic further includes logic for analyzing the recorded gameplay of the user for each user-defined portion to determine a user's game state setting; And wherein the playing part of the video game comprises defining a demo portion of the video game based on the determined user game state setting to have an initial game state setting.

將所記錄之遊戲玩法分享至社交圖譜Share recorded gameplay to social graphs

在一實施例中,提供一種用於將所記錄之遊戲玩法分享至社交圖譜的方法,其包括以下方法操作:在遊戲玩法會話之活動狀態期間,記錄使用者之遊戲玩法的視訊;在遊戲玩法會話之活動狀態期間,接收起始共用操作的命令;回應於接收到該命令,進入遊戲玩法會話之暫停狀態且呈現共用介面;處理經由共用介面接收到的輸入,以判定所記錄視訊之使用者自定義選擇;向使用者之社交圖譜分享所記錄視訊之使用者自定義選擇;重新開始遊戲玩法會話之活動狀態;其中該方法由處理器執行。 In one embodiment, a method for sharing recorded gameplay to a social graph is provided, the method comprising the steps of: recording video of a user's gameplay during an active state of the gameplay session; During the active state of the session, receiving a command to initiate a shared operation; in response to receiving the command, entering a pause state of the gameplay session and presenting a shared interface; processing the input received via the shared interface to determine the user of the recorded video Customizing the selection; sharing the user-defined selection of the recorded video to the user's social graph; restarting the active state of the gameplay session; wherein the method is performed by the processor.

在一實施例中,記錄使用者之遊戲玩法的視訊包括在遊戲玩法會話之活動狀態期間,將視訊儲存到緩衝器。 In one embodiment, recording the video of the user's gameplay includes storing the video to the buffer during the active state of the gameplay session.

在一實施例中,呈現共用介面包括自緩衝器擷取及呈現視訊之一或多個部分。 In an embodiment, presenting the shared interface includes extracting and presenting one or more portions of the video from the buffer.

在一實施例中,共用介面包括用於界定使用者自定義選擇之持續時間的持續時間選擇器。 In an embodiment, the shared interface includes a duration selector for defining the duration of the user's custom selection.

在一實施例中,分享該選擇包括上載該選擇以便在界定該使用者之該社交圖譜的社交網路服務上可利用。 In an embodiment, sharing the selection includes uploading the selection for utilization on a social networking service that defines the social graph of the user.

在一實施例中,上載該選擇包括壓縮該選擇以及上載經壓縮之選擇。 In an embodiment, uploading the selection includes compressing the selection and uploading the compressed selection.

在一實施例中,分享該選擇包括向使用者之社交圖譜的成員產生通知。 In an embodiment, sharing the selection includes generating a notification to a member of the user's social graph.

在一實施例中,該通知由私人訊息、聊天訊息、遊戲中通知、有關社會新聞饋送的發帖、電子郵件。 In one embodiment, the notification is by private message, chat message, in-game notification, posting about social news feed, email.

在一實施例中,分享該選擇包括在使用者之簡檔頁上呈現該選擇。 In an embodiment, sharing the selection includes presenting the selection on a user's profile page.

在一實施例中,自控制器裝置上之按鈕按壓界定接收起始共用操作的命令。 In an embodiment, the button press on the controller device defines a command to receive the start of the common operation.

在另一實施例中,提供一種用於將分享所記錄之遊戲玩法分享至社交圖譜的方法,其包括以下方法操作:在遊戲玩法會話之活動狀態期間記錄使用者之遊戲玩法的視訊;在遊戲玩法會話之活動狀態期間接收起始共用操作的命令;回應於接收到該命令,判定所記錄之視訊的使用者自定義選擇;向使用者之社交圖譜分享所記錄之視訊的使用者自定義選擇;其中該方法由處理器執行。 In another embodiment, a method for sharing a recorded gameplay to a social graph is provided, the method comprising the steps of: recording video of a user's gameplay during an active state of the gameplay session; Receiving a command to initiate a shared operation during the active state of the game session; in response to receiving the command, determining a user-defined selection of the recorded video; sharing the user-defined selection of the recorded video with the user's social graph Wherein the method is performed by the processor.

在一實施例中,記錄使用者之遊戲玩法的視訊包括在遊戲玩法會話之活動狀態期間將視訊儲存至緩衝器。 In one embodiment, recording the video of the user's gameplay includes storing the video to the buffer during the active state of the gameplay session.

在一實施例中,判定所記錄視訊之使用者自定義選擇包括自緩衝器擷取及呈現視訊,以及處理識別視訊之一部分的使用者輸入。 In one embodiment, the user-defined selection of the recorded video includes determining from the buffer to capture and present the video, and processing user input identifying one of the portions of the video.

在一實施例中,分享該選擇包括上載該選擇以便在界定該使用者之該社交圖譜的社交網路服務上可利用。 In an embodiment, sharing the selection includes uploading the selection for utilization on a social networking service that defines the social graph of the user.

在一實施例中,自控制器裝置上之按鈕按壓界定接收起始共用操作的命令。 In an embodiment, the button press on the controller device defines a command to receive the start of the common operation.

在另一實施例中,提供一種非暫時電腦可讀媒體,其上界定有用於將所記錄之遊戲玩法分享至社交圖譜的程式指令。該程式指令包括:用於在遊戲玩法會話之活動狀態期間記錄使用者之遊戲玩法的視訊的程式指令;用於在遊戲玩法會話之活動狀態期間接收起始共用操作的命令的程式指令;用於回應於接收到該命令判定所記錄視訊之使用者自定義選擇的程式指令;用於將所記錄視訊之使用者自定義選擇分享至使用者之社交圖譜的程式指令。 In another embodiment, a non-transitory computer readable medium is defined having program instructions for sharing recorded gameplay to a social graph. The program instructions include: program instructions for recording video of a user's gameplay during an active state of the gameplay session; program instructions for receiving a command to initiate a shared operation during an active state of the gameplay session; In response to receiving the command to determine a user-defined selection of the recorded video, a program instruction for sharing the user-defined selection of the recorded video to the user's social graph.

在一實施例中,記錄使用者之遊戲玩法的視訊包括在遊戲玩法會話之活動狀態期間將視訊儲存至緩衝器。 In one embodiment, recording the video of the user's gameplay includes storing the video to the buffer during the active state of the gameplay session.

在一實施例中,判定所記錄視訊之使用者自定義選擇包括自緩衝 器擷取及呈現視訊,以及處理識別該視訊之一部分的使用者輸入。 In an embodiment, determining a user-defined selection of the recorded video includes self-buffering The device captures and presents the video and processes user input identifying a portion of the video.

在一實施例中,分享該選擇包括上載該選擇以便在界定該使用者之該社交圖譜的社交網路服務上可利用。 In an embodiment, sharing the selection includes uploading the selection for utilization on a social networking service that defines the social graph of the user.

在一實施例中,自控制器裝置上之按鈕按壓界定接收起始共用操作的命令。 In an embodiment, the button press on the controller device defines a command to receive the start of the common operation.

第二使用者對第一使用者之遊戲玩法的遠端控制Remote control of the first user's gameplay by the second user

在一實施例中,提供一種用於提供對使用者之遊戲玩法的遠端控制的方法,該方法包括以下方法操作:向遠端第二使用者呈現第一使用者之遊戲玩法的現場視訊饋送;處理將對第一使用者之遊戲玩法的控制轉移給第二使用者的請求;起始第二使用者對第一使用者之遊戲玩法的控制;其中該方法由至少一個處理器執行。 In one embodiment, a method for providing remote control of a user's gameplay is provided, the method comprising the method of presenting a live video feed of a first user's gameplay to a remote second user Processing a request to transfer control of the first user's gameplay to the second user; initiating control of the first user's gameplay by the second user; wherein the method is performed by at least one processor.

在一實施例中,起始第二使用者對第一使用者之遊戲玩法的控制包括撤銷與第一使用者相關聯的第一控制器裝置對第一使用者之遊戲玩法的控制;以及啟動與第二使用者相關聯的第二控制器裝置對第一使用者之遊戲玩法的控制。 In an embodiment, initiating control of the first user's gameplay by the second user includes revoking control of the first user's gameplay associated with the first user by the first user; Control of the first user's gameplay by the second controller device associated with the second user.

在一實施例中,第二控制器裝置對第一使用者之遊戲玩法的控制包括自第二控制器裝置接收輸入命令,以及應用該輸入命令來界定第一使用者之遊戲玩法。 In an embodiment, the controlling, by the second controller device, the gameplay of the first user comprises receiving an input command from the second controller device and applying the input command to define a gameplay of the first user.

在一實施例中,藉由社交介面向第二使用者呈現現場視訊饋送,該社交介面提供對第二使用者之社交圖譜的存取權,將第一使用者界定為第二使用者之社交圖譜的成員。 In an embodiment, the live video feed is presented to the second user by the social media, the social interface providing access to the social graph of the second user, and defining the first user as the social of the second user Member of the map.

在一實施例中,社交介面包括用於在第一使用者之遊戲玩法期間發評論的評論介面。 In an embodiment, the social interface includes a comment interface for posting comments during the first user's gameplay.

