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Showing posts with label sony interactive entertainment. Show all posts
Showing posts with label sony interactive entertainment. Show all posts
U.S. Patent No. 7,887,403: Method and system for controlling a game involving battles
Issued February 15, 2011, to Sony Interactive Entertainment, Inc.
Priority Date October 14, 2005





Summary:
U.S. Patent No. 7,887,403 (the '403 Patent) describes an RPG battle system where player characters and enemies share magic points (MP). Traditionally, in an RPG every character is given their own MP. MP can be used for magic attacks that may have different effects than a standard attack. When a character no longer has any MP, that character may not cast any magic attacks. The '403 Patent describes a battle system where both sides share MP. Sharing MP could change a player's strategy in battle. Typically, players try to maintain their MP so their characters can keep performing magic attacks. With shared MP, a player may find it more beneficial in some situations to entirely drain the MP so an enemy character cannot cast any magic attacks of their own.


Abstract:
In a game system, a PC control unit controls an attack on an enemy character by a player's character. An enemy character control unit controls an attack on the player's character by the enemy character. An MP management unit stores, in an MP storage, a current value of a magic point indicative of the power required for a magic attack and manages an increase and decrease in the current value of the magic point. The magic point stored in the MP storage is used commonly by the player's character and the enemy character. When the player's character attacks the enemy character and the enemy character attacks the player's character, the MP management unit subtracts a value required for the attack, from the current value of the magic point.

Illustrative Claim:
6. A game system comprising: a player's character control unit which controls an action of a player's character in a battle between the player's character and an enemy character; an enemy character control unit which controls an action of the enemy character in the battle; and a first point management unit which stores, in a first point storage, a current value of a first point indicative of a power required for achieving a specific ability in the battle and which manages an increase and decrease in the current value of the first point; and a second point management unit which stores, in a second point storage, a current value of a second point indicative of a vitality of the player's character and the enemy character and manages an increase and decrease in the current value of the second point, wherein when one character attacks on the other character, said second point management unit subtracts a predetermined value, as a damage caused by the attack, from the current value of the second point, said first point management unit adds a value calculated according to the damage caused by the attack, to the current value of the first point, the first point stored in the first point storage is shared by the player's character and the enemy character, and wherein when the player's character exercises the specific ability or the enemy character exercises the specific ability, said first point management unit subtracts a value required for the exercise of the specific ability, from the current value of the first point; and wherein when an action has been executed by a first character and thereafter the first character is attacked by a second character during a time duration until the action by the first character is completed, said first program code module which controls the action of the player's character and said second program code module which controls the action of the enemy character cancel the action by the first character and when the first point in the first point storage has been reduced by the action by the first character, said first program code module which controls the action of the player's character and said second program code module which controls the action of the enemy character restore the value by adding an value equivalent to the amount subtracted.



Researched By: Andrew F. Thomas



U.S. Patent No. 9,511,292: Video game competition notifications
Issued December 6, 2016, to Sony Interactive Entertainment America, LLC
Priority Date October 20, 2009




Summary:
U.S. Patent No. 9,511,292 (the '292 Patent) describes a method and system for in-game notifications. The notifications will alert a user if a friend has completed a predetermined goal in a video game. The goals can be achievements created by the game's developers or custom goals created by a group of players. Once a user has finished a goal, the system sends a notification to every friend on the user's friends list. Users can choose to receive notifications on any device, but certain features may not be compatible with some devices. A key feature described by the '292 Patent is the ability for a user to launch the game upon receiving a notification to beat the friend's achievement. For example, if a user completes a level under five minutes, the notification sent out will encourage the friends to beat the users time by allowing them to launch the game quickly.
Abstract:
Methods and systems are described for automatically sending a popup or other message to another person's electronic device upon finishing a predetermined goal in a video game. The predetermined goal can be, for example, killing a first boss in under five minutes. The message to the friend can include a link or button enabled such that the friend can begin the game on his device in the same room, mission, scenario, etc. that the first player started out in so that the friend can attempt to duplicate or ‘one up’ the first player's achievement. Friends who are interested in receiving such messages can be determined from existing social networking sites.


