Abstract: A system and method for producing video games in order to prevent cheating in a video game environment by obfuscating game logic and variables during compilation.
Type:
Grant
Filed:
January 7, 2022
Date of Patent:
July 30, 2024
Assignee:
TAKE-TWO INTERACTIVE SOFTWARE, INC.
Inventors:
Amir Soofi, Claudiu Dumitru, Miguel Arroyo
Abstract: A system and method for detecting and managing electronic transactions and providing a domain specific collection of remotely callable functions in a video game environment.
Abstract: Systems and methods applicable, for instance, to using continuous levels of detail (CLODs) in connection with computer graphic models. Distinct levels of detail (LODs) can be generated, floating point LOD (fLOD) values can be calculated, and interpolated LODs can be generated. Further, LOD display can occur.
Type:
Grant
Filed:
December 17, 2021
Date of Patent:
May 7, 2024
Assignee:
Take-Two Interactive Software, Inc.
Inventors:
John Brooks, Shawn Best, Alex Pepper, Mike Krazanowski, Douglas E. Snyder
Abstract: A system and method for motion capture to efficiently render in-game objects, including characters, and controlling animation of characters and non-player characters. In some embodiments, the motion capture includes a machine learning model that can take as inputs information about the hand pose of a person from multiple sensors over a period of time and generates a highly probable hand pose prediction from that information, based on what it learns from a previously captured dataset of high quality sample motion captures. The systems and methods described herein overcome the imprecision conventional optical marker pipelines for the case of finger movement, where the slightest imprecision yields results that are not good enough for production.
Type:
Grant
Filed:
November 2, 2021
Date of Patent:
April 9, 2024
Assignee:
Take-Two Interactive Software, Inc.
Inventors:
James Stuart Miller, Gustavo Eggert Boehs, Cory John Alderman, Adam De Oliveira
Abstract: Disclosed are systems and methods for session management. The disclosed system allows for seamless merging and splitting of network sessions in a multiplayer network gaming environment. Seamless session management allows dynamic movement of players in a virtual world during gameplay without unnecessary loading and/or stalling. As the players in the virtual world move around, the management of active game sessions can be improved to effect a more realistic perceived population.
Abstract: A system and method for managing and pathfinding using a coarse graph of low-level nodes representing the virtual world of a gaming environment.
Abstract: A system and method for controlling the animation and movement of in-game objects. In some embodiments, the system includes one or more data-driven animation building blocks that can be used to define any character movements. In some embodiments, the data-driven animation blocks are conditioned by how their data is described separately from any explicit code in the core game engine. These building blocks can accept certain inputs from the core code system (e.g., movement direction, desired velocity of movement, and so on). But the game itself is agnostic as to why particular building blocks are used and what animation data (e.g., single animation, parametric blend, defined by user, and so on) the blocks may be associated with.
Type:
Grant
Filed:
October 23, 2020
Date of Patent:
April 4, 2023
Assignee:
TAKE-TWO INTERACTIVE SOFTWARE, INC.
Inventors:
Tobias Kleanthous, Mike Jones, Chris Swinhoe, Arran Cartie, James Stuart Miller, Sven Louis Julia van Soom
Abstract: Disclosed are systems and methods for session management. The disclosed system allows for seamless merging and splitting of network sessions in a multiplayer network gaming environment. Seamless session management allows dynamic movement of players in a virtual world during gameplay without unnecessary loading and/or stalling. As the players in the virtual world move around, the management of active game sessions can be improved to effect a more realistic perceived population.
Abstract: A system and method for managing and pathfinding using a coarse graph of low-level nodes representing the virtual world of a gaming environment.
Abstract: A system and method for detecting and managing electronic transactions and providing a domain specific collection of remotely callable functions in a video game environment.
Abstract: A system and method for building and rendering in-game objects. In some embodiments, the system includes a plurality of metadata records describing available assets, wherein each metadata record comprises an asset identifier, which identifies an asset, and a property tag. In some embodiments, the system receives the metadata asset record or the asset identified by the metadata asset record from an asset interface to instruct a rendering engine to load the asset identified by the metadata asset record into a 3D environment.
Type:
Grant
Filed:
December 22, 2017
Date of Patent:
April 27, 2021
Assignee:
TAKE-TWO INTERACTIVE SOFTWARE, INC.
Inventors:
Aaron Garbut, Klaas Schilstra, Flavius Alecu, John Whyte
Abstract: Disclosed are systems and methods for session management. The disclosed system allows for seamless merging and splitting of network sessions in a multiplayer network gaming environment. Seamless session management allows dynamic movement of players in a virtual world during gameplay without unnecessary loading and/or stalling. As the players in the virtual world move around, the management of active game sessions can be improved to effect a more realistic perceived population.
Abstract: Example embodiments of the present invention are directed to systems and methods for simulating sparse fluids and visualizing the results. An example embodiment involves simulating sparse fluids on a two-dimensional surface and using that simulation to visualize the results on a three dimensional surface. The fluid computation operates in a two-dimensional (2D) plane although the visualization of the fluid simulation is three-dimensional (3D). The simulation uses surface shape and properties, local gravity vectors, and various other criteria to simulate realistic behavior of sparse fluids, e.g., sweat, tears, blood, and drops of liquid. The systems and methods of the present invention may be implemented, for example, on a highly parallel architecture, such as a graphics processing unit (GPU), and on non-parallel architectures.
Abstract: The field of the invention relates to interactive computer systems and more particularly to systems and methods for simulating a particular user's behavior in an interactive computer system. In one embodiment, a computer program product includes a simulator configured to simulate a user interacting with a computer program. The simulator includes a learning mode of operation and a simulation mode of operation. During the learning mode, the simulator is configured to monitor the user's interaction with the computer program for one or more events and analyze one or more current circumstances during the occurrence of the one or more events. The simulator is further configured to record one or more user inputs in response to the occurrence of the one or more events, store the one or more user inputs in one or more data fields, and associate the one or more data fields with the one or more events and the one or more current circumstances.
Type:
Grant
Filed:
March 24, 2014
Date of Patent:
November 12, 2019
Assignee:
TAKE-TWO INTERACTIVE SOFTWARE, INC.
Inventors:
Jeffrey J. Thomas, Abraham J. Navarro, Gordon K. Read, David M. Zydyrko, Jr.
Abstract: A system and method for building and rendering in-game objects. In some embodiments, the system includes a plurality of metadata records describing available assets, wherein each metadata record comprises an asset identifier, which identifies an asset, and a property tag. In some embodiments, the system receives the metadata asset record or the asset identified by the metadata asset record from an asset interface to instruct a rendering engine to load the asset identified by the metadata asset record into a 3D environment.
Type:
Grant
Filed:
October 19, 2018
Date of Patent:
October 1, 2019
Assignee:
Take-Two Interactive Software, Inc.
Inventors:
Aaron Garbut, Klaas Schilstra, Flavius Alecu, John Whyte
Abstract: Systems and methods for animating a character model by deforming the character model based on poses. Embodiments may contain a modeling component in which a user may create a character model that contains a rig representing animation controls applied to the model, and geometric/graphic parameters for graphically rendering the model. The user also may create directed graphs that contain nodes representing operations that act on the character model and directional connections representing data flow between nodes. The embodiments may contain a compiling component that convert a directed graph into a sequence of instructions that perform the operations denoted at the nodes. The embodiments provide tools and methods to reduce redundancies in the sequence of instructions producing an optimized version of instruction sequence. The resulting instructions are then convertible into machine code for running on a video game device or loaded into a plug-in of a graphic rendering engine.