A method is implemented via a game analysis platform that includes at least one processor and at least one memory. The method includes: generating a training data set based on game data collected from actual players; training an artificial intelligence (AI) model using machine learning based on the training data set; gathering actual game data from game play; processing the actual game data via the AI model to generate detection results; and detecting a potential player bot or use of cheating software when detection results exceed a detection threshold.
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
A63F 13/533 - Controlling 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
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
In various embodiments, a method is presented that includes: generating, via a system including a processor, a quality assurance (QA) game bot; receiving, via the system, a gaming application corresponding to a game; updating the gaming application, via the system, based on play of the game by the QA game bot to generate a first updated gaming application corresponding to a first updated game; receiving, via the system, game telemetry data of the first updated gaming application corresponding to actual players of the first updated game; updating, via the system, the QA gaming bot based on the game telemetry data of the first updated gaming application corresponding to actual players to generate an updated QA gaming bot; and updating the first updated gaming application, via the system, based on play of the first updated game by the updated QA game bot to generate a second updated gaming application corresponding to a second updated game.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/70 - Game security or game management aspects
A system operates by generating BEA tools that include an AI model trained via machine learning based on prior game play; receiving game data and multimodal player data associated with a play of a gaming application by a player; generating a predicted user experience by applying the BEA tools to the game data and the multimodal player data, wherein the predicted user experience includes motivation data that indicates motivation scores for the player for each of a plurality of different motivations, and wherein each of the motivation scores for the player predicts an amount that the player is motivated by one of the plurality of different motivations while playing the gaming application; and facilitating adaptation of the gaming application based on the predicted user experience.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
4.
Pixel-based AI modeling of player experience for gaming applications
An AI system is trained to operate by receiving game telemetry data from a gaming application associated with game play of a player, wherein the telemetry data includes pixel data from the gaming application; generating a predicted user motivation by applying the BEA tools to the game telemetry data, wherein the predicted user motivation includes motivation data that indicates motivation scores for the player for each of a plurality of motivation factors associated with a corresponding one of a plurality of different motivations, and wherein each of the motivation scores for the player predicts an amount that the player's behavior while playing the gaming application is motivated by one of the plurality of different motivations; and facilitating adaptation of the gaming application based on the predicted user motivation.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
5.
Multimodal experience modeling for gaming applications
A system operates by generating BEA tools that include an AI model trained via machine learning based on prior game play; receiving game data and multimodal player data associated with a play of a gaming application by a player that includes verbal data generated from the player and non-verbal data generated from the player; generating a predicted user experience by applying the BEA tools to the game data and the multimodal player data, wherein the predicted user experience includes motivation data that indicates motivation scores for the player for each of a plurality of different motivations, and wherein each of the motivation scores for the player predicts an amount that the player is motivated by one of the plurality of different motivations while playing the gaming application; and facilitating adaptation of the gaming application based on the predicted user experience.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
6.
QUALITY ASSURANCE GAME BOTS FOR GAMING APPLICATIONS
In various embodiments, a method is presented that includes: generating, via a system including a processor, a quality assurance (QA) game bot; receiving, via the system, a gaming application corresponding to a game; updating the gaming application, via the system, based on play of the game by the QA game bot to generate a first updated gaming application corresponding to a first updated game; receiving, via the system, game telemetry data of the first updated gaming application corresponding to actual players of the first updated game; updating, via the system, the QA gaming bot based on the game telemetry data of the first updated gaming application corresponding to actual players to generate an updated QA gaming bot; and updating the first updated gaming application, via the system, based on play of the first updated game by the updated QA game bot to generate a second updated gaming application corresponding to a second updated game.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/70 - Game security or game management aspects
A method is implemented via a game analysis platform that includes at least one processor and at least one memory. The method includes: generating a training data set based on game data collected from actual players; training an artificial intelligence (AI) model using machine learning based on the training data set; gathering actual game data from game play; processing the actual game data via the AI model to generate detection results; and detecting a potential player bot or use of cheating software when detection results exceed a detection threshold.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/533 - Controlling 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
