Patents by Inventor Nathan T. Lewis

Nathan T. Lewis 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).

  • Patent number: 11896905
    Abstract: 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.
    Type: Grant
    Filed: November 10, 2022
    Date of Patent: February 13, 2024
    Assignee: Activision Publishing, Inc.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 11857876
    Abstract: A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.
    Type: Grant
    Filed: December 9, 2021
    Date of Patent: January 2, 2024
    Assignee: Activision Publishing, Inc.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Publication number: 20230108566
    Abstract: 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.
    Type: Application
    Filed: November 10, 2022
    Publication date: April 6, 2023
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Publication number: 20230001295
    Abstract: A system and method is provided for continuous gameplay in a multiplayer video game through an unbounded gameplay session. Players may join, exit, and later rejoin a given unbounded gameplay session at any time. A given unbounded gameplay session may therefore continue indefinitely so long as at least one player wishes to continue to gameplay. To facilitate an unbounded gameplay session, the system may score players using time-based or other parameters in a manner that is fair to players who have been playing in the unbounded gameplay session longer than other players.
    Type: Application
    Filed: July 15, 2022
    Publication date: January 5, 2023
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 11524237
    Abstract: 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.
    Type: Grant
    Filed: April 29, 2019
    Date of Patent: December 13, 2022
    Assignee: Activision Publishing, Inc.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 11420119
    Abstract: A system and method is provided for continuous gameplay in a multiplayer video game through an unbounded gameplay session. Players may join, exit, and later rejoin a given unbounded gameplay session at any time. A given unbounded gameplay session may therefore continue indefinitely so long as at least one player wishes to continue to gameplay. To facilitate an unbounded gameplay session, the system may score players using time-based or other parameters in a manner that is fair to players who have been playing in the unbounded gameplay session longer than other players.
    Type: Grant
    Filed: April 8, 2019
    Date of Patent: August 23, 2022
    Assignee: Activision Publishing, Inc.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Publication number: 20220168637
    Abstract: A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.
    Type: Application
    Filed: December 9, 2021
    Publication date: June 2, 2022
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 11224807
    Abstract: A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.
    Type: Grant
    Filed: October 14, 2019
    Date of Patent: January 18, 2022
    Assignee: Activision Publishing, Inc.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 10857468
    Abstract: A matchmaking system and method is provided that facilitates optimization of player matches for multiplayer video games. The system may provide a generalized framework for matchmaking using historical player data and analytics. The framework may facilitate automatic determinations of an optimal mix of players and styles to produce the most satisfying user experiences. The system may dynamically update analytical processes based on statistical or otherwise observed data related to gameplay at any given time. In this manner, the system may continually tune the matchmaking process based on observations of player behavior, gameplay quality, and/or other information.
    Type: Grant
    Filed: April 29, 2019
    Date of Patent: December 8, 2020
    Assignee: Activision Publishing, Inc.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Publication number: 20200147490
    Abstract: A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.
    Type: Application
    Filed: October 14, 2019
    Publication date: May 14, 2020
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Publication number: 20200114264
    Abstract: 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.
    Type: Application
    Filed: April 29, 2019
    Publication date: April 16, 2020
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Publication number: 20200114268
    Abstract: A matchmaking system and method is provided that facilitates optimization of player matches for multiplayer video games. The system may provide a generalized framework for matchmaking using historical player data and analytics. The framework may facilitate automatic determinations of an optimal mix of players and styles to produce the most satisfying user experiences. The system may dynamically update analytical processes based on statistical or otherwise observed data related to gameplay at any given time. In this manner, the system may continually tune the matchmaking process based on observations of player behavior, gameplay quality, and/or other information.
    Type: Application
    Filed: April 29, 2019
    Publication date: April 16, 2020
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Publication number: 20200101379
    Abstract: A system and method is provided for continuous gameplay in a multiplayer video game through an unbounded gameplay session. Players may join, exit, and later rejoin a given unbounded gameplay session at any time. A given unbounded gameplay session may therefore continue indefinitely so long as at least one player wishes to continue to gameplay. To facilitate an unbounded gameplay session, the system may score players using time-based or other parameters in a manner that is fair to players who have been playing in the unbounded gameplay session longer than other players.
