Source: https://patents.justia.com/patent/10188945
Timestamp: 2019-05-20 05:06:00
Document Index: 597380818

Matched Legal Cases: ['Application No. 61', 'Application No. 13199209', 'Application No. 201310717878', 'Application No. 201310717261', 'Application No. 201310717877', 'Application No. 13199209', 'Application No. 2017', 'Application No. 2017', 'Application No. 201310717261']

US Patent for Generation of gameplay video based on social network sharing Patent (Patent # 10,188,945 issued January 29, 2019) - Justia Patents Search
Justia Patents Computer Graphics ProcessingUS Patent for Generation of gameplay video based on social network sharing Patent (Patent # 10,188,945)
Dec 22, 2017 - Sony Interactive Entertainment America LLC
A method, including: executing, by a cloud gaming system, a session of a video game; recording the user's gameplay of the video game; analyzing the user's recorded gameplay to determine a region of interest, the region of interest being a region of the video game having social network sharing levels that exceed a predefined threshold; during the session of the video game, receiving a request from the client device, the request being initiated from a button of a controller device interfaced to the client device; responsive to the request, presenting, through the client device, the region of interest; generating, by the cloud gaming system, a gameplay video of the video game based on the region of interest; sharing the gameplay video of the video game over the social network to one or more additional client devices for viewing by one or more additional users.
This application claims priority as a continuation of U.S. application Ser. No. 15/146,804, filed May 4, 2016, entitled “Generation of Gameplay Video Based on Social Network Sharing,” which claims priority as a continuation of U.S. application Ser. No. 13/831,178, filed Mar. 14, 2013, entitled “Automatic Generation of Suggested Mini-Games for Cloud-Gaming Based on Recorded Gameplay,” which claims priority to U.S. Provisional Application No. 61/745,281, filed Dec. 21, 2012, entitled “Automatic Generation of Suggested Mini-Games for Cloud-Gaming Based on Recorded Gameplay,” the disclosures of which are incorporated by reference herein.
FIG. 9A illustrates an interface for browsing game slices associated with various game titles, in accordance with an embodiment of the invention. In the illustrated embodiment, the interface is organized into a series of tabs, including tabs 900, 902, and 904, which when selected provide access to various pages corresponding to different game titles. In the illustrated embodiment, the tab 900 is currently selected, such that the presented page provides information about game slices which have been created for a particular game title Ti. A game slice listing 904 lists the various game slices which have been created from the game title Ti. In one embodiment, the game slice listing 904 also identifies the user who created the game slice (e.g. displaying a username of the user who created the game slice). In one embodiment, the game slice listing 904 can be browsed or navigated so as to highlight different ones of the game slices listed in the game slice listing 904. In the illustrated embodiment, a game slice A created by a user A is currently highlighted, which causes details 906 to be displayed which relate to the game slice A. The details 906 can include various kinds of information related to the game slice, such the level or stage from which the game slice was generated, a game detail which provides more specific information about the location from which the game slice was created, comments by the user A who created the game slice, a number of comments from others, a number of times the game slice has been played, or any other type of information about the game slice which can be provided when the listing of the game slice is highlighted.
FIG. 17 illustrates hardware and user interfaces that may be used to provide interactivity with a video game, in accordance with one embodiment of the present invention. FIG. 17 schematically illustrates the overall system architecture of the Sony® Playstation 3® entertainment device, a console that may be compatible for interfacing a control device with a computer program executing at a base computing device in accordance with embodiments of the present invention. A system unit 1700 is provided, with various peripheral devices connectable to the system unit 1700. The system unit 1700 comprises: a Cell processor 1728; a Rambus® dynamic random access memory (XDRAM) unit 1726; a Reality Synthesizer graphics unit 1730 with a dedicated video random access memory (VRAM) unit 1732; and an I/O bridge 1734. The system unit 1700 also comprises a Blu Ray® Disk BD-ROM® optical disk reader 1740 for reading from a disk 1740a and a removable slot-in hard disk drive (HDD) 1736, accessible through the I/O bridge 1734. Optionally the system unit 1700 also comprises a memory card reader 1738 for reading compact flash memory cards, Memory Stick® memory cards and the like, which is similarly accessible through the I/O bridge 1734.
The Power Processing Element (PPE) 1850 is based upon a two-way simultaneous multithreading Power 570 compliant PowerPC core (PPU) 855 running with an internal clock of 3.2 GHz. It comprises a 512 kB level 2 (L2) cache and a 32 kB level 1 (L) cache. The PPE 1850 is capable of eight single position operations per clock cycle, translating to 25.6 GFLOPs at 3.2 GHz. The primary role of the PPE 1850 is to act as a controller for the Synergistic Processing Elements 1810A-H, which handle most of the computational workload. In operation the PPE 1850 maintains a job queue, scheduling jobs for the Synergistic Processing Elements 1810A-H and monitoring their progress. Consequently each Synergistic Processing Element 1810A-H runs a kernel whose role is to fetch a job, execute it and synchronized with the PPE 1850.
The Element Interconnect Bus (EIB) 1880 is a logically circular communication bus internal to the Cell processor 1728 which connects the above processor elements, namely the PPE 1850, the memory controller 1860, the dual bus interface 1870A,B and the 8 SPEs 1810A-H, totaling 12 participants. Participants can simultaneously read and write to the bus at a rate of 8 bytes per clock cycle. As noted previously, each SPE 1810A-H comprises a DMAC 1842A-H for scheduling longer read or write sequences. The EIB comprises four channels, two each in clockwise and anti-clockwise directions. Consequently for twelve participants, the longest step-wise data-flow between any two participants is six steps in the appropriate direction. The theoretical peak instantaneous EIB bandwidth for 12 slots is therefore 96 B per clock, in the event of full utilization through arbitration between participants. This equates to a theoretical peak bandwidth of 307.2 GB/s (gigabytes per second) at a clock rate of 3.2 GHz.
1. A method for generating a gameplay video of a video game, comprising:
executing, by a cloud gaming system that includes at least one server computer, a session of a video game, the session defining a user's gameplay of the video game, the session being streamed to a client device;
recording, by the cloud gaming system, the user's gameplay of the video game;
analyzing, by the cloud gaming system, the user's recorded gameplay to determine a region of interest, the region of interest being a region of the video game having social network sharing levels that exceed a predefined threshold, wherein the social network sharing levels are defined based on prior sharing to the social network of gameplay videos from prior sessions of the video game;
during the session of the video game, receiving, by the cloud gaming system, a request from the client device, the request being initiated from a button of a controller device interfaced to the client device;
responsive to the request, presenting, by the cloud gaming system through the client device, the region of interest;
generating, by the cloud gaming system, a gameplay video of the video game based on the region of interest;
sharing the gameplay video of the video game over the social network to one or more additional client devices for viewing by one or more additional users.
wherein recording the user's gameplay includes recording one or more of user input data received over a network from a first client device, or game state data generated by processing the user input data by a video game processor of the cloud gaming system;
wherein the region of interest being a region of the video game identified from analysis of one or more of the user input data or the game state data.
3. The method of claim 2, wherein analyzing the user's recorded gameplay includes determining levels of activity of the user input data or game state data, the region of interest further being determined based on the levels of activity of the user input data or game state data.
4. The method of claim 3, wherein the levels of activity of the user input data include one or more of user inputs, a rate of user input, a frequency of user input, repeats of a user input, an input pattern.
defining, by the cloud gaming system, boundaries within a gameplay context of the video game based on the determined region of interest that define options for selection of a beginning and an end for the gameplay video.
6. The method of claim 5, wherein defining boundaries within a
gameplay context of the video game includes defining a spatial boundary within a virtual space of the video game.
7. The method of claim 6, wherein the spatial boundary within the virtual space of the video game defines a portion of the virtual space less than an entirety of the virtual space, the portion of the virtual space having a subset of features of the virtual space.
8. The method of claim 5, wherein defining boundaries within a gameplay context of the video game includes one or more of, defining a temporal boundary within a temporal context of the video game, or identifying a nearest start point or a nearest end point of one or more of a stage, level, or scene.
9. The method of claim 5, wherein the region of interest is further determined based on sharing of the gameplay context with other users.
10. The method of claim 1, wherein the region of interest is further determined based on comments associated with the region on the social network.
11. A method for generating a gameplay video of a video game, comprising:
analyzing, by the cloud gaming system, the user's recorded gameplay to determine one or more regions of interest, the regions of interest being regions of the video game having social network sharing levels that exceed a predefined threshold, wherein the social network sharing levels are defined based on prior sharing to the social network of gameplay videos from prior sessions of the video game;
responsive to the request, presenting, by the cloud gaming system through the client device, a current portion of the user's gameplay and presenting the one or more regions of interest;
receiving from the client device a selection of one of the current portion of the user's gameplay and the one or more regions of interest;
generating, by the cloud gaming system, a gameplay video of the video game based on the selection;
12. The method of claim 11, wherein the current portion of the user's gameplay is defined by a buffered portion of the user's gameplay previous to the request being initiated from the button of the controller device.
13. The method of claim 12, wherein the buffered portion has a predefined duration of time.
wherein the regions of interest being regions of the video game identified from analysis of one or more of the user input data or the game state data.
15. The method of claim 14, wherein analyzing the user's recorded gameplay includes determining levels of activity of the user input data or game state data, the region of interest further being determined based on the levels of activity of the user input data or game state data.
16. The method of claim 15, wherein the levels of activity of the user input data include one or more of user inputs, a rate of user input, a frequency of user input, repeats of a user input, an input pattern.
for the selected one of the current portion of the user's gameplay and the one or more regions of interest, defining, by the cloud gaming system, boundaries within a gameplay context of the video game that define options for selection of a beginning and an end for the gameplay video.
18. A non-transitory computer readable medium having program instructions embodied thereon for generating a gameplay video of a video game, the program instructions being configured, when executed by at least one server computer, to cause the at least one server computer to perform a method including the following operations:
19. The non-transitory computer readable medium of claim 17, wherein the current portion of the user's gameplay is defined by a buffered portion of the user's gameplay previous to the request being initiated from the button of the controller device.
20. The non-transitory computer readable medium of claim 19, wherein the buffered portion has a predefined duration of time.
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Patent number: 10188945
Patent Publication Number: 20180117462
Inventors: Victor Octav Suba Miura (Foster City, CA), David Perry (Monarch Beach, CA), Philippe Dias (Mission Viejo, CA), Kelvin Yong (Irvine, CA)
Application Number: 15/853,462
International Classification: A63F 9/24 (20060101); A63F 13/00 (20140101); G06F 17/00 (20060101); G06F 19/00 (20180101); A63F 13/355 (20140101); A63F 13/30 (20140101); A63F 13/87 (20140101); A63F 13/73 (20140101); A63F 13/2145 (20140101); A63F 13/23 (20140101); A63F 13/53 (20140101); A63F 13/70 (20140101);