Illustrative Claim:
1. A computer-implemented method of challenging another person to a video game, the method comprising: indicating interest in a video game from a client electronic device associated with a first person to a server; sending a custom goal for the video game from the client electronic device associated with the first person to the server; receiving, on a client electronic device associated with a third person, a message from the server, the message indicating, based on a determination of the server, that a second person playing a first instance of the video game has met or exceeded the custom goal in the video game, the message including a selectable element enabled to begin a second instance of the video game for the third person at a specified point of the video game associated with the custom goal; retrieving from an electronic device associated with the second person, a game state condition of the first instance of the video game; and beginning the second instance of the video game using the retrieved game state condition on the client electronic device associated with the third person in response to a selection of the selectable element.


Researched By: Andrew F. Thomas



U.S. Patent No. 6,231,444: Operating device for game machine
Issued May 15, 2001, to Sony Interactive Entertainment, Inc.
Priority date: October 11, 1996


Summary:
U.S. Patent No. 6,231,444 (the ‘444 Patent) is the patent that relates Sony’s DualShock controller. The DualShock controller featured two analog sticks and two integrated vibration motors. The ‘444 Patent mainly relates to the two analog sticks and their functionality. Most developers build a game's control scheme around a dual analog controller. Computers use to dominate the first-person shooter genre because the mouse and keyboard provided better controls to the players. Dual analog sticks made consoles a more viable option for first-person shooters because developers could separate the aim and movement inputs. The aim could be on the left stick and player movement on the right stick. It took a while for developers to maximize the potential of the dual analog, but now every console uses a dual analog controller.


Abstract:
An operating device used in a game machine for playing a television game includes a main body portion of the operating device and first and second grip portions protruding from one side on respective end parts of the main body portion. A first operating unit is mounted on one end of the main body portion and a second operating unit is mounted on the opposite end of the main body portion. The first and second operating units are provided with a plurality of thrusting operators protruding from the upper surface of the main body portion and a plurality of signal input elements actuated by the thrusting operators. A third operating unit and a fourth operating unit are arranged facing each other on the proximal ends of the first and second grip portions. Each of the third and fourth operating units has a rotation member and a plurality of signal input devices actuated by the rotation member. When the first and second grip portions are gripped, the third and fourth operating units can be manipulated by a thumb finger of a hand gripping the first or second grip portion. The operating device further includes vibration imparting mechanism for imparting vibrations to the user's hands.

Illustrative Claim:
1. An operating device for a game machine, comprising: a main body having front and rear sides and upper and lower surfaces; first and second grips protruding at spaced positions from end parts; a first operating unit mounted in said main body adjacent one of said spaced positions, said first operating unit having a plurality of first thrusting operators protruding from said upper surface of said main body and a plurality of signal input elements each for generating a signal when a corresponding one of said first thrusting operators is depressed; a second operating unit mounted in said main body adjacent the other one of said spaced positions, said second operating unit having a plurality of second thrusting operators protruding from said upper surface of said main body and a plurality of signal input elements each for generating a signal when a corresponding one of said second thrusting operators is depressed; and third and fourth operating units arranged on said rear side of said main body, said third operating unit being positioned adjacent said first grip and said fourth operating unit being positioned adjacent said second grip so that said third and fourth operating units confront one another, said third and fourth operating units each having a rotation member and at least one signal input element for generating a signal in response to an operation of said rotation member.


Researched By: Andrew F. Thomas


U.S. Patent No. 9,138,648: System and method for dynamically loading game software for smooth game play
Issued September 22, 2015, to Sony Interactive Entertainment America, LLC
Priority Date October 10, 2001




Summary:
"See that mountain over there, you can climb it," is the open world game's promise that a player can travel to an object seen in the environment without encountering a load screen, no matter how far the object is from the player. U.S. Patent No. 9,138,648 (the '648 Patent) describes a system and method for a video game to load an environment without entering into a load screen. It is impossible for a game to load the entire environment because doing so would require too much computing power, which ultimately would slow down other aspects of the game. Loading the environment in pieces allows for the game to present large environments without sacrificing other elements, but could slow down the game's pacing or compromise the openness feeling. The '648 Patent solves this problem by loading the next environment piece while the player is traveling in the game. Loading boundaries are set so that when a player crosses the boundary, the game begins to load in the next section. The boundary is set to give the game enough time to load correctly. New loading boundaries are set once the player has crossed into the new environment section. The previous section eventually becomes another loading boundary. Using this method for dynamically loading a game creates the illusion that the entire game world is persistent without overloading the system. 


