Patents Assigned to Electronic Arts Inc.
  • Patent number: 10843086
    Abstract: A virtual space is provided to users via client computing devices. Device information related to a client computing platform used by a user to interact with the virtual space may be obtained. Different users using different client computing platforms may be provided with different in-game capabilities such as user roles, content items, levels, and/or other content or actions available for the user in the virtual space based on the client computing platform used by the users to access the virtual space. The device information may be used to facilitate enhanced party formation between users of the virtual space.
    Type: Grant
    Filed: August 26, 2019
    Date of Patent: November 24, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Kent Wakeford, Clifford J. Harrington
  • Patent number: 10846910
    Abstract: Apparatuses and methods pertaining to computer handling of three dimensional volumes are disclosed. One such method comprises obtaining data representing an input set of one or more three-dimensional volumes; selecting a first three-dimensional volume from among the input set of three-dimensional volumes; identifying a concavity in the first three-dimensional volume, the concavity having a region of deepest concavity; splitting the first three-dimensional volume along a split plane or intersection loop contacting or intersecting the region of deepest concavity, such as to provide plural three-dimensional volumes; and providing data representing an output set of two or more three-dimensional volumes.
    Type: Grant
    Filed: April 10, 2019
    Date of Patent: November 24, 2020
    Assignee: ELECTRONIC ARTS INC.
    Inventor: Ashton Mason
  • Patent number: 10848805
    Abstract: Methods for providing contextual video recommendations within a video game are provided. In one aspect, a method includes executing an application that uses a rendering engine. The method also includes determining that a video recommendation threshold has been met. The method also includes providing a current contextual state of the application to a server such that the server selects a video from a plurality of videos based on the provided current contextual state and an index, wherein the index includes output from a vision model applied on the plurality of videos, and wherein the vision model is trained on footage generated by the rendering engine. The method also includes receiving a reference to the selected video from the server. The method also includes providing for display, via the reference, the selected video within a user interface of the application. Systems and machine-readable media are also provided.
    Type: Grant
    Filed: March 28, 2018
    Date of Patent: November 24, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Mohamed Marwan Abdel Magid Mattar, Bhargav Rajendra, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Patent number: 10835824
    Abstract: The present disclosure provides a video game based seasonal reward distribution system. The seasonal reward system can provide users with a non-linear map that allows the users to choose how to progress through the reward map when advancing or leveling up a virtual character or user account within the video game. The virtual map can provide a visual representation of a non-linear pathway or tracks that a user can follow based on how the user would like to proceed and what types of rewards the user prefers to unlock. The reward map provides a series of reward nodes connected by links, resulting in a plurality of pathways or tracks that a user can select during advancement within the video game. The user can select individual reward nodes when the virtual character levels up and progress along a pathway on the virtual map.
    Type: Grant
    Filed: August 15, 2019
    Date of Patent: November 17, 2020
    Assignee: ELECTRONIC ARTS INC.
    Inventor: Shaun Mackenzie Laker
  • Patent number: 10839215
    Abstract: An artificially intelligent entity can emulate human behavior in video games. An AI model can be made by receiving gameplay logs of a video gameplay session, generating, based on the gameplay data, first situational data indicating first states of the video game, generating first control inputs provided by a human, the first control inputs corresponding to the first states of the video game, training a first machine learning system using the first situational data and corresponding first control inputs, and generating, using the first machine learning system, a first artificial intelligence model. The machine learning system can include a convolutional neural network. Inputs to the machine learning system can include a retina image and/or a matrix image.
    Type: Grant
    Filed: May 21, 2018
    Date of Patent: November 17, 2020
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Caedmon Somers, Jason Rupert
  • Patent number: 10835823
    Abstract: Systems presented herein may automatically and dynamically modify a video game being played by a user based at least in part on a determined or predicted emotional state of a user. Using one or more machine learning algorithms, a parameter function can be generated that uses sensory and/or biometric data obtained by monitoring a user playing a video game. Based on the sensory and/or biometric data, an emotional state of the user can be predicted. For example, it can be determined whether a user is likely to be bored, happy, or frightened while playing the video game. Based at least in part on the determination of the user's emotional state, the video game can be modified to improve positive feelings and reduce negative feelings occurring in response to the video game.
    Type: Grant
    Filed: December 27, 2018
    Date of Patent: November 17, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Chinmay Mukund Sumant, Nitish Victor, Tushar Agarwal, Preethi Ganeshan, Sundeep Narravula, Yu Jin, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman
  • Patent number: 10841236
    Abstract: A system can manage distribution of computing jobs among a plurality of third-party network or cloud computing providers to maximize utilization of available computing resources purchased or otherwise obtained by an entity. The system can determine a dependency relationship between jobs and distribute the jobs among the network computing providers based at least in part on the dependency relationship between the jobs. Moreover, the system can use machine learning algorithms to generate one or more prediction algorithms to predict future computing resource usage demands for performing a set of scheduled and unscheduled jobs.
    Type: Grant
    Filed: March 30, 2018
    Date of Patent: November 17, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Yu Jin, Sundeep Narravula, Navid Aghdaie, Kazi Atif-Uz Zaman, Preethi Ganeshan, Tushar Agarwal, Cong Feng, Drew John Zagieboylo
  • Publication number: 20200359030
    Abstract: A video compression system and method may be used to compress video data using both resolution compression and texture compression. The compression may involve converting the video format from a first format to a second format and then performing resolution compression across blocks of pixels within each frame of the video. The resolution compressed data may then be arranged as data triplets spanning three consecutive frames of the video. The data triplets may be texture compressed using ETC or other texture compression techniques. The compressed video may be part of other applications, such as a video to be played within a video game. A client device may be able to decompress the compressed video by reversing the texture compression, reversing the resolution compression, and performing a format conversion to generate uncompressed video data that can be used to play the video.
    Type: Application
    Filed: July 29, 2020
    Publication date: November 12, 2020
    Applicant: Electronic Arts Inc.
    Inventor: Laurent Benes
  • Patent number: 10821364
    Abstract: Systems and methods are provided for enhanced item discovery and delivery for electronic video game systems. An example method includes establishing connections with a plurality of user devices, the user devices executing respective game engines associated with an electronic game, with each user device being controlled by a respective player of a same game world and presenting a respective view of the game world associated with a respective character within the game world. Information indicating that a wishlist associated with a first player is to be updated is received, with updating including associating a particular item with the wishlist, the particular item being equipped by a second character of a second player within the game world. Information is obtained which indicates that the particular player has provided user input to cause ordering of the particular item.
    Type: Grant
    Filed: September 20, 2018
    Date of Patent: November 3, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Shaun Mackenzie Laker, Dylan Charles Loney
  • Patent number: 10814225
    Abstract: Users may build structures having an area of effect surrounding the structure in a game as a result of in-game actions. In-game actions may include building an instance of a structure controlled by a user. The structure may have an associated area of effect configured to impact at least one of resource accumulation, structure properties, and event frequency within the area of effect. The area of effect may be presented on a map with information relating to its impact. The area of effect may impact the cost of building other buildings therein, the rate at which resources are accumulated therein, the defensive ratings of other buildings therein, the effectiveness of other buildings therein in carrying out an intended functionality, and the frequency at which various positive or negative events occur therein. Some buildings can only be built within the area of effect of a specific other building.
    Type: Grant
    Filed: October 22, 2015
    Date of Patent: October 27, 2020
    Assignee: ELECTRONIC ARTS INC.
    Inventor: Michael Sellers
  • Patent number: 10814231
    Abstract: A system and method for displaying auxiliary content during an idle time in a virtual space.
    Type: Grant
    Filed: February 6, 2017
    Date of Patent: October 27, 2020
    Assignee: Electronic Arts Inc.
    Inventor: Ziqiang Xu
  • Patent number: 10818070
    Abstract: 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: Grant
    Filed: March 27, 2019
    Date of Patent: October 27, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Han Liu, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Patent number: 10818079
    Abstract: Embodiments of the disclosure provide systems and method for rendering reflections. To add reflections to a pixel in an image, ray marching is used to attempt to find a ray intersection for primary reflections. When using rasterization to render a scene, objects outside the viewport are culled. As such, ray marching may fail in various situations, such as when a ray marched ray exits the viewport without intersecting any other object of the scene. In such a situation where ray marching fails, the ray can be re-cast as a ray traced ray. The ray traced ray is cast into the full 3D (three-dimensional) scene with all objects present (i.e., objects are not culled). Ray tracing is then used to attempt to find a ray intersection, i.e., for a primary reflection. The disclosed embodiments can be used in real-time or near-real time applications, such as video games.