在一實施例中,處理轉移控制的請求包括自第一使用者接收確認,以允許第二使用者對第一使用者之遊戲玩法的控制。 In an embodiment, the request to process the transfer control includes receiving an acknowledgment from the first user to allow the second user to control the gameplay of the first user.

在一實施例中,其中向第二使用者呈現第一使用者之遊戲玩法的 現場視訊饋送包括以非全屏格式呈現現場視訊饋送;且起始第二使用者對第一使用者之遊戲玩法的控制包括觸發以全屏格式對現場視訊饋送的呈現。 In an embodiment, wherein the second user is presented with the gameplay of the first user The live video feed includes presenting the live video feed in a non-full screen format; and initiating control of the first user's gameplay by the second user includes triggering the presentation of the live video feed in full screen format.

在另一實施例中,提供一種用於提供多玩家遊戲玩法的方法,其包括以下方法操作:向遠端第二使用者呈現第一使用者之遊戲玩法會話的現場視訊饋送;處理對第二使用者加入第一使用者之遊戲玩法會話的請求;在第一使用者之遊戲玩法會話中由第二使用者起始遊戲玩法;其中該方法由至少一個處理器執行。 In another embodiment, a method for providing multi-player gameplay is provided, the method comprising the steps of: presenting a live video feed of a first user's gameplay session to a remote second user; processing the second a user's request to join the first user's gameplay session; the second user initiates the gameplay in the first user's gameplay session; wherein the method is performed by at least one processor.

在一實施例中,在第一使用者之遊戲玩法會話中由第二使用者起始遊戲玩法包括起始視訊遊戲之多玩家模式。 In an embodiment, initiating the gameplay by the second user in the first user's gameplay session includes initiating the multiplayer mode of the videogame.

在一實施例中,藉由社交介面向第二使用者呈現現場視訊饋送,該社交介面提供對第二使用者之社交圖譜的存取權,將該第一使用者界定為第二使用者之社交圖譜的成員。 In an embodiment, the live video feed is presented to the second user by the social media, the social interface providing access to the social graph of the second user, the first user being defined as the second user A member of the social graph.

在一實施例中,社交介面包括用於在第一使用者之遊戲玩法期間發評論的評論介面。 In an embodiment, the social interface includes a comment interface for posting comments during the first user's gameplay.

在一實施例中,處理加入第一使用者之遊戲玩法會話的請求包括自第一使用者接收確認以允許第一使用者之遊戲玩法會話中第二使用者之遊戲玩法。 In one embodiment, processing the request to join the first user's gameplay session includes receiving a confirmation from the first user to allow the second user's gameplay in the first user's gameplay session.

在一實施例中,向第二使用者呈現第一使用者之遊戲玩法的現場視訊饋送包括以非全屏格式呈現現場視訊饋送;且起始第一使用者之遊戲玩法會話中第二使用者之遊戲玩法包括觸發以全屏格式對現場視訊饋送的呈現。 In an embodiment, presenting the live video feed of the first user's gameplay to the second user comprises presenting the live video feed in a non-full screen format; and initiating the second user of the first user's gameplay session Gameplay includes triggering the presentation of live video feeds in full screen format.

在另一實施例中,提供一種上面包括有程式指令的穩定式電腦可讀媒體,該程式指令用於提供對使用者之遊戲玩法的遠端控制,該程式指令包括:用於向遠端第二使用者呈現第一使用者之遊戲玩法的現場視訊饋送的程式指令;用於處理用以將對第一使用者之遊戲玩法的 控制轉移給第二使用者的請求的程式指令;用於起始第二使用者對第一使用者之遊戲玩法的控制的程式指令。 In another embodiment, a stable computer readable medium including program instructions for providing remote control of a user's gameplay is provided, the program instructions including: for remotely a user presenting program instructions of the live video feed of the first user's gameplay; for processing gameplay for the first user A program instruction that controls the request to the second user; a program instruction for initiating control of the second user's gameplay by the first user.

在一實施例中,起始第二使用者對第一使用者之遊戲玩法的控制包括撤銷與第一使用者相關聯的第一控制器裝置對第一使用者之遊戲玩法的控制;以及啟動與第二使用者相關聯的第二控制器裝置對第一使用者之遊戲玩法的控制。 In an embodiment, initiating control of the first user's gameplay by the second user includes revoking control of the first user's gameplay associated with the first user by the first user; Control of the first user's gameplay by the second controller device associated with the second user.

在一實施例中,第二控制器裝置對第一使用者之遊戲玩法的控制包括自第二控制器裝置接收輸入命令,以及應用該輸入命令來界定第一使用者之遊戲玩法。 In an embodiment, the controlling, by the second controller device, the gameplay of the first user comprises receiving an input command from the second controller device and applying the input command to define a gameplay of the first user.

在一實施例中,藉由社交介面向第二使用者呈現現場視訊饋送,該社交介面提供對第二使用者之社交圖譜的存取權,將第一使用者界定為第二使用者之社交圖譜的成員。 In an embodiment, the live video feed is presented to the second user by the social media, the social interface providing access to the social graph of the second user, and defining the first user as the social of the second user Member of the map.

在一實施例中,社交介面包括用於在第一使用者之遊戲玩法期間發評論的評論介面。 In an embodiment, the social interface includes a comment interface for posting comments during the first user's gameplay.

在一實施例中,處理轉移控制的請求包括自第一使用者接收確認,以允許第二使用者對第一使用者之遊戲玩法的控制。 In an embodiment, the request to process the transfer control includes receiving an acknowledgment from the first user to allow the second user to control the gameplay of the first user.

在一實施例中,向第二使用者呈現第一使用者之遊戲玩法的現場視訊饋送包括以非全屏格式呈現現場視訊饋送;且起始第二使用者對第一使用者之遊戲玩法的控制包括觸發以全屏格式對現場視訊饋送的呈現。 In an embodiment, presenting the live video feed of the first user's gameplay to the second user comprises presenting the live video feed in a non-full screen format; and initiating control of the first user's gameplay by the second user Includes triggering the presentation of live video feeds in full screen format.

圖20說明根據本發明一實施例的可用以提供與視訊遊戲之互動性的硬體及使用者介面。圖20根據本發明之實施例示意性地說明Sony® Playstation 3®娛樂裝置的總系統架構,其為可相容用於將控制裝置與在基本計算裝置處執行的電腦程式介接的控制臺。提供系統單元2000,其具有可連接至系統單元2000之各種周邊裝置。系統單元2000包括:單元處理器2028;Rambus®動態隨機存取記憶體(XDRAM)單 元2026;現實合成器圖形單元2030,其具有專用視訊隨機存取記憶體(VRAM)單元2032;以及I/O橋接器2034。系統單元2000亦包括Blu Ray® Disk BD-ROM®光碟讀取器2040,用於自可藉由I/O橋接器2034存取之磁碟2040a及可裝卸吸入式硬碟驅動器(HDD)2036進行讀取。 任選地,系統單元2000亦包括儲存卡讀取器2038,用於讀取壓縮快閃儲存卡、Memory Stick®儲存卡及其類似者,此類似於可經由I/O橋接器2034讀取。 20 illustrates a hardware and user interface that can be used to provide interactivity with a video game, in accordance with an embodiment of the present invention. 20 schematically illustrates the overall system architecture of a Sony® Playstation 3® entertainment device, which is a console that is compatible for interfacing a control device with a computer program executing at a basic computing device, in accordance with an embodiment of the present invention. A system unit 2000 is provided having various peripheral devices connectable to the system unit 2000. System unit 2000 includes: unit processor 2028; Rambus® dynamic random access memory (XDRAM) single Element 2026; a realistic synthesizer graphics unit 2030 having a dedicated video random access memory (VRAM) unit 2032; and an I/O bridge 2034. The system unit 2000 also includes a Blu Ray® Disk BD-ROM® optical disc reader 2040 for use with the magnetic disk 2040a and the removable hard disk drive (HDD) 2036 accessible by the I/O bridge 2034. Read. Optionally, system unit 2000 also includes a memory card reader 2038 for reading compressed flash memory cards, Memory Stick® memory cards, and the like, similar to being readable via I/O bridge 2034.

I/O橋接器2034亦連接至六個通用串列匯流排(USB)2.0埠2024;千兆比特乙太網路埠2022;IEEE 802.11b/g無線網路(Wi-Fi)埠2020;以及能夠支持至多達七個藍芽連接的Bluetooth®無線鏈路埠2018。 I/O bridge 2034 is also connected to six universal serial bus (USB) 2.0 埠 2024; Gigabit Ethernet 埠 2022; IEEE 802.11b/g wireless network (Wi-Fi) 2020; Supports up to seven Bluetooth-connected Bluetooth® wireless ports埠2018.

