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1. WO2020096680 - ARTIFICIAL INTELLIGENCE (AI) MODEL TRAINING USING CLOUD GAMING NETWORK

Publication Number WO/2020/096680
Publication Date 14.05.2020
International Application No. PCT/US2019/049171
International Filing Date 30.08.2019
IPC
A63F 13/67 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
67adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/44 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
44involving timing of operations, e.g. performing an action within a time slot
A63F 13/355 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
CPC
A63F 13/35
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
A63F 13/355
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 13/44
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
44involving timing of operations, e.g. performing an action within a time slot
A63F 13/65
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
65automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/67
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
67adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/77
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
70Game security or game management aspects
77involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
Applicants
  • SONY INTERACTIVE ENTERTAINMENT LLC [US]/[US]
Inventors
  • BELTRAN, Justin, V.
  • BUTLER, Dylan
  • KRAGENBRINK, Kevin
Agents
  • HSU, Lin, C.
  • PENILLA, Albert, S.
Priority Data
16/180,78705.11.2018US
Publication Language English (EN)
Filing Language English (EN)
Designated States
Title
(EN) ARTIFICIAL INTELLIGENCE (AI) MODEL TRAINING USING CLOUD GAMING NETWORK
(FR) APPRENTISSAGE DE MODÈLE D'INTELLIGENCE ARTIFICIELLE (AI) À L'AIDE D'UN RÉSEAU DE JEU EN NUAGE
Abstract
(EN)
A method for processing an artificial intelligence (AI) model for a gaming application. The method includes training the AI model from a plurality of game plays of a scenario of the gaming application using training state data collected from the plurality of game plays of the scenario and associated success criteria of each of the plurality of game plays. The method includes receiving first input state data during a first game play of the scenario. The method includes applying the first input state data to the AI model to generate an output indicating a degree of success for the scenario for the first game play. The method includes performing an analysis of the output based on a predefined objective. The method includes performing an action to achieve the predefined objective based on the output that is analyzed.
(FR)
L'invention concerne un procédé de traitement d'un modèle d'intelligence artificielle (AI) pour une application de jeu. Le procédé consiste à apprendre un modèle AI à partir d'une pluralité de séquences d'un scénario de l'application de jeu à l'aide de données d'état d'apprentissage collectées à partir de la pluralité de séquences de jeu du scénario et des critères de réussite associés de chacune de la pluralité de séquences de jeu. Le procédé consiste à recevoir des premières données d'état d'entrée pendant une première séquence de jeu du scénario. Le procédé consiste à appliquer les premières données d'état d'entrée au modèle AI afin de générer une sortie indiquant un degré de succès concernant le scénario destiné à la première séquence de jeu. Le procédé consiste à réaliser une analyse de la sortie sur la base d'un objectif prédéfini. Le procédé consiste à réaliser une action permettant d'atteindre l'objectif prédéfini sur la base de la sortie qui est analysée.
Also published as
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