Dynamic spawning of focal point objects within a virtual universe system
US-9299080-B2 · Mar 29, 2016 · US
US11524237B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11524237-B2 |
| Application number | US-201916397741-A |
| Country | US |
| Kind code | B2 |
| Filing date | Apr 29, 2019 |
| Priority date | May 14, 2015 |
| Publication date | Dec 13, 2022 |
| Grant date | Dec 13, 2022 |
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A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.
Opening claim text (preview).
What is claimed is: 1. A computer implemented method of simulating gameplay of non-player characters (NPCs) in a video game distributed across networked end user devices, wherein each human player interacts with the video game via one of the networked end user devices, wherein the networked end user devices are configured to communicate with a computer system that is positioned remote from, and is distinct from, the networked end user devices and is configured to host the video game, and wherein the computer system has one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer system to perform the method, the method comprising: identifying, by the computer system, a first end user device of the networked end user devices, wherein the first end user device is identified based on whether it has a first spare computing capacity that can be used to instantiate a first NPC during a simulated NPC gameplay session, and wherein said instantiation comprises executing AI software instructions by the first end user device; providing, by the computer system, a first NPC specification to the first end user device, wherein the first NPC specification specifies at least a first NPC adapted to be specifically executed at the first end user device; receiving data indicative of the first NPC specifically executed at the first end user device at the computer system; initiating, by the computer system, the simulated NPC gameplay session that includes simulated gameplay of the first NPC; and transmitting, from the computer system to each of the networked end user devices, the simulated NPC gameplay session, including simulated gameplay of the first NPC from the first end user device. 2. The method of claim 1 , the method further comprising: determining that the first end user device is no longer involved in the simulated NPC gameplay session prior to completion of the simulated NPC gameplay session; obtaining a latest known state of the first NPC before the first end user device was no longer involved in the simulated NPC gameplay session; generating a second NPC specification based on the latest known state of the first NPC; identifying a second end user device to replace the first end user device; and providing the second NPC specification to the second end user device. 3. The method of claim 1 , further comprising obtaining, by the computer system, one or more simulation metrics that describes an aspect of the simulated NPC gameplay session. 4. The method of claim 1 , further comprising identifying, by the computer system, a second end user device, wherein the second end user device is identified based on whether it has a second spare computing capacity that can be used to execute a second NPC during the simulated NPC gameplay. 5. The method of claim 4 , further comprising providing, by the computer system, a second NPC specification to the second end user device, wherein the second NPC specification specifies at least a second NPC adapted to be instantiated at the second end user device. 6. The method of claim 5 , further comprising causing, by the computer system, specific execution of the simulated NPC gameplay session that includes simulated gameplay of the second NPC. 7. The method of claim 1 , wherein identifying the first end user device comprises obtaining an indication that the first end user device has entered an inactive state. 8. The method of claim 3 , wherein the one or more simulation metrics comprises an NPC performance metric, the method further comprising: determining a performance of the first NPC during the simulated NPC gameplay session based on the NPC performance metric. 9. The method of claim 3 , wherein the one or more simulation metrics comprise a gameplay quality metric, the method further comprising: determining a quality of a match of the first NPC and a second NPC based on the gameplay quality metric. 10. The method of claim 3 , wherein the one or more simulation metrics comprise a network performance metric, the method further comprising: determining a quality of a network connection based on the network performance metric. 11. The method of claim 10 , wherein the one or more simulation metrics comprise a gameplay quality metric, the method further comprising: determining a quality of a match of the first NPC and a second NPC based on the gameplay quality metric and the quality of the network connection. 12. The method of claim 10 , wherein the quality of the network connection reflects network connectivity of a grouping of the first end user device and a second end user device, wherein the grouping is based on a geographic location, a particular network used, an Internet Service Provider associated with the first end user device or the second end user device, whether a wireless or wired connection is used, an identification of a game hosting service, end user device version, or type of Network Address Translation (NAT) connection. 13. The method of claim 3 , wherein the one or more simulation metrics comprise a fault metric, the method further comprising: determining whether a fault has occurred with hardware or software involved in the simulated gameplay session based on the fault metric. 14. A system of simulating gameplay of non-player characters (NPCs) in a video game distributed across networked end user devices, wherein each human player interacts with the video game via one of the networked end user devices, the system comprising: a computer system comprising one or more physical processors, wherein the networked end user devices are configured to communicate with the computer system that is positioned remote from, and is distinct from, the networked end user devices and is configured to host the video game and wherein the computer system is programmed by computer program instructions that, when executed, cause the computer system to: identify a first end user device of the networked end user devices having first spare computing capacity that is adaptable to be used to instantiate a first NPC during a simulated NPC gameplay session, and wherein said instantiation comprises executing AI software instructions by the first end user device; provide a first NPC specification to the first end user device, wherein the first NPC specification specifies at least a first NPC specifically adapted to be executed at the first end user device; receive data indicative of the first NPC specifically executed at the first end user device at the computer system; initiate the simulated NPC gameplay session that includes simulated gameplay of the first NPC; and transmit to each of the networked end user devices the simulated NPC gameplay session, including simulated gameplay of the first NPC from the first end user device. 15. The system of claim 14 , wherein the computer system is further programmed to: determine that the first end user device is no longer involved in the simulated NPC gameplay session prior to completion of the simulated NPC gameplay session; obtain a latest known state of the first NPC before the first end user device was no longer involved in the simulated NPC gameplay session; generate a second NPC specification based on the latest known state of the first NPC; identify a second end user device to replace the first end user device; and provide the second NPC specification to the second end user device. 16. The system of claim 14 , wherein, when executed, the computer program instructions further cause the computer system to obtain one or more simu
by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions · CPC title
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 · CPC title
using peer-to-peer connections · CPC title
involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world · CPC title
by the player, e.g. authoring using a level editor · CPC title
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