在操作中,I/O橋接器2034處置所有無線、USB及乙太網路資料,包括來自一或多個遊戲控制器2002至2003的資料。舉例而言,當使用者在玩遊戲時,I/O橋接器2034經由藍芽鏈路自遊戲控制器2002至2003接收資料,且將其引導至單元處理器2028,其各別地更新遊戲之當前狀態。 In operation, I/O bridge 2034 handles all wireless, USB, and Ethernet data, including data from one or more game controllers 2002 through 2003. For example, when the user is playing a game, the I/O bridge 2034 receives the material from the game controllers 2002 through 2003 via the Bluetooth link and directs it to the unit processor 2028, which individually updates the game. Current status.

USB及乙太網路埠亦為除遊戲控制器2002至2003之外的其他周邊裝置提供連接性,例如:遠端控制項2004;鍵盤2006;滑鼠2008;攜帶型娛樂裝置2010,例如Sony Playstation Portable®娛樂裝置;視訊相機,例如EyeToy®視訊相機2012;麥克風頭戴式耳機2014;以及麥克風2015。此等周邊裝置可因此原則上無線連接至系統單元2000;例如攜帶型娛樂裝置2010可經由Wi-Fi專門連接通信,而麥克風頭戴式耳機2014可經由藍芽鏈路通信。 USB and Ethernet networks also provide connectivity for peripheral devices other than game controllers 2002 through 2003, such as: remote control item 2004; keyboard 2006; mouse 2008; portable entertainment device 2010, such as Sony Playstation Portable® entertainment devices; video cameras such as EyeToy® video camera 2012; microphone headset 2014; and microphone 2015. Such peripheral devices may thus be wirelessly connected to the system unit 2000 in principle; for example, the portable entertainment device 2010 may be specifically connected for communication via Wi-Fi, while the microphone headset 2014 may communicate via a Bluetooth link.

此等介面之提供意味著遊戲機3(Playstation 3)裝置亦潛在地與其他周邊裝置相容,例如數位視訊記錄器(DVR)、機上盒、數位相機、攜帶型媒體播放器、IP話音電話、移動電話、印表機及掃描器。 The provision of such interfaces means that the Playstation 3 device is also potentially compatible with other peripheral devices, such as digital video recorders (DVRs), set-top boxes, digital cameras, portable media players, and IP voice. Telephone, mobile phone, printer and scanner.

另外,傳統儲存卡讀取器2016可經由USB埠2024連接至系統單 元,從而達成對Playstation®或Playstation 2®裝置所使用種類之儲存卡2048的讀取。 In addition, the traditional memory card reader 2016 can be connected to the system ticket via USB port 2024. Yuan, thereby achieving a reading of the memory card 2048 of the type used by the Playstation® or Playstation 2® device.

遊戲控制器2002至2003可操作以經由藍芽鏈路與系統單元2000無線通信,或連接至USB埠,從而亦提供藉此為遊戲控制器2002至2003之電池充電的電力。遊戲控制器2002至2003亦可包括記憶體、處理器、儲存卡讀取器、例如快閃記憶體等永久記憶體、光傳輸器(例如照亮的球面部分、LED或紅外光)、用於超聲通信的麥克風及揚聲器、隔音箱、數位相機、內部時鐘、例如面向遊戲控制臺的球面部分等可辨識形狀,以及使用例如Bluetooth®、WiFiTM等協議的無線通信。 The game controllers 2002 through 2003 are operable to wirelessly communicate with the system unit 2000 via a Bluetooth link, or to a USB port, thereby also providing power to charge the batteries of the game controllers 2002-2003. The game controllers 2002 to 2003 may also include a memory, a processor, a memory card reader, a permanent memory such as a flash memory, an optical transmitter (such as an illuminated spherical portion, LED or infrared light), for an ultrasonic microphone and speaker for communication, soundproof, digital camera, an internal clock, for example, like the spherical part of the game console can recognize the shape, and for example, Bluetooth®, WiFi TM and other wireless communication protocols.

遊戲控制器2002為經設計以結合兩隻手使用的控制器,且遊戲控制器2003為具有附件的單手控制器。除一或多個類比操縱桿及常規控制按鈕之外,遊戲控制器易受三維位置判定影響。因此可將遊戲控制器之使用者的示意動作及移動翻譯為除常規按鈕或操縱桿命令之外或代替於常規按鈕或操縱桿命令之向遊戲的輸入。任選地,可使用例如PlaystationTM攜帶型裝置等其他無線啟用的周邊裝置作為控制器。在PlaystationTM攜帶型裝置的情況下,可在裝置之螢幕上提供額外的遊戲或控制資訊(例如,控制指令或生命數)。亦可使用其他替代或補充控制裝置,例如跳舞毯(未圖示)、光槍(未圖示)、操縱輪及踏板(未圖示)或定做的控制器,例如用於快速回應智力遊戲的單個或若干大按鈕(也未圖示)。 The game controller 2002 is a controller designed to be used in conjunction with both hands, and the game controller 2003 is a one-hand controller with an accessory. In addition to one or more analog joysticks and conventional control buttons, the game controller is susceptible to three-dimensional position determination. The gestures and movements of the user of the game controller can thus be translated into input to the game in addition to or instead of conventional button or joystick commands. Optionally, other peripheral devices using a portable wireless Playstation TM enabled devices, for example, as a controller. In the case of the Playstation TM portable device, may provide additional game or control information (e.g., control instructions or number of lives) on the screen of the device. Other alternative or supplemental controls may also be used, such as a dance mat (not shown), a light gun (not shown), a steering wheel and pedal (not shown), or a customized controller, such as a single for quick response to a puzzle game. Or a number of large buttons (also not shown).

遠端控制2004亦可操作以經由藍芽鏈路與系統單元2000無線通信。遠端控制704包括適合Blu RayTM磁碟BD-ROM讀取器2040之操作且適合磁碟內容之導航。 Remote control 2004 is also operative to wirelessly communicate with system unit 2000 via a Bluetooth link. Remote control 704 includes navigation suitable for operation of Blu Ray (TM) disk BD-ROM reader 2040 and for navigation of disk content.

Blu RayTM磁碟BD-ROM讀取器2040可操作以讀取與遊戲機及遊戲機2裝置相容的CD-ROM,以及常規預記錄及可記錄CD,以及所謂的超級音訊CD。讀取器2040亦可操作以讀取與遊戲機2及遊戲機3裝置 相容的DVD-ROM,以及常規預記錄及可記錄DVD。讀取器2040進一步可操作以讀取與遊戲機3裝置相容的BD-ROM,以及常規預記錄及可記錄藍光磁碟。 The Blu Ray (TM) Disk BD-ROM Reader 2040 is operable to read CD-ROMs compatible with gaming machines and gaming machine 2 devices, as well as conventional pre-recorded and recordable CDs, as well as so-called Super Audio CDs. The reader 2040 is also operative to read DVD-ROMs compatible with the gaming machine 2 and gaming machine 3 devices, as well as conventional pre-recorded and recordable DVDs. The reader 2040 is further operable to read BD-ROMs that are compatible with the gaming machine 3 device, as well as conventional pre-recorded and recordable Blu-ray disks.

系統單元2000可操作以藉由音訊及視訊連接件將由遊戲機3裝置經由現實合成器圖形單元2030產生或解碼的音訊及視訊供應至顯示器及聲音輸出裝置2042,例如具有顯示器2044及一或多個揚聲器2046之監視器或電視機。音訊連接件2050可包括常規類比及數位輸出,而視訊連接件2052可不同地包括分量視訊、S視訊、複合視訊以及一或多個高清多媒體介面(HDMI)輸出。因此,視訊輸出可呈例如PAL或NTSC等格式,或以720p、1080i或1080p高清晰度。 The system unit 2000 is operable to supply audio and video generated or decoded by the gaming machine 3 device via the real-time synthesizer graphics unit 2030 to the display and sound output device 2042 by means of an audio and video connection, for example, having a display 2044 and one or more A monitor or television set for the speaker 2046. The audio connector 2050 can include conventional analog and digital output, and the video connector 2052 can differently include component video, S video, composite video, and one or more high definition multimedia interface (HDMI) outputs. Thus, the video output can be in a format such as PAL or NTSC, or in 720p, 1080i or 1080p high definition.

音訊處理(產生、解碼等)由單元處理器2028執行。遊戲機3裝置之作業系統支援Dolby® 5.1環繞身歷聲、Dolby®劇場環繞(DTS)以及對來自Blu-Ray®磁碟的7.1環繞身歷聲的解碼。 Audio processing (generation, decoding, etc.) is performed by unit processor 2028. The gaming machine 3 unit's operating system supports Dolby® 5.1 surround sound, Dolby® Theater Surround (DTS) and decoding of 7.1 surround sound from Blu-Ray® discs.