Abstract:
A system and method are disclosed for dynamically loading game software for smooth game play. A load boundary associated with a game environment is identified. A position of a character in the game environment is then monitored. Instructions corresponding to a next game environment are loaded into a memory when the character crosses the load boundary, such that game play is not interrupted.


Illustrative Claim:
1. A method for dynamically loading game software, the method comprising: generating a display of a current game environment, wherein the current game environment is associated with a plurality of next game environments; determining a load time for each of the plurality of next game environments, wherein the next game environments are not yet displayed; identifying in the current game environment a plurality of different load boundaries that are each associated with loading one or more of the plurality of next game environments, wherein the location of each load boundary in the current game environment is based on the load time of the associated next game environment; identifying that a character has crossed a load boundary in the current game environment associated with one of the plurality of next game environments; determining a direction in which the character has crossed the crossed load boundary; identifying one of the next game environments for loading based on the crossed load boundary and the determined direction in which the character has crossed the load boundary, wherein the next game environment associated with the load boundary is identified for loading when the character is determined to have crossed the load boundary moving in a forward direction toward one of the next game environments associated with the load boundary, and a different next game environment is identified for loading when the character is determined to have crossed the load boundary in a backward direction away from the one of the next game environments associated with the crossed load boundary; and loading instructions corresponding to the identified next game environment into a memory prior to the character entering the identified next game environment, loading of the instructions commencing when the character crosses the load boundary in the current game environment in the determined direction such that game play is not interrupted by loading instructions for display of the identified next game environment when the character enters the identified next game environment.


Researched by: Andrew F. Thomas


U.S. Patent No. 9,005,033: Game movie maker
Issued April 14, 2015, to Sony Interactive Entertainment America, LLC
Priority date April 11, 2008



Summary:
U.S. Patent No. 9,005,033 (the '033 Patent) describes a method for recording the successful completion of a level in a video game. The patent is concerned about how gamers describe their conquests to their friends. The '033 Patent addresses the issue by providing players a video archive every time the player completes a level. While a person is playing a video game, the system begins to create an archive. If the player fails to complete the level then the system deletes the archive. A separate video is created for each level completed, but upon the completion of the game, the system will combine all the videos into a single video. The claims in the '033 Patent only relate to the creation of videos, and does not claim any method for sharing.

Abstract:
Methods, apparatuses, and techniques for recording a user's game play experience. The player's game play can be recorded by recording a player's commands as the player navigates a game level as well as game data that can include a state of the game and variables, such as random numbers, generated during the game play that were used to control aspects of the game. The recording of the player's game play can then be reviewed and shared with others.

Illustrative Claim:
1. A method for recording a path of completed levels of a game by a player, the method comprising: determining if the player completed a particular level of the game, wherein the player completes a level of the game when the player makes it through the level, and wherein the game includes a plurality of levels including a start level and an end level; storing data captured during gameplay of the particular level of the game by the player to a file if it is determined that the player completed the particular level of the game; and discarding the data captured during the gameplay of the particular level of the game by the player if it is determined that the player did not complete the particular level of the game, wherein as the player plays through the plurality of levels of the game, the data captured during the gameplay of each completed level is saved to each respective files and when the end level is reached, files for all levels from the start level to the end level is combined into a single video file such that contents of the single video file upon completion of the game comprise data representing a completed path of the gameplay taken through the game from the start level to the end level.



Researched By: Andrew F. Thomas


U.S. Patent No. 9,295,912: Game aim assist
Issued March 29, 2016, to Sony Computer Entertainment America
Priority Date: July 13, 2008




Summary:
U.S. Patent No. 9,295,912 (the '912 Patent) describes a method for a game's aim assist in selecting a target when there are multiple targets in view. The target is selected based on the distance between each potential target on screen and the user character's center of focus. Once a target is selected, the game automatically adjusted the aim towards the chosen target. The player still has the choice about who and where to aim. Aim assist only tries to compensate for the limited range of motion offered by a joystick.

