Patents Assigned to Electronic Arts
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Publication number: 20090093302Abstract: Embodiments of the present invention include methods for providing a simulated disc jockey experience in a video game. Embodiments are provided for playing video games on portable electronic devices such as mobile phones and/or portable music players and on conventional video game clients, such as video game consoles, personal computers, and/or handheld video game devices.Type: ApplicationFiled: October 5, 2007Publication date: April 9, 2009Applicant: Electronic Arts Inc.Inventors: James Holloway, Scott Humphries
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Publication number: 20090082104Abstract: An audio player for playing back a plurality of tracks, comprising a game state monitor for monitoring a state of an interactive video game being played by a user of a game device, a track controller for managing a plurality of audio tracks, and a track manager for playing out selected ones of the plurality of audio tracks wherein the selected ones are selected based on game logic and a current game state of the interactive video game.Type: ApplicationFiled: September 24, 2007Publication date: March 26, 2009Applicant: Electronics Arts, Inc.Inventor: Christopher Hegstrom
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Publication number: 20090082105Abstract: An audio player for playing back a plurality of tracks, comprising a game state monitor for monitoring a state of an interactive video game being played by a user of a game device, a track controller for managing a plurality of audio tracks, and a track manager for playing out selected ones of the plurality of audio tracks wherein the selected ones are selected based on game logic and a current game state of the interactive video game.Type: ApplicationFiled: September 18, 2008Publication date: March 26, 2009Applicant: Electronic Arts, Inc.Inventor: Christopher Hegstrom
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Patent number: 7505883Abstract: Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint-based system in which constraints are defined in terms of the positions of the bodies. Displacements caused by reaction forces necessary to ensure that the bodies comply with the position constraints can be calculated and can be done iteratively by updating equations defining the reaction forces and the displacements such that the computation time and memory resources required to perform the calculations is linearly dependent upon the number of bodies and the number of contacts and joints between the bodies.Type: GrantFiled: March 23, 2006Date of Patent: March 17, 2009Assignee: Electronic Arts Inc.Inventor: Jean-Christophe Leprevost
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Publication number: 20080214304Abstract: In a computer program operating based on user inputs, a user input module receives user input from a view control portion of the user input device, the view control portion being input elements designated for user by the user to change a view, the view being a surface in a virtual space that is mapped to a display surface such that the user can see at least a portion of the contents of the virtual space that is visible through the view and the user can see different portions and/or perspectives of the virtual space by changing the view. The user view change inputs are conveyed to the computer program, thereby enabling the computer program to determine how to change a display to conform to the user's desired view change. The user input module can then receive user input to indicate a user's selection of objects from the virtual space and select objects in the virtual space using a current view as a selector for the items, thereby allowing the user to specify a selection by positioning a view.Type: ApplicationFiled: March 2, 2007Publication date: September 4, 2008Applicant: Electronic Arts, Inc.Inventor: Louis Castle
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Publication number: 20080176658Abstract: A video game that provides a player game play experience that simulates an evolution process is disclosed. In each stage of the evolution process, the player can create game content that is uploaded to a server. Other players' game content can also be downloaded into the player's game. In an embodiment of the present invention, the player-defined content can be automatically uploaded to a server, where it can be automatically downloaded to players' games in accordance with criteria such as heuristics that are relevant to the game, player preferences, rankings, community preferences and combinations thereof.Type: ApplicationFiled: August 20, 2007Publication date: July 24, 2008Applicant: Electronic Arts, Inc.Inventor: Will Wright
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Patent number: 7403202Abstract: Embodiments of the present invention provide methods and apparatus wherein physics models are integrated with motion capture animation to allow for variability in animations, dynamic response, such as animating events different from those for which motion capture data was obtained, including changes in character purpose and collisions. The physical model may include sets of internal forces and/or external forces. To facilitate the integration of mo-cap animation data with physics models, mo-cap animation data is played back using forces on physical models rather than directly setting joint angles or positions in a graphical skeleton, which allows the animation to be dynamically altered in real-time in a physically realistic manner by external forces and impulses.Type: GrantFiled: August 1, 2005Date of Patent: July 22, 2008Assignee: Electronic Arts, Inc.Inventor: Shawn P. Nash