在本發明實施例中,視訊相機2012包括單個電荷耦合裝置(CCD)、LED指示器以及基於硬體之即時資料壓縮及編碼設備,使得經壓縮之視訊資料可以適當格式(例如基於影像內之MPEG(運動圖片專家組)標準)傳輸,以供系統單元2000解碼。相機LED指示器經佈置以回應於來自系統單元2000之適當控制資料而照明,例如以表示不利照明條件。視訊相機2012之實施例可不同地經由USB、藍芽或Wi-Fi通信埠連接至系統單元700。視訊相機之實施例可包括一或多個相關聯麥克風,且亦能夠傳輸音訊資料。在視訊相機之實施例中,CCD可具有適合高解析度視訊捕獲的解析度。在使用中,視訊相機所捕獲之影像可例如併入於遊戲內,或解譯為遊戲控制輸入。在另一實施例中,相機為適合偵測紅外光之紅外相機。 In the embodiment of the present invention, the video camera 2012 includes a single charge coupled device (CCD), an LED indicator, and a hardware-based real-time data compression and encoding device, so that the compressed video data can be in an appropriate format (for example, based on MPEG within the image). (Moving Picture Experts Group) standard) transmission for system unit 2000 decoding. The camera LED indicators are arranged to illuminate in response to appropriate control data from system unit 2000, for example to indicate adverse lighting conditions. Embodiments of video camera 2012 may be connected to system unit 700 via USB, Bluetooth, or Wi-Fi communication, differently. Embodiments of a video camera may include one or more associated microphones and are also capable of transmitting audio material. In an embodiment of a video camera, the CCD can have a resolution suitable for high resolution video capture. In use, images captured by a video camera can be incorporated, for example, into a game, or interpreted as game control inputs. In another embodiment, the camera is an infrared camera adapted to detect infrared light.

一般而言,為了經由系統單元2000之通信埠中之一者與例如視訊相機或遠端控制項等周邊裝置發生成功資料通信,應提供一個適當的 軟體,例如裝置驅動器。裝置驅動器技術為熟知的,且此處將不詳細描述,除了說技術人員將知道,所描述之本發明實施例中可能需要裝置驅動器或類似的軟體介面。 In general, in order to successfully communicate data with one of the communication devices of system unit 2000 and peripheral devices such as video cameras or remote control items, an appropriate data should be provided. Software, such as a device driver. Device driver technology is well known and will not be described in detail herein, except that the skilled artisan will appreciate that a device driver or similar soft interface may be required in the described embodiments of the invention.

圖21說明根據本發明一實施例的可用以處理指令的額外硬體。單元處理器2028具有包括四個基礎元件的架構:外部輸入及輸出結構,其包括記憶體控制器2160及雙匯流排介面控制器2170A、B;主處理器,其稱為電力處理元件2150;八個輔助運算器,稱為協同處理元件(SPE)2110A至H;以及連接上述元件的迴圈資料匯流排,稱為元件互連匯流排2180。單元處理器之總浮動點效能為218 GFLOPS,與遊戲機2裝置之情感引擎的6.2 GFLOP相比較。 Figure 21 illustrates additional hardware that can be used to process instructions in accordance with an embodiment of the present invention. The unit processor 2028 has an architecture including four basic components: an external input and output structure including a memory controller 2160 and a dual bus interface controller 2170A, B; a main processor, which is referred to as a power processing component 2150; Auxiliary operators, called cooperative processing elements (SPE) 2110A to H; and a loop data bus that connects the above elements, are referred to as component interconnect busbars 2180. The total floating point performance of the unit processor is 218 GFLOPS, compared to the 6.2 GFLOP of the emotion engine of the gaming machine 2 device.

電力處理元件(PPE)2150為基於結合3.2GHz之內部時鐘運行的雙向同時多線程電力570順應電力PC核(PPU)855。PPE 2150包括512kB等級2(L2)快取記憶體及32kB等級1(L1)高速緩衝記憶體。PPE 2150能夠每時鐘迴圈進行八個單一位置操作,自而轉化為3.2GHz的25.6 GFLOP。PPE 2150之主要角色為充當用於協同處理元件2110A至H的控制器,其處置計算工作負載的大部分。在操作中,PPE 2150維持作業佇列,從而為協同處理元件2110A至H調度作業,且監視其進程。 因此,每一協同處理元件2110A至H運行一內核,其角色為取作業,執行該作業且與PPE 2150同步。 Power Processing Element (PPE) 2150 is a bidirectional simultaneous multi-threaded power 570 compliant Power PC Core (PPU) 855 that operates based on an internal clock coupled to 3.2 GHz. The PPE 2150 includes 512kB level 2 (L2) cache memory and 32kB level 1 (L1) cache memory. The PPE 2150 is capable of eight single-position operations per clock cycle and is converted to a 3.2 GHz 25.6 GFLOP. The primary role of PPE 2150 is to act as a controller for collaborative processing elements 2110A-H that handles the majority of the computational workload. In operation, PPE 2150 maintains a queue of jobs to schedule jobs for collaborative processing elements 2110A through H and monitor their progress. Thus, each of the cooperating processing elements 2110A through H runs a core whose role is to take a job, perform the job, and synchronize with the PPE 2150.

每一協同處理元件(SPE)2110A至H包括各別的協同處理單元(SPU)2120A至H,以及各別的記憶體流控制器(MFC)2140A至H,其又包括各別的動態記憶體存取控制器(DMAC)2142A至H、各別的記憶體管理單元(MMU)2144A至H以及匯流排介面(未圖示)。每一SPU 2120A至H為以3.2GHz計時的RISC處理器,且包括256kB本地RAM 2130A至H,其原則上可擴展至4GB。每一SPE給出單一精度效能的理論25.6 GFLOPS。SPU在單個時鐘迴圈中可對4個單一精度浮動 點成員、4個32位編號、8個16位元整數或16個8位元整數進行操作。在同一時鐘迴圈中,其亦可執行記憶體操作。SPU 2120A至H不直接存取系統記憶體XDRAM 2026;將由SPU 2120A至H形成的64位位址傳遞至MFC 2140A至H,其指令其DMA控制器2142A至H經由元件互連匯流排2180及記憶體控制器2160存取記憶體。 Each of the cooperating processing elements (SPE) 2110A through H includes respective cooperating processing units (SPUs) 2120A through H, and respective memory stream controllers (MFC) 2140A through H, which in turn include separate dynamic memory Access controllers (DMAC) 2142A through H, respective memory management units (MMUs) 2144A through H, and bus interface (not shown). Each SPU 2120A through H is a RISC processor clocked at 3.2 GHz and includes 256 kB of local RAM 2130A through H, which can in principle be extended to 4 GB. Each SPE gives the theory of single precision performance of 25.6 GFLOPS. SPU can float to 4 single precisions in a single clock loop Point members, 4 32-bit numbers, 8 16-bit integers, or 16 8-bit integers operate. It can also perform memory operations in the same clock loop. The SPUs 2120A through H do not directly access the system memory XDRAM 2026; the 64-bit address formed by the SPUs 2120A through H is passed to the MFCs 2140A through H, which instruct their DMA controllers 2142A through H to communicate via the component interconnect bus 2180 and memory The body controller 2160 accesses the memory.

元件互連匯流排(EIB)2180為在單元處理器2028內部之邏輯上迴圈的通信匯流排,其連接上述處理器元件,即PPE 2150、記憶體控制器2160、雙匯流排介面2170A、B,以及8個SPE 2110A至H,總共12個參與者。參與者可以每時鐘迴圈8個位元組的速率同時讀取及寫入至匯流排。如先前所述,每一SPE 2110A至H包括用於調度較長讀取或寫入序列的DMAC 2142A至H。EIB包括四個通道,順時針及逆時針方向上各兩個。因此,對於十二個參與者,任何兩個參與者之間的最長逐步資料流為適當方向上的六個步驟。在經由參與者之間的仲裁的全利用率的情況下,12時隙的理論峰值暫態EIB帶寬因此為每時鐘96B。此相當於3.2GHz的時鐘速率下307.2GB/s(每秒千百萬位元組)的理論峰值帶寬。 The component interconnect bus (EIB) 2180 is a logically looped communication bus within the unit processor 2028 that connects the processor components, namely, the PPE 2150, the memory controller 2160, and the dual bus interface 2170A, B. And 8 SPE 2110A to H for a total of 12 participants. Participants can simultaneously read and write to the bus at a rate of 8 bytes per clock cycle. As previously described, each SPE 2110A through H includes DMACs 2142A through H for scheduling a longer read or write sequence. The EIB consists of four channels, two in both clockwise and counterclockwise directions. Thus, for twelve participants, the longest stepwise data flow between any two participants is the six steps in the appropriate direction. In the case of full utilization of arbitration via participants, the theoretical peak transient EIB bandwidth for 12 slots is therefore 96B per clock. This is equivalent to the theoretical peak bandwidth of 307.2 GB/s (thousands of bytes per second) at a clock rate of 3.2 GHz.

記憶體控制器2160包括XDRAM介面2162,其由蘭巴斯公司(Rambus Incorporated)開發。該記憶體控制器與具有25.6GB/s的理論峰值帶寬的蘭巴斯XDRAM 2026介接。 The memory controller 2160 includes an XDRAM interface 2162 developed by Rambus Incorporated. The memory controller interfaces with a Rambus XDRAM 2026 having a theoretical peak bandwidth of 25.6 GB/s.

雙匯流排介面2170A、B包括蘭巴斯FlexIO®系統介面2172A、B。將該介面組織成12個通道,各自的寬度為8個位,其中五個路徑在站點且七個在站外。此提供經由控制器2170A之單元處理器及I/O橋接器2034與經由控制器2170B的現實模擬器圖形單元2130之間的62.4GB/s(36.4GB/s在站外,且26GB/s在站內)的理論峰值帶寬。 The dual bus interface 2170A, B includes the Rams FlexIO® system interface 2172A, B. The interface is organized into 12 channels, each having a width of 8 bits, five of which are at the site and seven are outside the station. This provides 62.4 GB/s between the unit processor and I/O bridge 2034 via controller 2170A and the real-world simulator graphics unit 2130 via controller 2170B (36.4 GB/s off-site and 26 GB/s in The theoretical peak bandwidth of the station).

由單元處理器2128發送至現實模擬器圖形單元2130的資料將通常包括顯示清單,其為繪製頂點、將紋理應用於多邊形、指定照明條件 等等的命令序列。 The data sent by the unit processor 2128 to the realistic simulator graphics unit 2130 will typically include a display list that is used to draw vertices, apply textures to polygons, specify lighting conditions The sequence of commands, etc.

圖22為根據本發明實施例的具有與經由網際網路連接至伺服器處理之遊戲用戶端2202交互的各別使用者A至E的場景A至場景E的例示性說明。遊戲用戶端為允許使用者經由網際網路連接至伺服器應用程式及處理的裝置。遊戲用戶端允許使用者存取及重放線上娛樂內容,例如但不限於遊戲、電影、音樂及照片。另外,遊戲用戶端可提供對例如VOIP、文本聊天協定及電子郵件等線上通信應用程式的存取權。 22 is an illustrative illustration of scenes A through E having respective users A through E interacting with a game client 2202 that is connected to the server via an internet connection, in accordance with an embodiment of the present invention. The game client is a device that allows users to connect to the server application and process via the Internet. The game client allows the user to access and replay online entertainment content such as, but not limited to, games, movies, music, and photos. In addition, the game client can provide access to online communication applications such as VOIP, text chat protocols, and email.

使用者經由控制器與遊戲用戶端交互。在一些實施例中,控制器為遊戲用戶端特定控制器,而在其他實施例中,控制器可為鍵盤與滑鼠組合。在一實施例中,遊戲用戶端未能夠輸出音訊及視訊信號以經由監視器/電視機及相關聯的音訊設備建立多媒體環境的獨立裝置。舉例而言,遊戲用戶端可為但不限於瘦用戶端;內部PCI擴展卡;外部PCI擴展裝置;擴展卡裝置;內部、外部或無線USB裝置,或火線裝置等。 在其他實施例中,遊戲用戶端與電視機及其他多媒體裝置(例如DVR、藍光播放器、DVD播放器或多通道接收器)集成。 The user interacts with the game client via the controller. In some embodiments, the controller is a game client specific controller, while in other embodiments, the controller can be a keyboard and mouse combination. In one embodiment, the gaming client is not capable of outputting audio and video signals to establish a separate device for the multimedia environment via the monitor/television and associated audio devices. For example, the game client can be, but is not limited to, a thin client; an internal PCI expansion card; an external PCI expansion device; an expansion card device; an internal, external or wireless USB device, or a Firewire device. In other embodiments, the game client is integrated with a television and other multimedia devices such as a DVR, Blu-ray player, DVD player, or multi-channel receiver.

在圖22之場景A內,使用者A使用與遊戲用戶端2202A配對的控制器2206A與監視器2204A顯示的用戶端應用程式交互。類似地,在場景B內,使用者B使用與遊戲用戶端2202B配對的控制器2206B與監視器2204B上顯示的另一用戶端應用程式交互。場景C說明在使用者C看著顯示來自遊戲用戶端2202C之遊戲及夥伴清單時自使用者C的後面看的視圖。雖然圖22展示單個伺服器處理模組,但在一實施例中,整個世界存在多個伺服器處理模組。每一伺服器處理模組包括子模組,其用於使用者會話控制、共用/通信邏輯、使用者定位以及負載平衡處理服務。此外,伺服器處理模組包括網路處理及分散式儲存。 In scenario A of FIG. 22, user A interacts with the client application displayed by monitor 2204A using controller 2206A paired with game client 2202A. Similarly, in scenario B, user B interacts with another client application displayed on monitor 2204B using controller 2206B paired with game client 2202B. Scene C illustrates a view from the back of the user C when the user C looks at the list of games and buddies from the game client 2202C. Although FIG. 22 shows a single server processing module, in one embodiment, there are multiple server processing modules throughout the world. Each server processing module includes a sub-module for user session control, sharing/communication logic, user positioning, and load balancing processing services. In addition, the server processing module includes network processing and distributed storage.

當遊戲用戶端2202連接至伺服器處理模組時,使用者會話控制可用以驗證使用者。經驗證的使用者可具有相關聯的虛擬化分散式儲存 以及虛擬化網路處理。可儲存作為使用者之虛擬化分散式儲存的一部分的實例物品包括所購買的媒體,例如但不限於遊戲、視訊及音樂等。 另外,分散式儲存可用以保存多個遊戲之遊戲狀態,個別遊戲之定制設定,以及遊戲用戶端之一般設定。在一實施例中,伺服器處理之使用者定位模組用以判定使用者及其各別的遊戲用戶端的地理位置。使用者之地理位置可由共用/通信邏輯及負載平衡處理服務兩者用來基於多個伺服器處理模組之地理位置及處理需求而優化效能。虛擬化網路處理及網路儲存中之任一者或兩者將允許來自遊戲用戶端之處理任務動態地轉移至未充分利用的伺服器處理模組。因此,可使用負載平衡來最小化與來自儲存之再調用以及與伺服器處理模組與遊戲用戶端之間的資料傳輸相關聯的潛時。 When the game client 2202 is connected to the server processing module, user session control can be used to authenticate the user. Verified users can have associated virtualized decentralized storage And virtualized network processing. Example items that may be stored as part of a user's virtualized distributed storage include purchased media such as, but not limited to, games, video, music, and the like. In addition, decentralized storage can be used to save game state for multiple games, custom settings for individual games, and general settings for game clients. In one embodiment, the server processing user positioning module is used to determine the geographic location of the user and its respective game client. The geographic location of the user can be used by both the sharing/communication logic and the load balancing processing service to optimize performance based on the geographic location and processing requirements of the plurality of server processing modules. Either or both of virtualized network processing and network storage will allow processing tasks from the game client to be dynamically transferred to underutilized server processing modules. Therefore, load balancing can be used to minimize the latency associated with re-calling from storage and data transfer between the server processing module and the game client.

伺服器處理模組具有伺服器應用程式A及伺服器應用程式B的例子。伺服器處理模組能夠支援多個伺服器應用程式,如由伺服器應用程式X1及伺服器應用程式X2指示。在一實施例中,伺服器處理為基於群集計算架構,其允許群集內之多個處理器處理伺服器應用程式。在另一實施例中,應用不同類型之多電腦處理方案來處理該伺服器應用程式。這允許按比例縮放伺服器處理,以便適應執行多個用戶端應用程式及對應的伺服器應用程式之較大數目的遊戲用戶端。或者,可按比例縮放伺服器處理,以適應較苛刻的圖形處理或遊戲、視訊壓縮,或應用複雜性所必需之增加的計算需求。在一實施例中,伺服器處理模組經由伺服器應用程式執行該處理之大部分。此允許例如圖形處理器、RAM及一般處理器等相對較昂貴的元件定位在中心,且降低遊戲用戶端之成本。經由網際網路將經處理之伺服器應用程式資料發回至對應的遊戲用戶端,以在監視器上顯示。 The server processing module has an example of a server application A and a server application B. The server processing module can support multiple server applications, as indicated by the server application X 1 and the server application X 2 . In one embodiment, the server processing is based on a cluster computing architecture that allows multiple processors within the cluster to process the server application. In another embodiment, different types of multi-computer processing schemes are applied to process the server application. This allows the scaling of the server processing to accommodate a larger number of game clients executing multiple client applications and corresponding server applications. Alternatively, the server processing can be scaled to accommodate more demanding graphics processing or gaming, video compression, or increased computational requirements necessary for application complexity. In one embodiment, the server processing module performs a majority of the processing via the server application. This allows relatively expensive components such as graphics processors, RAM, and general processors to be centered and reduce the cost of the gaming client. The processed server application data is sent back to the corresponding game client via the Internet for display on the monitor.

