Systems and methods for providing digital reality experiences and decentralized transactions of real estate projects, comprising a server with a memory storing data models and data of virtual replicas of real estate properties stored in a project database and instructions for processing the virtual replicas, and a processor configured to process the data to provide digital reality experiences for users; and user devices connected to the server via a network, configured to detect and track virtual objects of the real estate projects and to output media content to users, enabling digital reality experiences. The server and the user devices are further configured to connect to a distributed ledger platform enabling decentralized record of user interactions comprising transactions with the real estate property.
A system and method enabling per-user-optimized computing, rendering, and provisioning within virtual worlds. The system comprises a server including memory and at least one processor, the memory storing a persistent virtual world system comprising a data structure in which at least one virtual replica of at least one corresponding real object is represented, and a computing optimization platform configured to store and provide rules for optimizing the computing, rendering and data provisioning to users via user devices. A plurality of connected devices connected to the server via a network provide multi-source data, user input, or combinations thereof, to the persistent virtual world system, updating the virtual replicas. The server retrieves user location, viewing position and orientation from the one or more user devices to determine a user interaction radius, thereby optimizing via the computing optimization platform the relevant computing, rendering and provisioning for the one or more user devices.
A system and method for providing machine learning algorithms with multi-source, real-time, and context-aware real-world data use in artificial intelligence applications include providing a server and a plurality of elements connected to the server and to each other via a network, each connected element including one or more sensory mechanisms. The server includes a memory and a processor. The memory stores a persistent virtual world system including virtual replicas of real world entities created and edited via a replica editor and updated via multi-source sensory data captured by the sensory mechanisms. Each virtual replica includes data and instructions including multi-source sensory data. The processor is configured to perform data preparation thereby generating machine learning data sets, and to perform machine learning algorithms on the data sets, generating trained machine learning models for holistically inferring new data and optimizing a system composed of real world entities.
H04L 67/12 - Protocols specially adapted for proprietary or special-purpose networking environments, e.g. medical networks, sensor networks, networks in vehicles or remote metering networks
4.
System and method for providing digital reality experiences and decentralized transactions of real estate projects
Systems and methods for providing digital reality experiences and decentralized transactions of real estate projects, comprising a server with a memory storing data models and data of virtual replicas of real estate properties stored in a project database and instructions for processing the virtual replicas, and a processor configured to process the data to provide digital reality experiences for users; and user devices connected to the server via a network, configured to detect and track virtual objects of the real estate projects and to output media content to users, enabling digital reality experiences. The server and the user devices are further configured to connect to a distributed ledger platform enabling decentralized record of user interactions comprising transactions with the real estate property.
A system comprises at least one cloud server of a cloud server computer system comprising at least one processor and memory storing a persistent virtual world system comprising one or more virtual objects including virtual data and models. The virtual objects comprise one or more of a virtual twin, a pure virtual object, or an application, wherein at least one of the virtual objects represents a store of real-world items connected to a periodically-updated database associated to the products of the at least one store. Users may access the store through the persistent virtual world system via a user device enabling interactions with and between elements within the store.
A system and method for providing a virtual collaborative creation of real-world projects. The system comprises a server configured to store and process input data, the server comprising a memory and a processor, wherein the memory further comprises a database with structured data storing virtual replicas of real-world elements forming a virtual world system, and wherein the processor is configured to execute data and instructions stored in the memory. A plurality of devices connect the server via a network, each device comprising sensing mechanisms configured to capture multi-source data from real-world elements that serve to enrich and synchronize the virtual replicas with corresponding real-world elements. Collaborative platforms stored in the memory and accessed via user devices enable the creation, tender offering, and administrative reviewing and approval or rejection of real-world projects. Methods thereof are also described.
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
7.