    Type: Grant
    Filed: August 10, 2018
    Date of Patent: October 27, 2020
    Assignee: Electronic Arts Inc.
    Inventor: Yasin Uludag
  • Patent number: 10807004
    Abstract: 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: Grant
    Filed: May 2, 2019
    Date of Patent: October 20, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Patent number: 10799795
    Abstract: Systems and methods are provided for real-time audio generation for electronic games based on personalized music preferences. An example method includes 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. A style preference associated with the user is determined based on the listening history information. A musical cue associated with an electronic game is accessed, with the musical being associated with music to be output by the electronic game based on a game state of the electronic game. Personalized music is generated utilizing one or more machine learning models based on the musical cue and the style preference, wherein the system is configured to provide the personalized music for inclusion in the electronic game.
    Type: Grant
    Filed: March 26, 2019
    Date of Patent: October 13, 2020
    Assignee: Electronic Arts Inc.
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Patent number: 10799798
    Abstract: Embodiments of the systems and methods described herein can automatically measure the difficulty metrics associated with various aspects of a video game using an artificial intelligence system. The artificial intelligence system may include multiple game agents. Telemetry data associated with the gameplay of each game agent may be recorded while the game application is automatically executed by the game agents. The telemetry data may be communicated to a data analysis system which can calculate game difficulty metrics for various aspects of the game. The data analysis system can determine game difficulty associated with the various aspects based on the game difficulty metrics. The results from the data analysis system may be visualized and communicated to a game developer for updating the operations of the video game.
    Type: Grant
    Filed: June 27, 2019
    Date of Patent: October 13, 2020
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Meng Wu
  • Patent number: 10792566
    Abstract: Embodiments of the present disclosure comprise a content streaming system 120 that can stream content assets within the game environment. The content streaming system 120 can include a decoding module 124 that can decode content prior to streaming. The content streaming system 120 can stream the content asset to the environmental element during runtime without dynamically rendering the content asset during runtime, the decoded content asset can be applied as a textures on elements within the game environment. A content management module 122 can prioritize the order in which the content asset content is decoded and manage the process of streaming the content asset to the environmental elements during runtime. The content management module 122 can also dynamically select the content asset with an appropriate resolution to stream to the environmental element based on runtime gameplay information.
    Type: Grant
    Filed: September 30, 2015
    Date of Patent: October 6, 2020
    Assignee: ELECTRONIC ARTS INC.
    Inventor: Jan Andrik Oliver Schmid
  • Patent number: 10796474
    Abstract: Embodiments of the disclosure provide systems and method for rendering reflections. To add reflections to a pixel in an image, ray marching is used to attempt to find a ray intersection for primary reflections. When using rasterization to render a scene, objects outside the viewport are culled. As such, ray marching may fail in various situations, such as when a ray marched ray exits the viewport without intersecting any other object of the scene. In such a situation where ray marching fails, the ray can be re-cast as a ray traced ray. The ray traced ray is cast into the full 3D (three-dimensional) scene with all objects present (i.e., objects are not culled). Ray tracing is then used to attempt to find a ray intersection, i.e., for a primary reflection. The disclosed embodiments can be used in real-time or near-real time applications, such as video games.
    Type: Grant
    Filed: August 10, 2018
    Date of Patent: October 6, 2020
    Assignee: Electronic Arts Inc.
    Inventor: Yasin Uludag
  • Publication number: 20200310948
    Abstract: A test case selection system and method uses a test selection model to select test cases from a library of test cases to be used for quality assurance (QA) testing of a software application to maximize the chances of finding bugs from executing the selected test cases. The test case selection model may be a machine learning based regression model trained using outcomes of previous QA testing. In some case, the test case selection system may provide periodic and/or continuous refinement of the test case selection model from one QA testing run to the next. The model refinements may include updating weights associated with the test case selection model in the form of a regression model. Additionally, the test case selection system may provide performance analytics between a test case selection model-based selection of test cases and random selection of test cases.
    Type: Application
    Filed: March 29, 2019
    Publication date: October 1, 2020
    Applicant: Electronic Arts, Inc
    Inventors: Milan Culibrk, Alexander Senchenko, Dan Ispir
  • Patent number: 10790919
    Abstract: 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: Grant
    Filed: March 26, 2019
    Date of Patent: September 29, 2020
    Assignee: Electronic Arts Inc.
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss