Patents by Inventor KENNETH ALAN MOSS
KENNETH ALAN MOSS has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).
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Publication number: 20200312007Abstract: Embodiments of the systems and methods described herein provide a virtual object aging system. The virtual object aging system can utilize artificial intelligence to modify virtual objects within a video game to age and/or deteriorate for a certain time period. The virtual object aging system can be used to determine erosion, melting ice, and/or other environmental effects on virtual objects within the game. The virtual object aging system can apply aging, rust, weathering, and/or other effects that cause persistent change to object meshes and textures.Type: ApplicationFiled: March 27, 2019Publication date: October 1, 2020Inventors: Han Liu, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200306632Abstract: Systems described herein may automatically and dynamically adjust the amount and type of computing resources usable to execute, process, or perform various tasks associated with a video game. Using one or more machine learning algorithms, a prediction model can be generated that uses the historical and/or current user interaction data obtained by monitoring the users playing the video game. Based on the historical and/or current user interaction data, future user interactions likely to be performed in the future can be predicted. Using the predictions of the users' future interactions, the amount and type of computing resources maintained in the systems can be adjusted such that a proper balance between reducing the consumption of computing resources and reducing the latency experienced by the users of the video game is achieved and maintained.Type: ApplicationFiled: March 27, 2019Publication date: October 1, 2020Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200306643Abstract: Systems and methods are disclosed for converting a player-controlled character or virtual entity in a video game to at least temporarily be under emulated control when certain criteria is met, such as when the player's device has lost its network connection to a game server. The character or virtual entity may continue to behave in the game in a manner that emulates or mimics play of the actual player until the end of the game session or until the underlying connection problem or other issue is resolved, such that other players participating in the game session have the same or similar gameplay experience as they would have had if the disconnected player had continued to play.Type: ApplicationFiled: March 27, 2019Publication date: October 1, 2020Inventors: Igor Borovikov, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200312042Abstract: Embodiments of the systems and methods described herein provide a three dimensional reconstruction system that can receive an image from a camera, and then utilize machine learning algorithms to identify objects in the image. The three dimensional reconstruction system can identify a geolocation of a user, identify features of the surrounding area, such as structures or geographic features, and reconstruct the scene including the identified features. The three dimensional reconstruction system can generate three dimensional object data for the features and/or objects, modify the three dimensional objects, arrange the objects in a scene, and render a two dimensional view of the scene.Type: ApplicationFiled: March 27, 2019Publication date: October 1, 2020Inventors: Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200311239Abstract: Embodiments presented herein use an audio based authentication system for pairing a user account with an audio-based periphery computing system. The audio-based authentication system allows a user to interface with the periphery device through a user computing device. The user can utilize a previously authenticated user account on the user computing device in order to facilitate the pairing of the audio-based periphery computing system with the user account.Type: ApplicationFiled: April 13, 2020Publication date: October 1, 2020Inventors: Mohsen Sardari, Kenneth Alan Moss, Kazi Atif-Uz Zaman, Navid Aghdaie, John Kolen, Mohamed Marwan Mattar
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Patent number: 10790919Abstract: Systems and methods are provided for personalized real-time audio generation based on user physiological response. An example method includes obtaining hearing information associated with a user's hearing capabilities, the hearing information indicating one or more constraints on the user's hearing, and the hearing information being determined based on one or more hearing tests performed by the user; requesting listening history information from one or more music streaming platforms, the listening history information indicating, at least, music playlists to which a user created or is subscribed; determining, based on the listening history information, a style preference associated with the user; generating, utilizing one or more machine learning models, personalized music based on the hearing information and the style preference, wherein the personalized music comports with the constraints, and wherein the system is configured to provide the personalized music for output via a user device of the user.Type: GrantFiled: March 26, 2019Date of Patent: September 29, 2020Assignee: Electronic Arts Inc.Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Patent number: 10748515Abstract: Systems and methods are provided for enhanced real-time audio generation via a virtualized orchestra. An example method includes receiving, from a user device, a request to generate output associated with a musical score. Actions associated with virtual musicians with respect to respective instruments are simulated based on one or more machine learning models, with the simulated actions being associated with a virtual musician and indicative of an expected playing style during performance of the musical score. Output audio to be provided to the user device is generated, with the output audio being generated based on the simulated actions.Type: GrantFiled: December 21, 2018Date of Patent: August 18, 2020Assignee: Electronic Arts Inc.Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200202825Abstract: Systems and methods are provided for enhanced real-time audio generation via a virtualized orchestra. An example method includes receiving, from a user device, a request to generate output associated with a musical score. Actions associated with virtual musicians with respect to respective instruments are simulated based on one or more machine learning models, with the simulated actions being associated with a virtual musician and indicative of an expected playing style during performance of the musical score. Output audio to be provided to the user device is generated, with the output audio being generated based on the simulated actions.Type: ApplicationFiled: December 21, 2018Publication date: June 25, 2020Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Patent number: 10657934Abstract: Systems and methods are provided for enhancements for musical composition applications. An example method includes receiving information identifying initiation of a music composition application, the music composition application being executed via a user device of a user, with the received information indicating a genre associated with a musical score being created via the music composition application. One or more constraints associated with the genre are determined, with the constraints indicating one or more features learned based on analyzing music associated with the genre. Musical elements specified by the user are received via the music composition application. Musical score updates are determined based on the musical elements and genre. The determined musical score updates are provided to the user device.Type: GrantFiled: March 27, 2019Date of Patent: May 19, 2020Assignee: Electronic Arts Inc.Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Patent number: 10643593Abstract: Sequence predictors may be used to predict one or more entries in a musical sequence. The predicted entries in the musical sequence enable a virtual musician to continue playing a musical score based on the predicted entries when the occurrence of latency causes a first computing system hosting a first virtual musician to not receive entries or timing information for entries being performed in the musical sequence by a second computing system hosting a second virtual musician. The sequence predictors may be generated using a machine learning model generation system that uses historical performances of musical scores to generate the sequence predictor. Alternatively, or in addition, earlier portions of a musical score may be used to train the model generation system to obtain a prediction model that can predict later portions of the musical score.Type: GrantFiled: June 4, 2019Date of Patent: May 5, 2020Assignee: Electronic Arts Inc.Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200129862Abstract: Embodiments of the systems and methods described herein provide game terrain generation system that can generate height field data from a sketch of graphical inputs from a user via a graphical user interface. The game terrain generation system can use a model, such as a trained neural network, to apply macro and micro topological features on top of the height field data to generate game terrain data. The game terrain generation system can identify boundaries between different styles of terrain and generate transitions between the styles to create a more realistic terrain boundary.Type: ApplicationFiled: February 8, 2019Publication date: April 30, 2020Inventors: Han Liu, Yiwei Zhao, Mathieu Guindon, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200129851Abstract: Using voice recognition, a user can interact with a companion application to control a video game from a mobile device. Advantageously, the user can interact with the companion application when the video game is unavailable because, for example, of the user's location. Moreover, machine learning may be used to facilitate generating voice responses to user utterances that are predicted to improve or maintain a user's level of engagement with the companion application, or its corresponding video game.Type: ApplicationFiled: September 30, 2019Publication date: April 30, 2020Inventors: Mohsen Sardari, Kenneth Alan Moss, Kazi Atif-Uz Zaman, Navid Aghdaie, John Kolen, Mohamed Marwan Mattar
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Patent number: 10621317Abstract: Embodiments presented herein use an audio based authentication system for pairing a user account with an audio-based periphery computing system. The audio-based authentication system allows a user to interface with the periphery device through a user computing device. The user can utilize a previously authenticated user account on the user computing device in order to facilitate the pairing of the audio-based periphery computing system with the user account.Type: GrantFiled: September 14, 2017Date of Patent: April 14, 2020Assignee: Electronic Arts Inc.Inventors: Mohsen Sardari, Kenneth Alan Moss, Kazi Atif-Uz Zaman, Navid Aghdaie, John Kolen, Mohamed Marwan Mattar
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Publication number: 20190388789Abstract: Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted.Type: ApplicationFiled: May 2, 2019Publication date: December 26, 2019Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Patent number: 10449440Abstract: Using voice recognition, a user can interact with a companion application to control a video game from a mobile device. Advantageously, the user can interact with the companion application when the video game is unavailable because, for example, of the user's location. Moreover, machine learning may be used to facilitate generating voice responses to user utterances that are predicted to improve or maintain a user's level of engagement with the companion application, or its corresponding video game.Type: GrantFiled: June 30, 2017Date of Patent: October 22, 2019Assignee: ELECTRONIC ARTS INC.Inventors: Mohsen Sardari, Kenneth Alan Moss, Kazi Atif-Uz Zaman, Navid Aghdaie, John Kolen, Mohamed Marwan Mattar
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Patent number: 10286323Abstract: Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted.Type: GrantFiled: February 14, 2018Date of Patent: May 14, 2019Assignee: Electronic Arts Inc.Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20190001219Abstract: Using voice recognition, a user can interact with a companion application to control a video game from a mobile device. Advantageously, the user can interact with the companion application when the video game is unavailable because, for example, of the user's location. Moreover, machine learning may be used to facilitate generating voice responses to user utterances that are predicted to improve or maintain a user's level of engagement with the companion application, or its corresponding video game.Type: ApplicationFiled: June 30, 2017Publication date: January 3, 2019Inventors: Mohsen Sardari, Kenneth Alan Moss, Kazi Atif-Uz Zaman, Navid Aghdaie, John Kolen, Mohamed Marwan Mattar
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Publication number: 20180169526Abstract: Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted.Type: ApplicationFiled: February 14, 2018Publication date: June 21, 2018Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Patent number: 9919217Abstract: Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted.Type: GrantFiled: March 8, 2016Date of Patent: March 20, 2018Assignee: Electronic Arts Inc.Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20170259177Abstract: Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted.Type: ApplicationFiled: March 8, 2016Publication date: September 14, 2017Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Kenneth Alan Moss