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A game development platform operates by: updating a gaming application corresponding to a game based on game play by at least one non-imitating game bot to generate a first updated gaming application corresponding to a first updated game; generating an imitating game bot based on first game telemetry data generated in response to play of the first updated game by actual players; updating the first updated gaming application based on play of the first updated game by the imitating game bot to generate a second updated gaming application corresponding to a second updated game; generating motivation data indicating predicted player motivations based on second game telemetry data generated in response to play of the second updated game; and updating the second updated gaming application based on the motivation data to generate a third updated gaming application corresponding to a third updated game.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Education; providing of training; entertainment; sporting
and cultural activities; provision of on-line computer
games; providing games; arranging of games; game services
provided on-line from a computer network; electronic games
services, including provision of computer games on-line or
by means of a global computer network; providing interactive
multi-player computer games via the internet and electronic
communication networks; provision of instruction relating to
computer programming; training services concerned with the
use of computer software; providing on-line information in
the field of computer gaming entertainment; providing
information on-line relating to computer games and computer
enhancements for games; providing information to game
players about the ranking of their scores of games through
the web sites; rental of computer games; rental of
electronic game equipment; entertainment by film; services
for the production, presentation or rental of films,
including motion pictures, TV-films and animated cartoons;
organisation of games and competitions, including via the
internet; fan club services (entertainment). Software as a service [SaaS]; providing online,
non-downloadable software; platform as a service (PaaS);
computer programming in the field of artificial
intelligence; research in the field of artificial
intelligence; providing artificial intelligence computer
programs on data networks; platforms for artificial
intelligence as software as a service (SaaS); software as a
service (SaaS) featuring computer software platforms for
artificial intelligence; computer software design, computer
programming; maintenance of computer software; consulting
services in the field of artificial intelligence, gaming
technology and graphics software; design and development of
computer software; design and development of computer
software in the field of artificial intelligence, gaming
technology and graphics software; design, programming and
maintenance of artificial intelligence software; designing
and developing computer game software and video game
software; platform as a service (PaaS) featuring
knowledge-based artificial intelligence computer software
platforms, data analytics software platforms, and automation
software platforms; providing non-downloadable software for
artificial intelligence, machine learning and deep learning;
software as a service (SaaS) featuring software in the field
of content generation for 3D-printing and rapid prototyping;
software as a service (SaaS) featuring software in the field
of artificial intelligence for asset generation; software as
a service (SaaS) featuring software in the fields of
artificial intelligence, virtual reality, augmented reality,
extended reality, and mixed reality, for predicting,
classifying, collecting, simulating, and optimizing data on
user behaviour; providing online, non-downloadable computer
software featuring machine learning-driven content
generation, cheat detection, user behavior analysis;
information and consultancy services relating to all the
aforesaid services; all the aforesaid services in relation
to virtual games and game technology; graphic design; visual
design; computer design; design and development of computer
game software and virtual reality software; programming of
computer animations; rental of computer game programs.
10.
AI-BASED CONTENT GENERATION FOR GAMING APPLICATIONS
A procedural content generation tool operates by: generating, via image analysis, graphs of existing game content; generating a symmetrical Markov random field (SMRF) model based on the graphs; and automatically generating, via iterative artificial intelligence (AI), new game content based on the SMRF model.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/70 - Game security or game management aspects
A63F 13/45 - Controlling the progress of the video game
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
(1) Education services, namely, providing educational classes and seminars in the fields of video gaming technology, computer game design, artificial intelligence, virtual reality and augmented reality, metaverse technology, shared online virtual universes and digital twin simulation software; providing online entertainment information in the field of computer games, video games and computer enhancements for video games; providing web sites featuring score-ranking information on players of video and computer games; fan club services; provision of online computer games; provision of online computer games and video games; providing interactive multi-player computer games via the internet and electronic communication networks; arranging of games, namely rental of computer games software and electronic game equipment; computer game services provided online from a global computer network; electronic games services, namely, provision of computer games online via the Internet and by means of a global computer network; providing interactive multi-player computer games via the internet and electronic communication networks; provision of instruction relating to computer programming; providing online information in the field of computer gaming entertainment; providing information online relating to computer games and computer enhancements for games; providing information to game players about the ranking of their scores of games through the websites; rental of computer game; rental of electronic game equipment; entertainment by film, namely film production services; production and rental of films, motion pictures, television programs, movies and animated cartoons; organization of electronic game competitions via the internet.
(2) Software as a service (SaaS) services featuring software for developing computer games, machine learning, facial recognition, speech recognition, creating shared online digital universes and digital twin simulation technology for use in the fields of computer games, video games, virtual games, artificial intelligence, virtual reality, augmented reality and metaverse technology; providing online, non-downloadable software for computer game development, machine learning, facial recognition, speech recognition, creating shared online digital universes and digital twin simulation technology for use in the fields of computer games, video games, virtual games, artificial intelligence, virtual reality, augmented reality and metaverse technology; platform as a service (PaaS) featuring computer software platforms for software development, machine learning, facial recognition, speech recognition, creating shared online digital universes and digital twin simulation for use in the fields of virtual games, video games, computer games, artificial intelligence, virtual reality, augmented reality and metaverse technology; computer programming in the field of artificial intelligence; research in the field of artificial intelligence; providing online non-downloadable artificial intelligence computer programs on data networks to develop software for machine learning, facial recognition, speech recognition, creating shared online digital universes, virtual reality games and digital twin simulation in the field of virtual, computer and video game technology; platforms for artificial intelligence as software as a service (saas) to develop computer game software, machine learning, facial recognition, speech recognition, shared online digital universes, virtual reality games and digital twin simulation software for use in the fields of virtual, computer and video game technology, virtual reality, augmented reality, and metaverse technology; software as a service (SaaS) for use in the field of artificial intelligence, namely computer software for development of machine learning, facial recognition, speech recognition, creating shared online digital universes and digital twin simulation software in the field of virtual, computer and video game technology; consulting services in the field of artificial intelligence, gaming technology and graphics software; design and development of computer software in the field of artificial intelligence, gaming technology and graphics software; design, programming and maintenance of artificial intelligence software; designing and developing computer game software and video game software; platform as a service (PaaS) providing access to knowledge-based artificial intelligence computer software platforms, data analytics software platforms, and automation software platforms, for use in the field of software development, machine learning, facial recognition, speech recognition, metaverse technology, development of shared digital online universes and digital twin simulation technology for virtual, computer and video game technology; providing online, non-downloadable software for artificial intelligence, machine learning and deep learning for use in the field of software development, facial recognition, speech recognition, metaverse technology, development shared online digital universes and digital twin simulation software for virtual, computer and video game technology; software as a service (SaaS), namely non-downloadable software to generate, program, design and test content in the field of 3D printing design services and rapid prototyping, all in the field of virtual, computer and video game technology; software as a service (SaaS) featuring software for predicting, classifying, collecting, simulating, and optimizing data on behavior of users of virtual, computer and video game technology in the fields of artificial intelligence, virtual reality and augmented reality; providing online, non-downloadable computer software for generation of content driven by machine learning, cheat detection and analysis of user behavior, all in the field of virtual, computer and video game technology; graphic design; multidisciplinary visual design services; computer aided design for others; design and development of computer game software and virtual reality software; computer design; programming of computer animations; rental of computer game programs.
12.
GAME ANALYSIS PLATFORM WITH AI-BASED DETECTION OF GAME BOTS AND CHEATING SOFTWARE
A method is implemented via a game analysis platform that includes at least one processor and at least one memory. The method includes: generating a training data set based on game data collected from actual players; training an artificial intelligence (AI) model using machine learning based on the training data set; gathering actual game data from game play; processing the actual game data via the AI model to generate detection results; and detecting a potential player bot or use of cheating software when detection results exceed a detection threshold.
A game development platform operates by: updating a gaming application based on a play of the game by a non-imitating game bot to generate a first updated gaming application corresponding to a first updated game; generating an imitating game bot based on first game telemetry data generated in response to a play of the first updated game by a first plurality of actual players; generating behavioral experience analysis (BEA) data based on the play of the first updated game by the first plurality of actual players; generating a BEA tool based on the BEA data; updating the first updated gaming application based on play of the first updated game by the imitating game bot to generate a second updated gaming application corresponding to a second updated game; generating predicted player motivations via the BEA tool based on second game telemetry data generated in response to a play of the second updated game by a second plurality of actual players; and updating the second updated gaming application based on the predicted player motivations to generate a third updated gaming application corresponding to a third updated game.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
14.
AI-based content generation for gaming applications
A procedural content generation tool operates by: generating, via image analysis, graphs of existing game content; generating a symmetrical Markov random field (SMRF) model based on the graphs; and automatically generating, via iterative artificial intelligence (AI), new game content based on the SMRF model.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
G06N 7/00 - Computing arrangements based on specific mathematical models
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Education; providing of training; entertainment; sporting
and cultural activities; provision of on-line computer
games; providing games; arranging of games; game services
provided on-line from a computer network; electronic games
services, including provision of computer games on-line or
by means of a global computer network; providing interactive
multi-player computer games via the internet and electronic
communication networks; provision of instruction relating to
computer programming; training services concerned with the
use of computer software; providing on-line information in
the field of computer gaming entertainment; providing
information on-line relating to computer games and computer
enhancements for games; providing information to game
players about the ranking of their scores of games through
the web sites; rental of computer game; rental of electronic
game equipment; entertainment by film; services for the
production, presentation or rental of films, including
motion pictures, tv-films and animated cartoons;
organisation of games and competitions, including via the
internet; fan club services (entertainment). Software as a service [saas]; providing online,
non-downloadable software; platform as a service (paas);
computer programming in the field of artificial
intelligence; research in the field of artificial
intelligence; providing artificial intelligence computer
programs on data networks; platforms for artificial
intelligence as software as a service (saas); software as a
service (saas) featuring computer software platforms for
artificial intelligence; computer software design, computer
programming; maintenance of computer software; consulting
services in the field of artificial intelligence, gaming
technology and graphics software; design and development of
computer software; design and development of computer
software in the field of artificial intelligence, gaming
technology and graphics software; design, programming and
maintenance of artificial intelligence software; designing
and developing computer game software and video game
software; platform as a service (paas) featuring
knowledge-based artificial intelligence computer software
platforms, data analytics software platforms, and automation
software platforms; providing non-downloadable software for
artificial intelligence, machine learning and deep learning;
software as a service (saas) featuring software in the field
of content generation for 3d-printning and rapid
prototyping; software as a service (saas) featuring software
in the field of artificial intelligence for asset
generation; software as a service (saas) featuring software
in the fields of artificial intelligence, virtual reality,
augmented reality, extended reality, and mixed reality, for
predicting, classifying, collecting, simulating, and
optimizing data on user behaviour; providing online,
non-downloadable computer software featuring machine
learning-driven content generation, cheat detection, user
behavior analysis; information and consultancy services
relating to all the aforesaid services; all the aforesaid
services in relation to virtual games and game technology;
graphic design; visual design; computer design; design and
development of computer game software and virtual reality
software; programming of computer animations; rental of
computer game programs.
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Education; providing of training; entertainment; sporting and cultural activities; provision of on-line computer games; providing games; arranging of games; game services provided on-line from a computer network; electronic games services, including provision of computer games on-line or by means of a global computer network; providing interactive multi-player computer games via the internet and electronic communication networks; provision of instruction relating to computer programming; training services concerned with the use of computer software; providing on-line information in the field of computer gaming entertainment; providing information on-line relating to computer games and computer enhancements for games; providing information to game players about the ranking of their scores of games through the web sites; rental of computer game programs; rental of electronic game equipment; entertainment by film; services for the production, presentation or rental of films, including motion pictures, tv-films and animated cartoons; organisation of games and competitions, including via the internet; fan club services (entertainment); all of the afore-mentioned services only in connection with software solutions that are able to model human behavior. Software as a service [SaaS]; providing online, non-downloadable software; platform as a service (PaaS); computer programming in the field of artificial intelligence; research in the field of artificial intelligence; providing artificial intelligence computer programs on data networks; platforms for artificial intelligence as software as a service (SaaS); Software as a service (SaaS) featuring computer software platforms for artificial intelligence; computer software design, computer programming; maintenance of computer software; consulting services in the field of artificial intelligence, gaming technology and graphics software; design and development of computer software; design and development of computer software in the field of artificial intelligence, gaming technology and graphics software; design, programming and maintenance of artificial intelligence software; designing and developing computer game software and video game software; platform as a service (PaaS) featuring knowledge-based artificial intelligence computer software platforms, data analytics software platforms, and automation software platforms; providing non-downloadable software for artificial intelligence, machine learning and deep learning; software as a service (SaaS) featuring software in the field of content generation for 3D-printning and rapid prototyping; software as a service (SaaS) featuring software in the field of artificial intelligence for asset generation; software as a service (SaaS) featuring software in the fields of artificial intelligence, virtual reality, augmented reality, extended reality, and mixed reality, for predicting, classifying, collecting, simulating, and optimizing data on user behaviour; providing online, non-downloadable computer software featuring machine learning-driven content generation, cheat detection, user behavior analysis; information and consultancy services relating to all the aforesaid services; all the aforesaid services in relation to virtual games and game technology; graphic design; visual design; computer design; design and development of computer game software and virtual reality software; programming of computer animations; all of the aforementioned services only in connection with software solutions that are able to model human behavior.
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
(1) Education services, namely, providing educational classes and seminars in the fields of video gaming technology, computer game design, artificial intelligence, virtual reality and augmented reality, metaverse technology, shared online virtual universes and digital twin simulation software; providing online entertainment information in the field of computer games, video games and computer enhancements for video games; providing web sites featuring score-ranking information on players of video and computer games; fan club services; provision of online computer games; provision of online computer games and video games; providing interactive multi-player computer games via the internet and electronic communication networks; arranging of games, namely rental of computer games software and electronic game equipment; computer game services provided online from a global computer network; electronic games services, namely, provision of computer games online via the Internet and by means of a global computer network; providing interactive multi-player computer games via the internet and electronic communication networks; provision of instruction relating to computer programming; providing online information in the field of computer gaming entertainment; providing information online relating to computer games and computer enhancements for games; providing information to game players about the ranking of their scores of games through the websites; rental of computer game; rental of electronic game equipment; entertainment by film, namely film production services; production and rental of films, motion pictures, television programs, movies and animated cartoons; organization of electronic game competitions via the internet
(2) Software as a service (SaaS) services featuring software for developing computer games, machine learning, facial recognition, speech recognition, creating shared online digital universes and digital twin simulation technology for use in the fields of computer games, video games, virtual games, artificial intelligence, virtual reality, augmented reality and metaverse technology; providing online, non-downloadable software for computer game development, machine learning, facial recognition, speech recognition, creating shared online digital universes and digital twin simulation technology for use in the fields of computer games, video games, virtual games, artificial intelligence, virtual reality, augmented reality and metaverse technology; platform as a service (PaaS) featuring computer software platforms for software development, machine learning, facial recognition, speech recognition, creating shared online digital universes and digital twin simulation for use in the fields of virtual games, video games, computer games, artificial intelligence, virtual reality, augmented reality and metaverse technology; computer programming in the field of artificial intelligence; research in the field of artificial intelligence; providing online non-downloadable artificial intelligence computer programs on data networks to develop software for machine learning, facial recognition, speech recognition, creating shared online digital universes, virtual reality games and digital twin simulation in the field of virtual, computer and video game technology; platforms for artificial intelligence as software as a service (saas) to develop computer game software, machine learning, facial recognition, speech recognition, shared online digital universes, virtual reality games and digital twin simulation software for use in the fields of virtual, computer and video game technology, virtual reality, augmented reality, and metaverse technology; software as a service (SaaS) for use in the field of artificial intelligence, namely computer software for development of machine learning, facial recognition, speech recognition, creating shared online digital universes and digital twin simulation software in the field of virtual, computer and video game technology; consulting services in the field of artificial intelligence, gaming technology and graphics software; design and development of computer software in the field of artificial intelligence, gaming technology and graphics software; design, programming and maintenance of artificial intelligence software; designing and developing computer game software and video game software; platform as a service (PaaS) providing access to knowledge-based artificial intelligence computer software platforms, data analytics software platforms, and automation software platforms, for use in the field of software development, machine learning, facial recognition, speech recognition, metaverse technology, development of shared digital online universes and digital twin simulation technology for virtual, computer and video game technology; providing online, non-downloadable software for artificial intelligence, machine learning and deep learning for use in the field of software development, facial recognition, speech recognition, metaverse technology, development shared online digital universes and digital twin simulation software for virtual, computer and video game technology; software as a service (SaaS), namely non-downloadable software to generate, program, design and test content in the field of 3D printing design services and rapid prototyping, all in the field of virtual, computer and video game technology; software as a service (SaaS) featuring software for predicting, classifying, collecting, simulating, and optimizing data on behavior of users of virtual, computer and video game technology in the fields of artificial intelligence, virtual reality and augmented reality; providing online, non-downloadable computer software for generation of content driven by machine learning, cheat detection and analysis of user behavior, all in the field of virtual, computer and video game technology; graphic design; multidisciplinary visual design services; computer aided design for others; design and development of computer game software and virtual reality software; computer design; programming of computer animations; rental of computer game programs
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Education services, namely, providing educational classes, seminars in the fields of gaming technology, computer game design, artificial intelligence, virtual, augmented, extended and mixed reality, metaverses, shared online universes and digital twins simulation systems; provision of on-line computer games; providing on-line video games; computer game services provided on-line from a computer network; electronic games services, namely, provision of computer games on-line or by means of a global computer network; providing interactive multi-player computer games via the internet and electronic communication networks; provision of instruction in the field of computer programming; training services in the field of the use of computer software; providing on-line entertainment information in the field of computer gaming entertainment; providing entertainment information on-line relating to computer games and computer enhancements for games; providing web sites featuring information for game players about the ranking of their scores in various games; rental of computer games software; rental of electronic game equipment; entertainment by film, namely film production; production and rental of films, motion pictures, tv-films and animated cartoon films; organisation of games and electronic game competitions, including via the internet; fan club services Software as a service (SaaS) services featuring software development software, computer game development software, machine learning software, facial and speech recognition software, software for creating shared online universes, and software for digital twin simulation, all of which use artificial intelligence, virtual reality, augmented reality, extended reality, mixed reality and metaverse technology; providing online, non-downloadable software development software, computer game development software, machine learning software, facial and speech recognition software, software for creating shared online universes, and software for digital twin simulation, all of which use artificial intelligence, virtual reality, augmented reality, extended reality, mixed reality and metaverse technology; platform as a service (PaaS) featuring computer software platforms for software development, computer game development, machine learning, facial and speech recognition, creating shared online universes, and digital twin simulation, all of which use artificial intelligence, virtual reality, augmented reality, extended reality, mixed reality and metaverse technology; computer programming in the field of artificial intelligence; research in the field of artificial intelligence; providing on-line non-downloadable artificial intelligence computer programs on data networks for software development, computer game development, machine learning, facial and speech recognition, creating shared online universes, and digital twin simulation, all of which use artificial intelligence, virtual reality, augmented reality, extended reality, mixed reality and metaverse technology; platforms for artificial intelligence as software as a service (SaaS) featuring software for software development, computer game development, machine learning, facial and speech recognition, creating shared online universes, and digital twin simulation, all of which use artificial intelligence, virtual reality, augmented reality, extended reality, mixed reality, and metaverse technology; Software as a service (SaaS) featuring computer software platforms for software development, computer game development, machine learning, facial and speech recognition, creating shared online universes, and digital twin simulation, all of which use artificial intelligence, virtual reality, augmented reality, extended reality, mixed reality, and metaverse technology; computer programming; maintenance of computer software; consulting services in the field of artificial intelligence software, software-based gaming technology and graphics software; design and development of computer software; design and development of computer software in the field of artificial intelligence, gaming technology and graphics software; design, programming and maintenance of artificial intelligence software; designing and developing computer game software and video game software; platform as a service (PaaS) featuring knowledge-based artificial intelligence computer software platforms, data analytics software platforms, and automation software platforms, all for use in software development, computer game development, machine learning, facial and speech recognition, development and operation of metaverses, development and operation of shared online universes, and for digital twin simulation; providing online, non-downloadable software for artificial intelligence, machine learning and deep learning, all for use in software development, computer game development, machine learning, facial and speech recognition, development and operation of metaverses, development and operation of shared online universes, and for digital twin simulation; software as a service (SaaS) featuring software for video and computer game programming, design, and testing in the field of content generation for 3d printing and rapid prototyping; software as a service (SaaS) featuring software in the field of artificial intelligence for asset generation; software as a service (SaaS) featuring software in the fields of artificial intelligence, virtual reality, augmented reality, extended reality, and mixed reality, for predicting, classifying, collecting, simulating, and optimizing data on user behaviour; providing online, non-downloadable computer software for machine learning-driven content generation, cheat detection and user behavior analysis; information and consultancy services relating to all the aforesaid services, namely, providing information in the field of computer software design and development and consultation in the field of computer software design and development; all the aforesaid services in relation to virtual games and game technology; graphic design; multidisciplinary visual design services; computer aided design for others; design and development of computer game software and virtual reality software; programming of computer animations; rental of computer game programs
In various embodiments, a method is presented that includes: generating, via a system including a processor, behavioral experience analysis (BEA) tools based on a preference learning model; receiving, via the system, game telemetry data from a gaming application; generating, via the system, a predicted user motivation by applying the BEA tools to the game telemetry data; and facilitating adaptation of the gaming application based on the predicted user motivation.