    Type: Application
    Filed: April 8, 2019
    Publication date: April 2, 2020
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 10486068
    Abstract: A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.
    Type: Grant
    Filed: May 14, 2015
    Date of Patent: November 26, 2019
    Assignee: ACTIVISION PUBLISHING, INC.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 10376792
    Abstract: A system and method is provided that recommends group compositions in multiplayer video games. The system may suggest a composition of a group of players using a matchmaking process. For example, one or more players may wish to form or join a group of players for a given game, but not know what would be an appropriate mix of player styles, player roles, skill levels, and/or other player characteristics that would make an optimal group, given the player's own characteristics. The system may identify optimal groups based on matchmaking related information such as, without limitation, game profile, player profile, prior match scores, prior quality scores, and/or other information. Optimal groups may be those that have performed successfully (e.g., accomplished the most wins, objectives, etc.), are associated with the highest player enjoyment (e.g., based on match and/or quality scores), and/or otherwise are deemed to be desirable.
    Type: Grant
    Filed: May 14, 2015
    Date of Patent: August 13, 2019
    Assignee: ACTIVISION PUBLISHING, INC.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 10322351
    Abstract: A matchmaking system and method is provided that facilitates optimization of player matches for multiplayer video games. The system may provide a generalized framework for matchmaking using historical player data and analytics. The framework may facilitate automatic determinations of an optimal mix of players and styles to produce the most satisfying user experiences. The system may dynamically update analytical processes based on statistical or otherwise observed data related to gameplay at any given time. In this manner, the system may continually tune the matchmaking process based on observations of player behavior, gameplay quality, and/or other information.
    Type: Grant
    Filed: May 14, 2015
    Date of Patent: June 18, 2019
    Assignee: ACTIVISION PUBLISHING, INC.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 10315113
    Abstract: 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.
    Type: Grant
    Filed: May 14, 2015
    Date of Patent: June 11, 2019
    Assignee: ACTIVISION PUBLISHING, INC.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 10286326
    Abstract: A soft reservation system and method is provided facilitates an unrequested reservation of a gameplay session in multiplayer video games. A soft reservation may include a match between two or more players for one or more subsequent gameplay sessions that are reserved for the players. The system may, for instance, anticipate an interest by players in a gameplay session and make a soft reservation for the players, who may not have explicitly requested the reservation, to play in the gameplay session. A soft reservation may be made for a player based on a match score, a game profile, a player profile, and/or other information.
    Type: Grant
    Filed: May 14, 2015
    Date of Patent: May 14, 2019
    Assignee: ACTIVISION PUBLISHING, INC.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Patent number: 10286314
    Abstract: A system and method is provided for continuous gameplay in a multiplayer video game through an unbounded gameplay session. Players may join, exit, and later rejoin a given unbounded gameplay session at any time. A given unbounded gameplay session may therefore continue indefinitely so long as at least one player wishes to continue to gameplay. To facilitate an unbounded gameplay session, the system may score players using time-based or other parameters in a manner that is fair to players who have been playing in the unbounded gameplay session longer than other players.
    Type: Grant
    Filed: May 14, 2015
    Date of Patent: May 14, 2019
    Assignee: ACTIVISION PUBLISHING, INC.
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
  • Publication number: 20180065047
    Abstract: A system and method is provided that drives microtransactions in multiplayer video games. The system may include a microtransaction arrange matches to influence game-related purchases. For instance, the system may match a more expert/marquee player with a junior player to encourage the junior player to make game-related purchases of items possessed/used by the marquee player. A junior player may wish to emulate the marquee player by obtaining weapons or other items used by the marquee player.
    Type: Application
    Filed: September 13, 2017
    Publication date: March 8, 2018
    Inventors: Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis