Glitch detection system
US-12066883-B2 · Aug 20, 2024 · US
US12569773B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-12569773-B2 |
| Application number | US-202318221858-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jul 13, 2023 |
| Priority date | Jul 15, 2022 |
| Publication date | Mar 10, 2026 |
| Grant date | Mar 10, 2026 |
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Testing of a video game may include a test farm of game machines having different configurations. Different builds of a video game may be provided to the game machines, and the game machines may execute the video game. While executing the video game, the game machines may have an avatar travel along a path, with the game machines capturing performance data while the avatar travels along the path. The performance data may be compared with desired performance of the game machines, to assist in determining viability of the video game builds.
Opening claim text (preview).
What is claimed is: 1 . A test configuration for automated testing of video game builds, comprising: one or more servers, at least one of the one or more servers configured to store build files for a video game and one or more script files for use in executing the video game, the video game allowing for free form travel during game play for an avatar in the video game, the script files including commands to place the video game in a sequence of states, including successive states in which the avatar is located along successive positions on a predefined travel path within a virtual world of the video game, and configured to transmit the build files to a plurality of game machines; and a plurality of game machines, at least some of the game machines being of a same type of game machine but having different configurations, each game machine configured to execute the video game using the build files and one or more script files provided by the one or more servers and to capture performance data of the game machine while the avatar is located along the successive positions on the predefined travel path within the virtual world of the video game, and configured to transmit the captured performance data to at least one of the one or more servers; with at least one of the one or more servers configured to compare captured performance data received from the game machines with predetermined performance levels and to generate display information indicating game machine performance relative to the predetermined performance levels. 2 . The test configuration of claim 1 , wherein the at least one of the one or more servers is further configured to determine changed build files for the video game since a last transmission of build files of the video game to a one of the game machines, and to only transmit the changed build files to the one of the game machines. 3 . The test configuration of claim 1 , wherein the script files further includes commands for the avatar to take an action to actuate a virtual object in the virtual world of the video game. 4 . The test configuration of claim 3 , wherein the video game requires actuation of the virtual object in order for the avatar to access an area of the virtual world of the video game. 5 . The test configuration of claim 1 , wherein the at least one of the one or more servers is further configured to transmit a first set of build files for the video game to a first game machine of the plurality of game machines and to transmit a second set of build files for the video game to a second game machine of the plurality of game machines, the first game machine and the second game machine having identical hardware configurations. 6 . The test configuration of claim 5 , wherein the at least one of the one or more servers is further configured to compare captured performance data from the first game machine and captured performance data from the second game machine. 7 . The test configuration of claim 6 , wherein the first set of build files includes at least one texture map different than texture maps of the second set of build files. 8 . The test configuration of claim 1 , wherein the captured performance data comprises frames per second. 9 . The test configuration of claim 1 , wherein the captured performance data comprises at least one of CPU utilization, GPU utilization, and memory utilization. 10 . The test configuration of claim 1 , wherein the game machines comprise personal computers, with at least some of the personal computers having different hardware configurations. 11 . The test configuration of claim 1 , wherein the game machines comprise smartphones, with at least some of the smartphones having different hardware configurations. 12 . The test configuration of claim 1 , wherein the game machines comprise game consoles. 13 . The test configuration of claim 12 , wherein at least some of the game consoles have different configurations. 14 . The test configuration of claim 1 , wherein the travel path of the script files is based on a travel path taken by a player controlled game character in a prior version of the video game. 15 . A method of testing video game builds on a plurality of platforms, comprising: transmitting build files for a video game to a plurality of game machines, the game machines including game machines having different configurations; transmitting at least one script file to the plurality of game machines, the at least script file including commands to have an avatar travel along a predetermined travel path from a first location in a virtual world of the video game to a second location in the virtual world of the video game, the predetermined travel path being one of a plurality of possible travel paths of an avatar in the video game; executing the video game by the game machines using the build files, including having the avatar travel along the predetermined travel path by using the at least one script file; capturing, by the game machines, performance data while the avatar travels along the predetermined travel path; providing the captured performance data to a server; and comparing the captured performance data with predetermined performance levels. 16 . The method of claim 15 , further comprising determining build files that have changed since a prior transmission of the build files to the game machines, and further transmitting only the changed build files to the game machines. 17 . The method of claim 15 , wherein the build files transmitted to a first game machine of the plurality of game machines are different than the build files transmitted to a second game machine of the plurality of game machines, the first game machine and the second game machine having identical hardware configurations. 18 . The method of claim 15 , wherein the script files include commands for the avatar to actuate a virtual object while on the travel path. 19 . The method of claim 15 , wherein the predetermined travel path is based on a travel path of a player controlled game character during play of a prior version of the video game. 20 . The method of claim 15 , further comprising ceasing capturing performance data in response to time of travel of the avatar along the travel path exceeding a predetermined amount of time.
Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding · 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
Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets · CPC title
Game security or game management aspects · CPC title
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