In various embodiments, a method is presented that includes: generating, via a system including a processor, a gaming bot; receiving, via the system, game telemetry data of a gaming app corresponding to an actual player; generating, via the system, game telemetry data of the gaming app corresponding to the gaming bot; generating, via the system, difference data based on the game telemetry data corresponding to an actual player and the game telemetry data corresponding to the gaming bot, the difference data indicating a difference over time between a first character generated by the actual player and a second character generated by the gaming bot; and updating, via the system, the gaming bot based on the difference data.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
In various embodiments, a method is presented that includes: generating, via a system including a processor, a gaming bot; receiving, via the system, game telemetry data of a gaming app corresponding to an actual player; generating, via the system, game telemetry data of the gaming app corresponding to the gaming bot; generating, via the system, difference data based on the game telemetry data corresponding to an actual player and the game telemetry data corresponding to the gaming bot, the difference data indicating a difference over time between a first character generated by the actual player and a second character generated by the gaming bot; and updating, via the system, the gaming bot based on the difference data.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
41 - Education, entertainment, sporting and cultural services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Education; providing of training; entertainment; sporting and cultural activities; provision of on-line computer games; providing games; arranging of games; game services provided on-line from a computer network; electronic games services, including provision of computer games on-line or by means of a global computer network; providing interactive multi-player computer games via the internet and electronic communication networks; provision of instruction relating to computer programming; training services concerned with the use of computer software; providing on-line information in the field of computer gaming entertainment; providing information on-line relating to computer games and computer enhancements for games; providing information to game players about the ranking of their scores of games through the web sites; rental of computer game programs; rental of electronic game equipment; entertainment by film; services for the production, presentation or rental of films, including motion pictures, tv-films and animated cartoons; organisation of games and competitions, including via the internet; fan club services (entertainment). Software as a service [SaaS]; providing online, non-downloadable software; platform as a service (PaaS); computer programming in the field of artificial intelligence; research in the field of artificial intelligence; providing artificial intelligence computer programs on data networks; platforms for artificial intelligence as software as a service (SaaS); Software as a service (SaaS) featuring computer software platforms for artificial intelligence; computer software design, computer programming; maintenance of computer software; consulting services in the field of artificial intelligence, gaming technology and graphics software; design and development of computer software; design and development of computer software in the field of artificial intelligence, gaming technology and graphics software; design, programming and maintenance of artificial intelligence software; designing and developing computer game software and video game software; platform as a service (PaaS) featuring knowledge-based artificial intelligence computer software platforms, data analytics software platforms, and automation software platforms; providing non-downloadable software for artificial intelligence, machine learning and deep learning; software as a service (SaaS) featuring software in the field of content generation for 3D-printning and rapid prototyping; software as a service (SaaS) featuring software in the field of artificial intelligence for asset generation; software as a service (SaaS) featuring software in the fields of artificial intelligence, virtual reality, augmented reality, extended reality, and mixed reality, for predicting, classifying, collecting, simulating, and optimizing data on user behaviour; providing online, non-downloadable computer software featuring machine learning-driven content generation, cheat detection, user behavior analysis; information and consultancy services relating to all the aforesaid services; all the aforesaid services in relation to virtual games and game technology; graphic design; visual design; computer design; design and development of computer game software and virtual reality software; programming of computer animations.