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Publication number: 20080146342Abstract: A live-hosted multiplayer online gaming system includes a plurality of game clients, a game controller, and a live-operator input. The game controller includes logic to operate a live-hosted multiplayer online game, logic to couple the game controller to the plurality of game clients via a network, and logic to receive inputs from and to send outputs to the plurality of game clients. The live operator console further includes logic to couple the live operator input to the game server to enable communication between the live operator input and the game controller, logic to synchronize the live operator input to the current game state, and logic to send messages to the game controller that cause the game controller to create events that control at least in part the execution of the live hosted multiplayer online game.Type: ApplicationFiled: December 19, 2006Publication date: June 19, 2008Applicant: Electronic Arts, Inc.Inventors: Roy Harvey, Greg Schaefer
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Patent number: 7351138Abstract: A simulation module simulates events that may occur during a cautionary period based on, e.g., current relative position of vehicles, vehicle and driver attributes and current game statistics for vehicles, and compiles new statistics and attributes that are used in the resumed race. A full race simulation option and a partial race simulation option are also provided. For example, in a season mode, the simulation module simulates events that may occur during a race and compiles statistics that can be used later, e.g., in a later race, for season standings, etc. A complete race may be simulated, or a partial race may be simulated, for example, if a user desires to terminate a race before it is finished, using the compiled statistics, and a new set of statistics compiled to track the simulated race events. Real world statistics are imported and used in some aspects.Type: GrantFiled: April 20, 2004Date of Patent: April 1, 2008Assignee: Electronic Arts Inc.Inventors: Marco Busse, Steve Chiang
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Publication number: 20070296723Abstract: Systems and methods for electronic simulation of events via computer-based gaming technologies are provided. Data relating to an event such as a sports games is received containing event object information. Events objects can be, for example, players on a field or objects relating to the event environment. A game object processing module correlates the event objects to game event objects. A video game console performs a game simulation using the game event objects, by applying the event data to the event objects, and then displaying the game simulation on the game console. The result is a simulation of the event via the game console.Type: ApplicationFiled: June 26, 2006Publication date: December 27, 2007Applicant: Electronic Arts Inc.Inventor: William Williams
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Patent number: 7307618Abstract: The present invention provides a system that increases a user's control over character animation. Time-dependent signals are accepted from a user input device. The input is processed in real-time such that the user's input can be used to directly control the animation of an animated character. For example, the animation of a three-dimensional rendered character swinging a golf club in a golf game can be changed in mid-swing according to the user's operation of an input device. In general the system accepts user continuous and real-time user input. The user is given improved control and visual feedback on the movement being animated. One embodiment of the invention includes an analog input module, a control state machine module and an animation state machine module. The analog input module is configured to receive user analog input (e.g., from an analog joystick) related to animated character display and to normalize the user analog input to create a normalized user analog input.Type: GrantFiled: November 7, 2005Date of Patent: December 11, 2007Assignee: Electronic Art, Inc.Inventors: Colin Boswell, William Alexander Karweit, Mike Ryan Olsen, Todd William Growney
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Publication number: 20070262998Abstract: The present invention provides a system that increases a user's control over character animation. Time-dependent signals are accepted from a user input device. The input is processed in real-time such that the user's input can be used to directly control the animation of an animated character. For example, the animation of a three-dimensional rendered character swinging a golf club in a golf game can be changed in mid-swing according to the user's operation of an input device. In general the system accepts user continuous and real-time user input. The user is given improved control and visual feedback on the movement being animated. One embodiment of the invention includes an analog input module, a control state machine module and an animation state machine module. The analog input module is configured to receive user analog input (e.g., from an analog joystick) related to animated character display and to normalize the user analog input to create a normalized user analog input.Type: ApplicationFiled: May 7, 2007Publication date: November 15, 2007Applicant: Electronic Arts, Inc.Inventors: Colin Boswell, William Karweit, Mike Olsen, Todd Growney
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Publication number: 20070238499Abstract: A video game that provides a player game play experience that simulates an evolution process is disclosed. In each stage of the evolution process, the player can create game content that is uploaded to a server. Other players' game content can also be downloaded into the player's game. In an embodiment of the present invention, the player-defined content can be automatically uploaded to a server, where it can be automatically downloaded to players' games in accordance with criteria such as heuristics that are relevant to the game, player preferences, rankings, community preferences and combinations thereof.Type: ApplicationFiled: March 9, 2007Publication date: October 11, 2007Applicant: Electronic Arts, Inc.Inventor: Will Wright
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Publication number: 20070143212Abstract: An online product distribution method provides copyright protection and enhanced control over user access to an online product through the use of a fingerprint combined with a double encryption method that provides two layers of protection against unauthorized access to a product prior to a release date. The double encryption is carried out by using two different keys, a first key which is a customer-specific key and a second key which is a failsafe key. The failsafe key is a protection against software errors or system misconfiguration resulting in the premature release of the keys necessary for decryption. A fingerprint containing a validation code can be used for an additional level of protection. The validation code can be dynamically allocated or predetermined. In one aspect, the validation codes are embedded into the data of the online product and can provide a fingerprint which traces the product as coming from a particular source.Type: ApplicationFiled: November 8, 2006Publication date: June 21, 2007Applicant: Electronic Arts Inc.Inventors: Lars Smith, William Lipa, Yugeshren Naicker
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Patent number: 7209139Abstract: Multiple instances of a single object are aggregated and submitted collectively to a graphics API for rendering. Vertices of the object are replicated into a large buffer and are modified so as to be bound to different transformation matrices in a matrix palette. An index buffer of the object is similarly replicated. Each replicated index buffer is modified to refer to vertices of a different, respective set of replicated vertices. Thus, the large vertex and index buffers are initialized to contain multiple, distinct, and independent copies of the object. Instancing logic aggregates matrix palettes of individual instances of the same object into an aggregated matrix palette and sends the aggregated vertex and index buffers of the object along with the accumulated aggregated matrix palette to the graphics API for rendering.Type: GrantFiled: January 7, 2005Date of Patent: April 24, 2007Assignee: Electronic ArtsInventors: Paul Keet, Jason Quinn Gregory, Mark Evan Dochtermann
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Patent number: 7159212Abstract: Art asset rendering systems and methods in which pre-processing is performed in a compilation process. Geometric data are processed in the compilation process with knowledge of associated shading programs. The data are converted into data structures targeted directly to a target hardware platform, and a code stream is assembled that describes the manipulations required to render these data structures. The compiler includes a front end configured to read the geometric data and attributes (an art asset) output from a 3D modeling package and shaders in a platform independent form and perform platform-independent optimizations, and a back end configured to perform platform-specific optimizations and generate platform-targeted data structures and code streams.Type: GrantFiled: March 7, 2003Date of Patent: January 2, 2007Assignee: Electronic Arts Inc.Inventors: Eric Schenk, Paul Lalonde
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Patent number: 7156733Abstract: A method for enabling interaction with a shared game data file in a game device is provided. The method comprises: providing logic to perform one or more actions associated with the shared game data file; and providing logic to cause the game device to perform an action in the one or more actions with the shared game data file, the shared game data file allowing data associated with a first game in the shared game data file to affect actions in a second game.Type: GrantFiled: May 12, 2003Date of Patent: January 2, 2007Assignee: Electronics Arts Inc.Inventors: Steve Chiang, Phil Frazier, Daniel Martin, Mathew Thazhmon, Mike Olsen
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Publication number: 20060281540Abstract: A method and system of providing players with positive return in a gambling game. Tokens are won or lost in a manner that assures net positive return. Token value is determined based on the total number of outstanding tokens, or on the total number that have been issued in a predetermined time period, so that the total prize payout is predetermined and constant. In one embodiment, tokens act as lottery tickets, and prizes are awarded to winners of the lottery, so that a player's chance of winning the lottery is based on the percentage of outstanding tokens he or she possesses.Type: ApplicationFiled: June 6, 2006Publication date: December 14, 2006Applicant: Electronic Arts Inc.Inventors: Nicholas Rush, Jason Kapalka, Sukhbir Sidhu
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Publication number: 20060274068Abstract: Equilibrium forces and momentum are calculated using character skeleton node graphs having variable root nodes determined in real time based on contacts with fixed objects or other constraints that apply external forces to the character. The skeleton node graph can be traveled backwards and in so doing it is possible to determine a physically possible reaction force. The tree can be traveled one way to apply angles and positions and then traveled back the other way ‘to calculate’ forces and moments. Unless the root is correct, however, reaction forces will not be able to be properly determined. The adaptive skeleton framework enables calculations of reactive forces on certain contact nodes to be made. Calculation of reactive forces enables more realistic displayed motion of a simulated character.Type: ApplicationFiled: June 6, 2006Publication date: December 7, 2006Applicant: Electronic Arts Inc.Inventor: Luc Barthelet
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Publication number: 20060262113Abstract: Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint-based system in which constraints are defined in terms of the positions of the bodies.Type: ApplicationFiled: March 23, 2006Publication date: November 23, 2006Applicant: Electronic Arts Inc.Inventor: Jean-Christophe Leprevost