場景C說明可由遊戲用戶端及伺服器處理模組執行的例示性應用程式。舉例而言,在一實施例中,遊戲用戶端2202C允許使用者C建立 且觀看包括使用者A、使用者B、使用者D及使用者E的夥伴清單2220。 如圖所示,在場景C中,使用者C能夠在監視器2204C上看到各別使用者之即時影像或化身。伺服器處理執行遊戲用戶端2202C以及使用者A、使用者B、使用者D及使用者E之各別遊戲用戶端2202的各別應用程式。因為伺服器處理知道遊戲用戶端B正執行的應用程式,因此使用者A的夥伴清單可指示使用者B正在玩哪一遊戲。另外,在一實施例中,使用者A可觀看遊戲視訊中直接來自使用者B的實際情況。此係藉由僅將使用者B之經處理伺服器應用資料除遊戲用戶端B之外亦發送至遊戲用戶端A來達成。 Scenario C illustrates an exemplary application that can be executed by the game client and server processing modules. For example, in one embodiment, game client 2202C allows user C to establish And the list of friends 2220 including user A, user B, user D, and user E is viewed. As shown, in scenario C, user C can see live images or avatars of individual users on monitor 2204C. The server processes the respective applications of the game client 2202C and the respective game clients 2202 of the user A, the user B, the user D, and the user E. Since the server handles the application that the game client B is executing, the user A's buddy list can indicate which game the user B is playing. In addition, in an embodiment, the user A can view the actual situation directly from the user B in the game video. This is achieved by only transmitting the processed server application data of the user B to the game client A in addition to the game client B.

除能夠觀看來自夥伴的視訊之外,通信應用程式亦可允許夥伴之間的即時通信。如應用於先前實例,此允許使用者A在觀看使用者B之即時視訊時提供鼓勵或提示。在一實施例中,藉由用戶端/伺服器應用程式建立雙向即時話音通信。在另一實施例中,用戶端/伺服器應用程式達成文本聊天。在又一實施例中,用戶端/伺服器應用程式將語音轉換成文本,以供在夥伴的螢幕上顯示。 In addition to being able to view video from a partner, the communication application can also allow instant communication between partners. As applied to the previous example, this allows User A to provide encouragement or prompts when viewing User B's instant video. In one embodiment, two-way instant voice communication is established by the client/server application. In another embodiment, the client/server application reaches a text chat. In yet another embodiment, the client/server application converts the speech into text for display on the partner's screen.

場景D及場景E說明分別與遊戲控制臺2210D及2210E交互的各別使用者D及使用者E。每一遊戲控制臺2210D及2210E連接至伺服器處理模組,且說明其中伺服器處理模組協調遊戲控制臺及遊戲用戶端兩者的遊戲玩法的網路。 Scene D and Scene E illustrate respective users D and E who interact with game consoles 2210D and 2210E, respectively. Each game console 2210D and 2210E is coupled to a server processing module and illustrates a network in which the server processing module coordinates the gameplay of both the game console and the game client.

圖23說明資訊服務提供商架構的實施例。資訊服務提供商(ISP)2370將大量資訊服務遞送至地理上分散且經由網路2386連接的使用者2382。ISP可遞送僅一種類型的服務,例如股票價格更新;或多種服務,例如廣播媒體、新聞、體育、遊戲等。另外,每一ISP所提供之服務可為動態的,即可在任一時間點添加或取走服務。因此,向特定個人提供特定類型之服務的ISP可隨時間的過去而改變。舉例而言,在使用者身處她的家鄉時,該使用者可由接近該使用者之ISP服務,且當使用者 至不同城市旅行時,使用者可由不同ISP服務。家鄉ISP將向新的ISP傳送所需資訊及資料,使得使用者資訊“跟隨”該使用者至新的城市,從而使得資料較接近使用者且較易於存取。在另一實施例中,可在主機ISP(管理使用者之資訊)與伺服器ISP(其與在主ISP控制下之使用者直接介接)之間建立主機-伺服器關係。在其他實施例中,可在用戶端在全世界移動時,將資料自一個ISP傳送至另一ISP,以使ISP處於服務遞送此等服務之使用者的較佳位置。 Figure 23 illustrates an embodiment of an information service provider architecture. The Information Services Provider (ISP) 2370 delivers a large number of information services to users 2382 that are geographically dispersed and connected via the network 2386. An ISP can deliver only one type of service, such as stock price updates; or multiple services such as broadcast media, news, sports, games, and the like. In addition, the services provided by each ISP can be dynamic, and services can be added or removed at any point in time. Thus, an ISP that provides a particular type of service to a particular individual may change over time. For example, when the user is in her hometown, the user can be served by the ISP close to the user, and when the user Users can be served by different ISPs when traveling to different cities. The home ISP will transmit the required information and information to the new ISP so that the user information "follows" the user to the new city, making the data closer to the user and easier to access. In another embodiment, a host-server relationship can be established between the host ISP (managing user information) and the server ISP (which interfaces directly with the user under the control of the primary ISP). In other embodiments, data may be transferred from one ISP to another when the client moves around the world, so that the ISP is in a better location for the user serving the service.

ISP 2370包括應用服務提供商(ASP)2372,其經由網路向客戶提供基於電腦之服務。使用ASP模型提供之軟體有時亦稱為隨需應變的軟體或軟體即服務(SaaS)。提供對特定應用程式(例如,客戶關係管理)之存取權的一種簡單形式為藉由使用標準協議,例如HTTP来達成。應用程式駐存於供應商之系統上,且由使用者使用HTML藉由網路瀏覽器,經由由供應商提供之專用用戶端軟體,或例如瘦用戶端等其他遠端介面來存取。 The ISP 2370 includes an Application Service Provider (ASP) 2372 that provides computer-based services to customers via the network. Software provided using the ASP model is sometimes referred to as on-demand software or software as a service (SaaS). A simple form of providing access to a particular application (eg, customer relationship management) is achieved by using a standard protocol, such as HTTP. The application resides on the vendor's system and is accessed by the user using HTML via a web browser, via a dedicated client software provided by the vendor, or other remote interface such as a thin client.

在較廣地理區域上遞送之服務通常使用雲計算。雲計算為其中經由網際網路提供可動態地按比例縮放且通常虛擬化的資源作為服務的計算類型。使用者無需為支持他們的“雲”中之技術基礎結構的專家。雲計算可分為不同服務,例如基礎結構即服務(IaaS)、平臺即服務(PaaS)以及軟體即服務(SaaS)。雲計算服務通常提供自網路瀏覽器存取的常見線上商務應用程式,而軟體及資料儲存於伺服器上。基於電腦網路圖中如何描繪網際網路,使用術語“雲”作為網際網路之比喻,且術語“雲”為其所隱藏之複雜基礎結構的抽象物。 Services delivered over a wider geographic area typically use cloud computing. Cloud computing is a type of computing in which resources that are dynamically scaled and typically virtualized are served over the Internet as a service. Users do not need to be experts in supporting the technical infrastructure in their "cloud." Cloud computing can be divided into different services, such as Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS). Cloud computing services typically provide common online business applications that are accessed from a web browser, while software and data are stored on the server. Based on how the Internet is depicted in a computer network diagram, the term "cloud" is used as a metaphor for the Internet, and the term "cloud" is an abstraction of the complex infrastructure that it hides.

另外,ISP 2370包括遊戲處理伺服器(GPS)2374,其由遊戲用戶端用來玩單玩家及多玩家視訊遊戲。在網際網路上玩的大多數視訊遊戲均經由至遊戲伺服器的連接而操作。通常,遊戲使用專用伺服器應用程式,其收集來自玩家的資料,且將其分配給其他玩家。此舉比對 等佈置高效且有效,但其需要單獨的伺服器來代管伺服器應用程式。 在另一實施例中,GPS建立玩家與其各別的玩遊戲裝置之間的通信,不依靠集中化GPS來交換資訊。 In addition, ISP 2370 includes Game Processing Server (GPS) 2374, which is used by game clients to play single player and multiplayer video games. Most video games played on the Internet operate via a connection to the game server. Typically, games use a dedicated server application that collects data from players and assigns them to other players. Compare this The layout is efficient and efficient, but it requires a separate server to host the server application. In another embodiment, the GPS establishes communication between the player and its respective game play device without relying on centralized GPS to exchange information.

專用GPS為獨立於用戶端運行的伺服器。此等伺服器通常在位於資料中心的專用硬體運行,從而提供較多帶寬及專用處理能力。專用伺服器係為大多數基於PC之多玩家遊戲代管遊戲伺服器的優選方法。大型多玩家線上遊戲在通常由擁有遊戲名稱的軟體公司代管的專用伺服器上運行,從而允許他們控制及更新內容。 Dedicated GPS is a server that runs independently of the client. These servers typically operate on dedicated hardware located in the data center, providing more bandwidth and dedicated processing power. The dedicated server is the preferred method for most PC-based multi-player game hosting game servers. Large multiplayer online games run on dedicated servers that are typically hosted by software companies with game titles, allowing them to control and update content.