System and method for interaction-level based telemetry and tracking within digital realities
A system and method for facilitating tracking of interactions with a plurality of content types within a digital reality. One or more users enter a public digital zone where content from one or more holographic applications is available for interaction through digital reality devices. Interactions include seeing, looking at, clicking on, engaging with, and immersing into the digital content from the one or more holographic applications. Potential outputs of these interactions include transactions, switching to other holographic applications, or completely exiting the holographic application. Each of these interactions is continuously tracked by a telemetry and tracking cloud server communicatively connected to a cloud server and holographic application. Cloud servers of each public digital zone connect to cloud servers of other public digital zones, enabling users to seamlessly access holographic applications located in other public digital zones.
G06T 19/00 - Manipulating 3D models or images for computer graphics
H04W 4/021 - Services related to particular areas, e.g. point of interest [POI] services, venue services or geofences
8.
Virtual radio access network system and method for optimized real-time responsive continuous location-based cloud computing, rendering, tracking, and communication services in three-dimensional space through a distributed computing center network
Systems and methods are provided for enabling optimized real-time responsive and continuous location-based services in three-dimensional space, including cloud computing, rendering, tracking, and communication through a distributed computing center network. The system includes distributed computing centers connected to data centers, wherein each computing center further comprises one or more cloud servers configured with computing resources sufficient to perform computing and rendering for one or more client devices, and wherein each data center further comprises one or more master servers with computing resources sufficient to perform application and user data storage, synchronization of digital reality data sent by cloud servers, and dynamic network slicing and quality of service management. Instructions to perform these methods are implemented in a digital reality virtual radio access network portion in cloud servers.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
H04L 12/911 - Network admission control and resource allocation, e.g. bandwidth allocation or in-call renegotiation
H04L 12/24 - Arrangements for maintenance or administration
9.
Virtual intelligence and optimization through multi-source, real-time, and context-aware real-world data
A system and method for providing machine learning algorithms with multi-source, real-time, and context-aware real-world data use in artificial intelligence applications include providing a server and a plurality of elements connected to the server and to each other via a network, each connected element including one or more sensory mechanisms. The server includes a memory and a processor. The memory stores a persistent virtual world system including virtual replicas of real world entities created and edited via a replica editor and updated via multi-source sensory data captured by the sensory mechanisms. Each virtual replica includes data and instructions including multi-source sensory data. The processor is configured to perform data preparation thereby generating machine learning data sets, and to perform machine learning algorithms on the data sets, generating trained machine learning models for holistically inferring new data and optimizing a system composed of real world entities.
H04L 67/12 - Protocols specially adapted for proprietary or special-purpose networking environments, e.g. medical networks, sensor networks, networks in vehicles or remote metering networks
A system and method for allowing a smooth transition between a public digital reality experience into a private digital reality experience. A cloud server delimitates a public digital zone where interactions with digital reality applications stored in the cloud server and corresponding digital content are viewable to all users in the public digital zone. When users access the public digital zone, the cloud server detects the users and provides digital content from the digital reality to the users via digital reality devices. Upon reaching predetermined levels of interaction, users may access a personal digital reality view, whereby a smooth transition from a public to a personal digital reality experience takes place, prompting a specific portion of computing power from the cloud server to be dedicated to the specific user to enable personal interactions with the digital content. Users may also invite other users to engage in a multi-user private streaming.
A merged reality system comprises servers in a cloud to edge infrastructure configured to store and process data and models of virtual replicas of real world elements that provide self-computing capabilities and autonomous behavior to the virtual replicas. The data and models are input through a plurality of software platforms, software engines, and sensors connected to things and user devices. The server is further configured to merge the real and virtual data and models in order to augment the real data with the virtual data. A method thereof comprises mapping the real world into a virtual world, generating virtual replicas of the real world; adding models and data of the virtual replicas; connecting the virtual replicas to corresponding real elements in order to enrich and synchronize the virtual replicas with the real-world elements; merging the real and virtual data; and augmenting the real data with the virtual data.