People associate aim assist with shooters, but action RPGs will also use aim assist to help players swing swords or cast spells. It does not matter if a player is attempting to aim a gun or a sword, the method described in the '912 Patent is meant to help the player when blindly aiming at a group of enemies. By adjusting the aim to select a target, the player will know which enemy he/she is shooting or hitting. Aim assist can be very helpful in frenetic games where the speed of the gameplay prevents players from carefully aiming.

Abstract:
Methods for game aim assist are provided. In electronic games, a game player may control the actions of a game character within a game environment. The game environment, which includes a focus area, may be displayed from a perspective of or with respect to a game character. During game play, one or more objects may be detected in the focus area. One of the objects may then be selected based on the distance between the object and the center of the focus area. The aim of the game character is then automatically adjusted toward the selected object, which allows the game player to direct an attack action on the object.

Illustrative Claim:
1. A method for game aim assist, the method comprising: executing instructions stored in memory, wherein execution of the instructions by a processor: generates a display of a perspective of a game environment, the generated display for a display device and including a defined focus area having one or more objects available for targeting, wherein the defined focus area has an area that is less than the display of the perspective of the game environment; selects an object from the one or more objects available for targeting in the defined focus area, wherein selection is based at least on a distance between each of the one or more objects and the center of the focus area; and automatically adjusts the aim of a game character, from an initial position in the display to a second position in the display, the second position being directed towards the selected object, wherein the selected object is indicated by a targeting display; and receiving an instruction via controller to activate a weapon of the game character, wherein the weapon is directed in accordance with the automatic aim.


Researched By: Andrew F. Thomas

U.S. Patent No. 9,452,363: Multi-player video game
environment for single-player use
Issued: September 27, 2016, to Sony Interactive Entertainment America




Summary:

U.S. Patent No. 9,452,363 relates to creating multi-player-like experiences in a single-player game. A video game often has both single-player and multi-player. In single-player games, a user is generally the only human player. The user may interact with game elements, such as non-player characters whose actions are controlled by a set of rules. Multi-player games, on the other hand, have multiple human users, each controlling a unique character. The users may be playing together cooperatively, be part of a team, or play against one another competitively.

Playing against other people can be beneficial in improving one's skill in a game. Human players can adapt and change strategies as opposed to a non-player character rigidly following prewritten rules. There are some ways to include the benefits of multi-player games in a single-player mode. For example, tutorials can allow a player to see a "walkthrough" of a game, providing a step-by-step guide. However, this does not echo a multi-player game environment with real human players.

Using this invention, a player could select a single-player game or a multi-player game. When the user selects a multiplayer mode, the user chooses one or more AI characters. The AI characters may be available individually or in themed "packs." The selected AI character or pack may be downloaded, stored, or otherwise accessible in an electronic entertainment system. The player could then choose a mode or skill level for each character. The environment would then be populated with AI characters selected by the player, which results in better guidance during cooperative gameplay and better competition during adversarial gameplay.


Abstract:

A multi-player game environment is created for single-player use. A user may select a single-player game or a multi-player game. When the user chooses a multi-player game, the user is prompted to select one or more customized AI characters. The AI characters may be available individually or in themed "packs." The selected AI character or pack may be downloaded, stored, or otherwise made accessible to an electronic entertainment system. The user may select a mode or skill level for each AI character. The user may begin playing the game in a multi-player mode with the game environment populated with an avatar effectuating behaviors of the selected AI character or characters.


Illustrative Claim:

1. A method for creating a multi-player game environment for single-player use on an electronic entertainment system, the method comprising: providing a first user with an option to play a single-player game or a multi-player game using at least one artificial intelligence (AI) character, wherein the at least one AI character is based at least in part on behavior data of a particular second user, and wherein the behavior data includes actions and game play style of the particular second user; receiving a selection by the first user of at least one AI character; receiving one or more selections indicating a user preference for the at least one AI character, wherein the user preference includes a mode for game play, and wherein the mode includes a tutorial mode; executing non-transitory computer readable instructions stored in memory to effectuate the at least one AI character in the single-player game or the multi-player game based on the selections made by the first user that includes the behavior data of the particular second user and the mode of game play; and executing non-transitory computer readable instructions stored in memory to display the game environment for game play, wherein the game environment is populated with an avatar effectuating a behavior of the at least one AI character based on the selections made by the first user that includes the behavior data of the particular second user and the mode of game play.



Research By: Rachel Johns








U.S. Patent No. 8,929,721: Methods for identification of highlight game events and automated generation of videos for same
Issued January 6, 2015, to Sony Interactive Entertainment America

 
Summary:
Streaming and posting videos of gameplay footage used to be difficult for the average gamer. Recording gameplay used to require expensive equipment or to use a camera to record the gameplay from a television, which lowers the quality of the videos.  Also, a player needed to be recording right when the cool moment occurred, which could be difficult given the technological limitations. Despite the difficulties, people still posted video highlights from multiplayer matches onto websites like YouTube.

U.S. Patent No. 8,929,721 (the '721 Patent) describes a method for a computer system to high light pivotal events during a multiplayer video game and create videos for the same. The system creates a video archive of the multiplayer match from which it selects events it deems significant. A player may also tag a moment or event that she wishes to preserve. The system generates video clips based on the significant events and tags. The video clips can be saved and played back by the player. Players are also able to change views to find the best angle to highlight the action.
 
 
Abstract:
Methods, systems and computer readable media for automated creation of videos for interactive entertainment involving at least one individual, based on events that occur within that interactive entertainment are provided. One method includes storing a video history of a session of the interactive entertainment for an individual and examining the interactive entertainment for the session to identify events designated as significant. The designation as significant for each event being predefined to meet a threshold. Then, selecting segments of video from the video history of the session of the interactive entertainment. The selected segments being for a set of the identified events. The method then generates a video defined from the selected segments of video. The video is playable to show the selected segments of video in a selected order for the individual and saving the video.
 
Illustrative Claim:
1. A method for automated creation of videos for interactive entertainment involving at least one individual, based on events that occur within that interactive entertainment, comprising:
(a) storing a video history of a session of the interactive entertainment for an individual;
(b) examining the interactive entertainment for the session to identify events designated as significant, wherein the events are designated as significant based on performance by the individual in relation to events that occur during the session of the interactive entertainment, the designation of an event as significant is based on number of votes received for the event from multiple individuals meeting a predefined threshold, wherein
the multiple individuals are participants or observers of at least part of the session of the interactive entertainment or viewers of the stored video history
(c) selecting segments of video from the video history of the session of the interactive entertainment, the selected segments being for a set of the identified events;
(d) generating a video defined from the selected segments of video, the video being playable to show the selected segments of video in a selected order for the individual; and
(e) storing the video; and wherein the method being executed by a processor.

Researched By: Andrew F. Thomas

On May 22, 2018, Sony Interactive Entertainment LLC (Sony) filed a petition for Inter Partes Review of U.S. Patent 8,206,218 (the '218 Patent), owned by Techno View IP. The '218 Patent is related to a method for displaying stereoscopic images based on how the right-eye and left-eye view the same object. Sony is alleging that the '218 Patent is invalid because it is obvious as a result of prior art.
 
 
Claim 1 of the ’218 Patent reads:
1. A method in a videogame system for displaying three-dimensional images, comprising the computer implemented steps of:

providing left and right backbuffers;

calculating first position coordinates of a first eye view;

storing a first eye view image captured virtually from the calculated first position coordinates of the first eye view of an object in the videogame into the left backbuffer;

determining a second eye view image of the object captured virtually from the calculated second position coordinates of the second eye view;

storing the second eye view image in the right backbuffer; and

displaying the first eye view image and the second eye view image to the user to provide a three dimensional perspective of the object from the videogame system to the user. ('218 patent, col. 13, lines 44-64).
The '218 Patent is related to U.S. Patent 7,666,096 (the '096 Patent), also owned by Techno View and also subject to an IPR petitioned by Sony. Both the '218 and '096 Patents are at the center of a lawsuit Techno View filed against Sony in the Central District of California, in which Techno View alleges that Sony's PlayStation VR infringes Techno View's patents. Sony is using the IPRs to challenge the validity of the allegedly infringed patents. Techno View is also suing Oculus VR claiming their VR system infringes the '218 and '096 Patents. Oculus was not part of the IPR petitions filed by Sony.

This is the third IPR petition Sony has filed this year relating to stereoscopic images. For background on the previous two IPR petitions click here and here.
On May 15, 2018, Sony Interactive Entertainment LLC (“Sony”) filed a petition for Inter Partes review (“IPR”) of U.S. Patent No. 7,666,096 (the “’096 Patent”).  The owner of the ’096 Patent is Techno View IP, Inc. (“Techno View”).  The ’096 Patent generally relates to hardware and software for displaying stereoscopic images (e.g., by providing different images that are offset from a user’s left and right eyes to create a three-dimensional effect).  While not explicitly discussed in the petition, the IPR is likely related to Sony’s Playstation VR system.



Claim 1 of the ’096 Patent reads:
1. A method of displaying images in a videogame system that supports two-dimensional and three-dimensional display of the images, said method comprising the computer implemented steps of:
   clearing left and right backbuffers in the videogame system;
storing an image into the left backbuffer;
   determining if the image is in a two-dimensional format or a three-dimensional format, wherein when the image is in a three-dimensional format, calculating the coordinates of a second view position of the image and storing a second view position image into the right backbuffer;
   displaying the image stored in the left backbuffer onto one or more displays when the image is in a two-dimensional format; and
   simultaneously displaying the images stored in the left and right backbuffers onto the one or more displays to create a three dimensional perspective of the image to a user when the image is in a three-dimensional format.
This isn’t the first IPR that Sony has filed regarding stereoscopy.  Back in February, Sony filed an IPR petition against U.S. Patent No. 9,503,742, which relates to stereoscopic image decoding via data compression.

This filing is a great example of a defendants using IPRs to attack patents asserted in litigation.  Per Sony’s IPR petition, the ’096 Patent is involved in a patent infringement lawsuit (No. 8:17-CV-01268) filed by Techno View in the Central District of California against Sony.  The ’096 Patent was also asserted by Techno View against Sony in a U.S. District Court for the District of Delaware suit on May 15, 2017, though that case was dismissed.  Techno View has apparently also asserted the ’096 Patent against Oculus VR, LLC and Facebook, Inc.
On Feb. 1, Sony Interactive Entertainment, LLC (“Sony”) filed a Petition for Inter Partes Review of U.S. Patent No. 9,503,742 (the “’742 Patent”).  The prosecution history of the ’742 Patent is not something you see every day: a dispute over a typographical mistake followed an allowance because, despite an admittedly valid rejection, “applicant wishes to obtain a patent.”

As described by Sony, the ’742 Patent relates to stereoscopic image decoding via data compression.  It seems likely that Sony’s filing of the Petition for Inter Partes Review relates to their sales of PlayStation VR headsets.

Strangely, the ’742 Patent has only one claim, which Sony claims should have never been allowed.  According to Sony, during prosecution of the ’742 Patent, the patent examiner made a typographical mistake in an office action: forgetting to cite U.S. Patent No. 5,907,364 to Furuhata et al. (“Furuhata”) to reject dependent claim 23, though Furuhata was cited to reject the independent claim from which claim 23 depended.  On appeal, the Board affirmed all of the examiner’s rejections except for claim 23, noting that the examiner’s error was “perhaps inadvertent” and opening the door for a correction of the rejection.  Perplexingly, the examiner then allowed claim 23, noting in the Notice of Allowance:
The omission of the Furuhata reference appears to be a typographical mistake . . . Examiner informed applicant’s representative that claim 23 should have been affirmed by the board for the same reasons as set forth for claim 1. However, applicant’s representative informed Examiner that applicant wishes to obtain a patent since claim 23 was reversed by the board.
It will certainly be amusing to see what the Board has to say about the above allowance.
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