廣播處理伺服器(BPS)2376將音訊及視訊信號分配給觀眾。向非常窄範圍的觀眾的廣播有時稱為窄播。廣播分配之最後一程為信號如何到達收聽者或觀看者,且其可如無線電臺或TV台般在空中到達天線及接收器,或可藉由有線TV或電纜無線電(或“無線電纜”),經由該台或直接自網路到來。網際網路亦可將無線電或TV帶給接收者,尤其藉由多播,從而允許共用信號及帶寬。歷史上,廣播已根據地理區域劃定,例如國家廣播或地區域廣播。然而,對於快速網際網路之擴散,廣播並不根據地理來界定,因為內容幾乎可到達世界上之任何國家。 The Broadcast Processing Server (BPS) 2376 distributes the audio and video signals to the viewer. Broadcasting to a very narrow range of viewers is sometimes referred to as narrowcasting. The last part of the broadcast assignment is how the signal arrives at the listener or viewer, and it can reach the antenna and receiver in the air like a radio or TV station, or can be wired or cable radio (or "wireless cable") , via the station or directly from the network. The Internet can also bring radio or TV to the recipient, especially by multicasting, allowing for shared signals and bandwidth. Historically, broadcasting has been delineated according to geographic regions, such as national broadcasts or regional broadcasts. However, for the proliferation of fast Internet, broadcasting is not defined by geography because content can reach almost any country in the world.

儲存服務提供商(SSP)2378提供電腦儲存空間及有關的管理服務。SSP亦提供週期性備份或存檔。藉由提供儲存作為服務,使用者可根據需要訂購較多儲存。另一主要優點為SSP包括備份服務,且若使用者之電腦硬碟驅動器失效,使用者將不丟失其資料。另外,多個SSP可具有使用者資料之總複本或局部複本,從而允許使用者以高效方式存取資料,與使用者位於何處或正用以存取資料之裝置無關。舉例而言,使用者可存取家用電腦中以及移動電話中(在使用者正在移動時)的個人檔。 The Storage Service Provider (SSP) 2378 provides computer storage and related management services. SSP also provides periodic backup or archiving. By providing storage as a service, users can order more storage as needed. Another major advantage is that the SSP includes a backup service, and if the user's computer hard drive fails, the user will not lose their data. In addition, multiple SSPs may have a total or partial copy of the user's profile, allowing the user to access the data in an efficient manner, regardless of where the user is located or the device being used to access the data. For example, the user can access personal files in the home computer as well as in the mobile phone (when the user is moving).

通信提供商2380提供至使用者的連接性。一種通信提供商為提供 對網際網路之存取權的網際網路服務提供商(ISP)。ISP使用適合遞送網際網路協定資料報的資料傳輸技術(例如撥號、DSL、電纜資料機、無線或專用高速互連)連接其客戶。通信提供商亦可提供訊息接發服務,例如電子郵件、即時訊息接發及SMS文本接發。另一類型之通信提供商為網路服務提供商(NSP),其藉由提供對網際網路之直接主幹存取權來出售帶寬或網路存取權。網路服務提供商可由電信公司、資料運營商、無線通信提供商、網際網路服務提供商、提供高速網際網路存取之有線電視經營商等組成。 Communication provider 2380 provides connectivity to the user. a communication provider to provide An Internet Service Provider (ISP) that accesses the Internet. The ISP connects its customers with data transfer technologies suitable for delivering Internet Protocol datagrams, such as dial-up, DSL, cable modems, wireless or dedicated high-speed interconnects. Communication providers can also provide messaging services such as email, instant messaging and SMS text messaging. Another type of communication provider is a Network Service Provider (NSP) that sells bandwidth or network access by providing direct backbone access to the Internet. Internet service providers can be composed of telecommunications companies, data carriers, wireless communication providers, Internet service providers, and cable operators that provide high-speed Internet access.

資料交換2388互連ISP 2370內的若干模組,且經由網路2386將此等模組連接至使用者2382。資料交換2388可覆蓋其中ISP 2370之所有模組均接近的較小區域,或在不同模組在地理上分散時涵蓋較大地理區域。舉例而言,資料交換2388可包括資料中心之櫥櫃內的快速千兆比特乙太網路(或更快),或國際虛擬域網路(VLAN)。 Data exchange 2388 interconnects a number of modules within ISP 2370 and connects the modules to user 2382 via network 2386. The data exchange 2388 may cover a smaller area in which all of the modules of the ISP 2370 are close, or cover a larger geographic area when the different modules are geographically dispersed. For example, the data exchange 2388 can include a fast gigabit Ethernet (or faster) within the cabinet of the data center, or an international virtual local area network (VLAN).

使用者2382用用戶端裝置2384存取遠端服務,用戶端裝置2384包括至少一個CPU、顯示器及I/O。用戶端裝置可為PC、移動電話、筆記本電腦、PDA等。在一實施例中,ISP 2370辨識用戶端所使用之裝置的類型,且調整所使用之通信方法。在其他情況下,用戶端裝置使用標準通信方法(例如html)來存取ISP 2370。 The user 2382 accesses the remote service with the client device 2384, and the client device 2384 includes at least one CPU, display, and I/O. The client device can be a PC, a mobile phone, a laptop, a PDA, or the like. In one embodiment, the ISP 2370 identifies the type of device used by the client and adjusts the communication method used. In other cases, the client device uses standard communication methods (eg, html) to access the ISP 2370.

本發明之實施例可用各種電腦系統配置來實踐,包括手持型裝置、微處理器系統、基於微處理器或可編程的消費者電子裝置、小電腦、大型電腦及其類似者。本發明亦可在分散式計算環境中實踐,其中藉由經由基於有線的或無線網路鏈結之遠端處理裝置來執行任務。 Embodiments of the present invention can be practiced with a variety of computer system configurations, including hand-held devices, microprocessor systems, microprocessor-based or programmable consumer electronics devices, small computers, large computers, and the like. The present invention can also be practiced in a distributed computing environment where tasks are performed by remote processing devices that are linked via a wired or wireless network.

考慮以上實施例,應理解,本發明可使用涉及電腦系統中所儲存之資料的各種電腦實施的操作。此等操作為需要物理量之物理操縱的操作。本文所描述之形成本發明之一部分的操作中之任一者為有用的機器操作。本發明亦係關於用於執行此等操作的裝置或設備。該設備 可特別為所需目的而構造,或該設備可為由儲存於電腦中之電腦程式選擇性地啟動或配置的通用電腦。明確而言,可結合根據本文之教示編寫的電腦程式使用各種通用機器,或構造較專業的設備來執行所需操作可能較方便。 In view of the above embodiments, it should be understood that the present invention can be practiced with a variety of computer-implemented operations involving data stored in a computer system. These operations are operations that require physical manipulation of physical quantities. Any of the operations described herein that form part of the present invention are useful machine operations. The invention also relates to apparatus or apparatus for performing such operations. The device It may be specially constructed for the desired purpose, or the device may be a general purpose computer selectively activated or configured by a computer program stored in the computer. In particular, it may be convenient to use a variety of general purpose machines in conjunction with a computer program written in accordance with the teachings herein, or to construct a more specialized apparatus to perform the desired operations.

本發明亦可體現為電腦可讀媒體上的電腦可讀代碼。電腦可讀媒體為可儲存資料的任何資料儲存裝置,其可之後由電腦系統讀取。電腦可讀媒體之實例包括硬碟驅動器、網路附接儲存裝置(NAS)、唯讀記憶體、隨機存取記憶體、CD-ROM、CD-R、CD-RW、磁帶,以及其他光學及非光學資料儲存裝置。電腦可讀媒體可包括分佈於網路耦合電腦系統上之電腦可讀有形媒體,使得電腦可讀代碼以分散式方式儲存及執行。 The invention can also be embodied as computer readable code on a computer readable medium. The computer readable medium is any data storage device that can store data, which can then be read by a computer system. Examples of computer readable media include hard disk drives, network attached storage devices (NAS), read only memory, random access memory, CD-ROM, CD-R, CD-RW, magnetic tape, and other optical and Non-optical data storage device. The computer readable medium can include computer readable tangible media distributed over a network coupled computer system, such that the computer readable code is stored and executed in a distributed fashion.

儘管以特定次序描述了方法操作,但應理解,在操作之間可執行其他內務操作,或可調整操作,使得其在稍稍不同的時間發生,或可分佈於允許處理操作以與該處理相關聯的各種間隔發生的系統中,只要以所要方式執行覆蓋操作的處理即可。 Although method operations are described in a particular order, it should be understood that other house operations may be performed between operations, or that the operations may be adjusted such that they occur at slightly different times, or may be distributed to allow processing operations to be associated with the process. In the system in which various intervals occur, it is only necessary to perform the processing of the overlay operation in the desired manner.

儘管為了理解的清楚性而以某一細節描述了本發明,但將明白,可在申請專利範圍之範疇內實踐某些改變及修改。因此,本發明之實施例將被視為說明性的而非限制性的,且本發明不限於本文所給出之細節,而是可在申請專利範圍之範疇及均等物內修改。 Although the present invention has been described in some detail, it is understood that certain changes and modifications may be Therefore, the present invention is to be considered as illustrative and not restrictive, and the invention is not limited to the details of the invention.

100‧‧‧顯示器 100‧‧‧ display

101‧‧‧用戶端 101‧‧‧ Client

102‧‧‧網路 102‧‧‧Network

104‧‧‧雲遊戲伺服器 104‧‧‧Cloud Game Server

Claims (20)

一種對一使用者之遊戲玩法提供遠端控制的方法,其包括:將一第一使用者之遊戲玩法之一現場視訊饋送呈現於一遠端第二使用者;處理有關將對該第一使用者之遊戲玩法的控制轉移至該第二使用者之一請求;起始由該第二使用者對該第一使用者之遊戲玩法的控制;其中該方法係由至少一個處理器執行。 A method for providing remote control of a user's gameplay, comprising: presenting a live video feed of a first user's gameplay to a remote second user; processing related to the first use Control of the gameplay of the player is transferred to one of the second user requests; control of the gameplay by the second user to the first user is initiated; wherein the method is performed by at least one processor. 如請求項1之方法,其中起始由該第二使用者對該第一使用者之遊戲玩法的控制包括撤銷由與該第一使用者相關聯之一第一控制器裝置對該第一使用者之遊戲玩法的控制,及啟動由與該第二使用者相關聯之一第二控制器裝置對該第一使用者之遊戲玩法的控制。 The method of claim 1, wherein initiating control of the first user's gameplay by the second user comprises revoking the first use by the first controller device associated with the first user Controlling the gameplay of the player and initiating control of the gameplay of the first user by a second controller device associated with the second user. 如請求項2之方法,其中由該第二控制器裝置對該第一使用者之遊戲玩法的該控制包括自該第二控制器裝置接收輸入命令及應用該等輸入命令以界定該第一使用者之遊戲玩法。 The method of claim 2, wherein the controlling of the first user's gameplay by the second controller device comprises receiving an input command from the second controller device and applying the input commands to define the first use Gameplay. 如請求項1之方法,其中該現場視訊饋送係藉由一社交介面呈現於該第二使用者,該社交介面提供對該第二使用者之一社交圖譜的接入權,該第一使用者被定義為該第二使用者之社交圖譜的一成員。 The method of claim 1, wherein the live video feed is presented to the second user by a social interface, the social interface providing access to a social map of the second user, the first user Defined as a member of the social graph of the second user. 如請求項4之方法,其中該社交介面包括一評論介面,該評論介面用於在該第一使用者之遊戲玩法期間發表評論。 The method of claim 4, wherein the social interface comprises a comment interface for posting a comment during the first user's gameplay. 如請求項1之方法,其中處理旨在轉移控制之該請求包括自該第一使用者接收一確認以允許由該第二使用者對該第一使用者之遊戲玩法的該控制。 The method of claim 1, wherein processing the request to transfer control comprises receiving an acknowledgment from the first user to allow the control of the first user's gameplay by the second user. 如請求項1之方法,其中將該第一使用者之遊戲玩法的該現場視訊饋送呈現於該第二使用者包括以一非全螢幕格式呈現該現場視訊饋送;且其中起始由該第二使用者對該第一使用者之遊戲玩法的控制包括觸發該現場視訊饋送以一全螢幕格式呈現。 The method of claim 1, wherein presenting the live video feed of the first user's gameplay to the second user comprises presenting the live video feed in a non-full screen format; and wherein starting by the second Controlling the user's gameplay by the first user includes triggering the live video feed to be presented in a full screen format. 一種提供多人玩的遊戲玩法之方法,其包括:將一第一使用者之遊戲玩法會話之一現場視訊饋送呈現於一遠端第二使用者;處理有關一第二使用者加入該第一使用者之遊戲玩法會話的一請求;由該第二使用者起始在該第一使用者之遊戲玩法會話中的遊戲玩法;其中該方法係由至少一個處理器執行。 A method for providing a multiplayer gameplay method, comprising: presenting a live video feed of a first user's gameplay session to a remote second user; processing a second user to join the first a request for a gameplay session of the user; the gameplay in the gameplay session of the first user initiated by the second user; wherein the method is performed by at least one processor. 如請求項8之方法,其中由該第二使用者起始在該第一使用者之遊戲玩法會話中之遊戲玩法包括起始一視訊遊戲的一多人玩的模式。 The method of claim 8, wherein the gameplay initiated by the second user in the gameplay session of the first user comprises a mode of starting a multiplayer game of a video game. 如請求項8之方法,其中該現場視訊饋送係藉由一社交介面呈現於該第二使用者,該社交介面提供對該第二使用者之一社交圖譜的接入權,該第一使用者被定義為該第二使用者之社交圖譜的一成員。 The method of claim 8, wherein the live video feed is presented to the second user by a social interface, the social interface providing access to a social map of the second user, the first user Defined as a member of the social graph of the second user. 如請求項10之方法,其中該社交介面包括一評論介面,該評論介面用於在該第一使用者之遊戲玩法期間發表評論。 The method of claim 10, wherein the social interface comprises a comment interface for posting a comment during the first user's gameplay. 如請求項8之方法,其中處理有關加入該第一使用者之遊戲玩法會話的該請求包括自該第一使用者接收一確認以允許該第二使用者在該第一使用者之遊戲玩法會話中的遊戲玩法。 The method of claim 8, wherein processing the request for joining a gameplay session of the first user comprises receiving a confirmation from the first user to allow the second user to play a gameplay session at the first user The gameplay in the game. 如請求項8之方法, 其中將該第一使用者之遊戲玩法的該現場視訊饋送呈現於該第二使用者包括以一非全螢幕格式呈現該現場視訊饋送;且其中起始該第二使用者在該第一使用者之遊戲玩法會話中的遊戲玩法包括觸發該現場視訊饋送以一全螢幕格式呈現。 As in the method of claim 8, Presenting the live video feed of the first user's gameplay to the second user includes presenting the live video feed in a non-full screen format; and wherein the second user is initiated at the first user The gameplay in the gameplay session includes triggering the live video feed to be rendered in a full screen format. 一種上面包含有程式指令之非暫時性電腦可讀媒體,其用於對一使用者之遊戲玩法提供遠端控制,該等程式指令包括:用於將一第一使用者之遊戲玩法之一現場視訊饋送呈現於一遠端第二使用者之程式指令;用於處理有關將對該第一使用者之遊戲玩法的控制轉移至該第二使用者之一請求的程式指令;用於起始該第二使用者對該第一使用者之遊戲玩法之控制的程式指令。 A non-transitory computer readable medium containing program instructions for providing remote control of a user's gameplay, the program instructions comprising: one of a gameplay for playing a first user The video feed is presented to a remote second user program command; for processing a program instruction to transfer control of the first user's gameplay to one of the second user requests; for initiating the A program instruction of the second user to control the gameplay of the first user. 如請求項14之非暫時性電腦可讀媒體,其中起始該第二使用者對該第一使用者之遊戲玩法的控制包括撤銷由與該第一使用者相關聯之一第一控制器裝置對該第一使用者之遊戲玩法的控制,及啟動由與該第二使用者相關聯之一第二控制器裝置對該第一使用者之遊戲玩法的控制。 The non-transitory computer readable medium of claim 14, wherein initiating control of the first user's gameplay by the second user comprises revoking one of the first controller devices associated with the first user Controlling the gameplay of the first user and initiating control of the gameplay of the first user by a second controller device associated with the second user. 如請求項15之非暫時性電腦可讀媒體,其中由該第二控制器裝置對該第一使用者之遊戲玩法的該控制包括自該第二控制器裝置接收輸入命令及應用該等輸入命令以界定該第一使用者之遊戲玩法。 The non-transitory computer readable medium of claim 15, wherein the controlling of the first user's gameplay by the second controller device comprises receiving an input command from the second controller device and applying the input command To define the gameplay of the first user. 如請求項14之非暫時性電腦可讀媒體,其中該現場視訊饋送係藉由一社交介面呈現於該第二使用者,該社交介面提供對該第二使用者之一社交圖譜的接入權,該第一使用者被定義為該第二使用者之社交圖譜的一成員。 The non-transitory computer readable medium of claim 14, wherein the live video feed is presented to the second user by a social interface, the social interface providing access to a social map of the second user The first user is defined as a member of the social graph of the second user. 如請求項17之非暫時性電腦可讀媒體,其中該社交介面包括一評 論介面,該評論介面用於在該第一使用者之遊戲玩法期間發表評論。 The non-transitory computer readable medium of claim 17, wherein the social interface includes a review In the interface, the comment interface is used to post comments during the gameplay of the first user. 如請求項14之非暫時性電腦可讀媒體,其中處理旨在轉移控制之該請求包括自該第一使用者接收一確認以允許由該第二使用者對該第一使用者之遊戲玩法的該控制。 The non-transitory computer readable medium of claim 14, wherein processing the request to transfer control comprises receiving a confirmation from the first user to allow gameplay by the second user to the first user The control. 如請求項14之非暫時性電腦可讀媒體,其中將該第一使用者之遊戲玩法的該現場視訊饋送呈現於該第二使用者包括以一非全螢幕格式呈現該現場視訊饋送;且其中起始由該第二使用者對該第一使用者之遊戲玩法的控制包括觸發該現場視訊饋送以一全螢幕格式呈現。 The non-transitory computer readable medium of claim 14, wherein presenting the live video feed of the first user's gameplay to the second user comprises presenting the live video feed in a non-full screen format; and wherein Initiating control of the first user's gameplay by the second user includes triggering the live video feed to be presented in a full screen format.
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