A virtual presence merged reality system comprises a server comprising at least one processor and memory including a data store storing a persistent virtual world system comprising one or more virtual replicas of real world elements. The virtual replicas provide self-computing capabilities and autonomous behavior. The persistent virtual world system comprises a virtual replica of a physical location hosting a live event, wherein the persistent virtual world system is configured to communicate through a network with a plurality of connected devices that include sensing mechanisms configured to capture real-world data of the live event that enables updating the persistent virtual world system. The system enables guests to virtually visit, interact and make transactions within the live event through the persistent virtual world system. Computer-implemented methods thereof are also provided.
Systems and methods are described for immersive remote participation in live events hosted by interactive environments and experienced by users in immersive realities. Accordingly, a system for immersive remote participation in live events includes a plurality of interactive environments hosting live events and including recording equipment; transmitters coupled to interactive environments; a cloud server having at least a processing unit, memory and at least one renderer, the processing unit being configured to process the respective recordings, to generate interactive volumes on one or more interactive elements, to generate immersive experiences for viewers utilizing the processed data and interactive volumes, and to process viewer feedback to one or more of the plurality of interactive environments, and the renderer being configured to render image data from the immersive experiences to generate media streams that are sent to the one or more viewers; and one or more interaction devices configured to receive the processed and rendered media streams having the immersive experiences and to input feedback to the live interactive environments sent by the cloud server.
Systems and methods for providing digital reality experiences and decentralized transactions of real estate projects, comprising a server with a memory storing data models and data of virtual replicas of real estate properties stored in a project database and instructions for processing the virtual replicas, and a processor configured to process the data to provide digital reality experiences for users; and user devices connected to the server via a network, configured to detect and track virtual objects of the real estate projects and to output media content to users, enabling digital reality experiences. The server and the user devices are further configured to connect to a distributed ledger platform enabling decentralized record of user interactions comprising transactions with the real estate property.
A system and method for increasing user control of data comprising a first user device configured to create data; a user application configured to virtualize and fragment data created by the first user device; a data collector server configured to store, protect, and composite data fragments; a private user storage area configured to store and protect data fragments; and a second user device connected configured to request data uploaded by the first user device. The first user device creates data that gets sent the user application, which virtualizes, fragments and sends a majority of the data to the data collector servers and a minority of the data to the private user storage area. As a user via the second user device requests the data uploaded by the first user device, the data collector server composites the data fragments and transfers the composited data to the second user device.
G06F 21/62 - Protecting access to data via a platform, e.g. using keys or access control rules
G06F 3/06 - Digital input from, or digital output to, record carriers
H04L 9/30 - Public key, i.e. encryption algorithm being computationally infeasible to invert and users' encryption keys not requiring secrecy
H04L 9/32 - Arrangements for secret or secure communicationsNetwork security protocols including means for verifying the identity or authority of a user of the system
A system and method for providing a virtual collaborative creation of real-world projects. The system comprises a server configured to store and process input data, the server comprising a memory and a processor, wherein the memory further comprises a database with structured data storing virtual replicas of real-world elements forming a virtual world system, and wherein the processor is configured to execute data and instructions stored in the memory. A plurality of devices connect the server via a network, each device comprising sensing mechanisms configured to capture multi-source data from real-world elements that serve to enrich and synchronize the virtual replicas with corresponding real-world elements. Collaborative platforms stored in the memory and accessed via user devices enable the creation, tender offering, and administrative reviewing and approval or rejection of real-world projects. Methods thereof are also described.
G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
A system and method enabling location-based activation of applications. The system comprises one or more servers storing and providing a persistent virtual world system including a virtual version of the real-world comprising one or more applications virtually attached to virtual-world entities positioned according to real-world coordinates, and being configured to compute the state of the virtual-world entities and to process the applications; send a minimum amount of application graphical representation to the user device responsive to receiving a notification of a user device accessing a trigger zone associated with the application(s); determine suitable application media streams to be sent to the user device responsive to receiving a notification of user interaction with the application graphical representation, perform heavy-load computational tasks on the media streams, and deliver the streams to the user devices, which perform lightweight computational tasks on the media content to output the media content.
A system and method enabling location-based activation of applications. A server system stores and provides a persistent virtual world system comprising one or more applications virtually attached to virtual-world entities positioned according to real-world coordinates, the server system being configured to compute the state of the virtual-world entities and to process the applications. Upon detecting the user devices in a corresponding zone (e.g., by the wireless network detecting user devices connecting to the server), the server system sends a minimum amount of application graphical representation to the user devices. Upon user interaction with the application graphical representation, the user devices download a minimum amount of application data, prompting the server system to determine suitable application media streams. The server system performs heavy-load computational tasks on the media streams and delivers the streams to the user devices, which perform lightweight computational tasks on the media content.
A system for developing and deploying virtual replicas of real-world elements into a persistent virtual world system. The development of the virtual replicas is performed in a virtual environment that enables development and configuration of the virtual replicas that mirror the behavior and appearance of the corresponding real elements. The virtual replicas are enriched through data captured by sensing mechanisms that synchronize in real-time the virtual replicas with the real-world elements. The virtual replicas are shared in a virtual world-based quality assurance system where they can be either approved or rejected for subsequent adjustments, when necessary. After approval and deployment, the replicas are shared in a deployed persistent virtual world system that is viewable to end users for management and interaction of the virtual replicas. Methods thereof are also disclosed.
A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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
A system and method for attaching digital reality applications and interactions to static objects are disclosed. The system comprises a server configured to store and process input data, the server comprising a memory and a processor; and a plurality of client devices connected to the server via a network configured enable interaction with digital reality applications. The memory contains a database with structured data containing a persistent virtual world system storing virtual replicas of static objects. The virtual replicas are configured based on the static objects, comprising location and space, physics, and 3D structure. The system enables application developers to attach digital reality applications on the virtual replicas. When users employing client devices approach a digital reality application, the digital reality application detects the physical position and orientation of the client device, triggering the server to share digital reality application content with the client devices.
A system, method, and chip, which may be used for attaching digital reality applications to and enabling interactions with dynamic objects in a virtual world. The system comprises a server comprising a persistent virtual world system storing virtual replicas of static and dynamic real world objects. A client device connected to the server via a network enables interaction with one or more digital reality applications virtually attached to dynamic objects of the real world. Chips installed on dynamic objects of the real world store dynamic object data comprising at least geo-location data of the host dynamic objects. Combining static object data stored in the server and the dynamic object data generates a persistent virtual world system that can be streamed to the client device for interaction with users while accurately tracking the dynamic objects and client devices.
An accurate and flexible merged reality system and method configured to enable remotely viewing and participating in real or virtual events. In the merged reality system, at least one portion of the real or a virtual world may be respectively replicated or streamed into corresponding sub-universes comprised within the virtual world system, wherein some of the sub-universes comprise events that guests may view and interact with from one or more associated guest physical locations. Other virtual elements, such as purely virtual objects or graphical representations of applications and games, can also be included in the virtual world system. The virtual objects comprise logic, virtual data and models that provide self-computing capabilities and autonomous behavior. The system enables guests to virtually visit, interact and make transactions within the event through the virtual world system.
A system comprises at least one cloud server of a cloud server computer system comprising at least one processor and memory storing a persistent virtual world system comprising one or more virtual objects including virtual data and models. The virtual objects comprise one or more of a virtual twin, a pure virtual object, or an application, wherein at least one of the virtual objects represents a store of real-world items connected to a periodically-updated database associated to the products of the at least one store. Users may access the store through the persistent virtual world system via a user device enabling interactions with and between elements within the store.
An electronic chip, chip assembly, device, system, and method enabling tracked data communications. The electronic chip comprises a plurality of processing cores and at least one hardware interface coupled to at least one of the one or more processing cores. At least one processing core implements a game and/or simulation engine, at least one processing core implements a position engine, and at least one processing core implements a gyroscope and, optionally, an IMU. The at least one position engine obtains pose data from an external positioning system comprising GNSS augmented by millimeter-wave cellular networks and/or Wi-Fi; and internal pose data from the gyroscope, optional IMU, and game and/or simulation engine, the data comprising inertial, 3D structure, and simulation data, thereby computing a 6 DOF pose of the client device, driving processing of 3D applications by the one or more game and/or simulation engine.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
G06T 15/00 - 3D [Three Dimensional] image rendering
H04W 4/029 - Location-based management or tracking services
25.
Software engine virtualization and dynamic resource and task distribution across edge and cloud
A system and method for enabling software engine virtualization and dynamic resource and task distribution across edge and cloud, comprising at least one cloud server comprising memory and at least one processor, the at least one cloud server hosting at least one cloud engine configured to store and process application data from one or more applications; one or more client devices connected to the cloud server via a network, the one or more client devices hosting at least one local engine configured to store and process application data from the one or more applications and to provide output to users; and a virtual engine hosted across edge and cloud configured to virtualize, via a virtualization logic component, one or more system network components, applications, and engine components, creating a virtual layer connected to the one or more client devices and cloud server via the network.
H04L 12/911 - Network admission control and resource allocation, e.g. bandwidth allocation or in-call renegotiation
G06F 9/455 - EmulationInterpretationSoftware simulation, e.g. virtualisation or emulation of application or operating system execution engines
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
A location-based platform for hosting multiple 3D engines delivering location-based 3D content. An engine platform server system is configured to host one or more engine servers hosting 3D engines and to provide an engine platform comprising digital reality applications developed via the 3D engines. The digital reality applications are configured in pre-determined locations within a persistent virtual world system or in mobile virtual replicas of corresponding real-world objects. Client devices approaching a digital reality application send the viewing position and orientation along with a view request to the engine platform server, which requests virtual frames from respective 3D engines, composites each virtual frame into one view, and sends the resulting media stream to users via the client devices.
A merged reality system comprises at least one server storing a virtual world system comprising one or more virtual objects, the virtual objects including virtual replicas of at least a first location, a second location, and real world elements in the at least first and second locations. The at least one server is configured to receive, from a plurality of connected devices communicating with the at least one server through a network, real-world data from real-world elements in the first and second locations; use the real-world data from the first and second locations in the virtual world system to enrich and synchronize the virtual replicas with corresponding real-world elements; and overlap and stream at least one portion of the real-world data from the second location onto, e.g., one or more surfaces of the virtual replica of the first location.
A system and method enabling per-user-optimized computing, rendering, and provisioning within virtual worlds. The system comprises a server including memory and at least one processor, the memory storing a persistent virtual world system comprising a data structure in which at least one virtual replica of at least one corresponding real object is represented, and a computing optimization platform configured to store and provide rules for optimizing the computing, rendering and data provisioning to users via user devices. A plurality of connected devices connected to the server via a network provide multi-source data, user input, or combinations thereof, to the persistent virtual world system, updating the virtual replicas. The server retrieves user location, viewing position and orientation from the one or more user devices to determine a user interaction radius, thereby optimizing via the computing optimization platform the relevant computing, rendering and provisioning for the one or more user devices.
A system and method to operate applications through positional virtualization technology. The system comprises a server including at least one processor and memory storing a persistent virtual world system comprising a data structure in which at least one virtual replica of at least one corresponding real object is represented, and at least one application run and hosted on at least one virtual machine virtually positioned in a location of the persistent virtual world system. Provisioning of the virtual machines is managed by a virtual machine management system stored in the memory of the server. One or more user devices connected to the servers via a network are configured to access and execute the applications hosted on the virtual machines of the at least one server and to receive resources thereof based on application requirements.
A method enabling live management of events in the real world through a persistent virtual world system comprises providing in the memory of a server a database with structured data storing a persistent virtual world system comprising virtual replicas of real-world elements; synchronizing the virtual replicas with the respective real-world elements by using a plurality of connected elements connected to the server via a network, the connected elements comprising sensing mechanisms configured to capture data from the real-world elements; and managing events in the real world through the synchronized persistent virtual world system. Management of events comprises monitoring activity in the real world through a persistent virtual world system; detecting the events; checking whether events fall within one or more predetermined analysis requirement parameters; defining timeframe of events; storing the events in the memory; recreating the events; and analyzing the events.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
G06F 16/27 - Replication, distribution or synchronisation of data between databases or within a distributed database systemDistributed database system architectures therefor
H04L 29/06 - Communication control; Communication processing characterised by a protocol
31.
Two-way real-time 3D interactive operations of real-time 3D virtual objects within a real-time 3D virtual world representing the real world
A system and method enabling two-way interactive operations of real-time 3D virtual replicas and real objects are described. The system includes a persistent virtual world system comprising a data structure in which at least one real-time 3D virtual replica of a real object is represented, which is stored and computed on a server; at least one corresponding real objects connected to the real-time 3D virtual replica via a network through the persistent virtual world system stored and computed on the server: and at least one user device connected to the real object via the network through the virtual world system stored and computed on the server. Virtually selecting and thereafter effecting changes on the real-time 3D virtual replica results in a real-time corresponding effect on the real object. Likewise, effecting one or more changes on the real object results in a real-time corresponding effect on the real-time 3D virtual replica.
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
32.
System and method for developing, testing and deploying digital reality applications into the real world via a virtual world
A system and method for developing, testing, and deploying digital reality applications into the real world via a persistent virtual world system. The system includes a server that stores and computes a persistent virtual world system comprising at least one virtual replica of a corresponding real object, an application development environment module, and an application management environment module. A user device connected to the server via a network accesses one or more of the persistent virtual world system, the application development environment module, and application management environment module. Users view and interact with the digital reality applications in a merged reality comprised of a real world layer comprising real objects, a virtual world layer configured on top of the real world layer and comprising the purely virtual objects and virtual replicas of respective real objects, and one or more digital reality application layers comprising the deployed digital reality applications.
A system and method for recording and broadcasting motion of a sports ball and individual players includes a sports ball with cameras embedded within for recording trajectory and locomotion, a sensor module for storing video footage and telemetry metadata, and cameras mounted on the sports equipment of individual players. The sensor module includes an Inertia Measuring Unit, a transceiver, a memory, a power source, and a processor, all operatively connected to one another. The sports ball sends data to a wireless data transmission grid mounted under a sports pitch and/or to antennas for transfer to a data processing server which determines a real ball direction thereafter sent to a stadium camera system that generates further 360 degree action-focused broadcasting data. The data is sent to the processing server which processes the raw footage received from the sports ball and individual players to produce clean footage for various applications.
An electronic chip, a chip assembly, a computing device, and a method are described. The electronic chip comprises a plurality of processing cores and at least one hardware interface coupled to at least one of the one or more processing cores. At least one processing core implements a game engine and/or a simulation engine and one or more processing cores implements an artificial intelligence engine, whereby implementations are on-chip implementations in hardware by dedicated electronic circuitry. The one or more game and/or simulation engines perform tasks on sensory data, generating data sets that are processed through machine learning algorithms by the hardwired artificial intelligence engine. The data sets processed by the hardwired artificial intelligence engine include at least contextual data and target data, wherein combining both data and processing by dedicated hardware results in enhanced machine learning processing.
G06T 1/20 - Processor architecturesProcessor configuration, e.g. pipelining
G06T 15/00 - 3D [Three Dimensional] image rendering
G06K 9/62 - Methods or arrangements for recognition using electronic means
G06N 20/10 - Machine learning using kernel methods, e.g. support vector machines [SVM]
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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
G06F 30/20 - Design optimisation, verification or simulation