Patents Assigned to WARGAMING.NET, LLP
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Patent number: 8870644Abstract: Methods and systems for performing smart matchmaking in a massive multiplayer online game are described herein. A video game such as a vehicle-based combat game may include multiple types of vehicles, where each type of vehicle may progress through increasing tier levels. Different types of vehicles within the same tier may have different capabilities, strengths, and weaknesses. When performing matchmaking for a game session, a matchmaking server may use a battle level table defining permissible tiers of each type of vehicle allowed within a particular battle level, and may also limit the number of a specific type of vehicle allowed in any one game session. The battle table may provide an advantage to premium vehicles by limiting the tiers of other vehicles against which a similarly tiered premium vehicle may compete. Battle level difficulty may be adjusted by adjusting the ranges of permissible vehicles in each battle level.Type: GrantFiled: September 16, 2013Date of Patent: October 28, 2014Assignee: Wargaming.net LLPInventors: Victor Kislyi, Ivan Mikhnevich
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Publication number: 20140221061Abstract: Methods and systems for controlling vehicles within graphically simulated environments are described herein. A video game such as a vehicle-based combat game may have vehicles (such as airplanes) operating in a simulated three dimensional space. In a destination based control mode, users may partially control vehicles using two-dimensional input devices by inputting a new destination for the vehicle to go to, and the game's control logic may then automatically calculate how to control the vehicle toward the new heading. Fight and assault (bombing) control sub-modes may be provided. In addition, in an immediate control mode, a user may provide input that indicates a direction and speed of rotation, to provide more direct control of a vehicles control systems and/or control surfaces.Type: ApplicationFiled: April 11, 2014Publication date: August 7, 2014Applicant: WARGAMING.NET LLPInventor: Anton Sitnikau
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Patent number: 8734250Abstract: Methods and systems for controlling vehicles within graphically simulated environments are described herein. A video game such as a vehicle-based combat game may have vehicles (such as airplanes) operating in a simulated three dimensional space. In a destination based control mode, users may partially control vehicles using two-dimensional input devices by inputting a new destination for the vehicle to go to, and the game's control logic may then automatically calculate how to control the vehicle toward the new heading. Fight and assault (bombing) control sub-modes may be provided. In addition, in an immediate control mode, a user may provide input that indicates a direction and speed of rotation, to provide more direct control of a vehicles control systems and/or control surfaces.Type: GrantFiled: February 15, 2013Date of Patent: May 27, 2014Assignee: Wargaming.net LLPInventor: Anton Sitnikau
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Patent number: 8708802Abstract: Methods and systems for performing smart matchmaking in a massive multiplayer online game are described herein. A video game such as a vehicle-based combat game may include multiple types of vehicles, where each type of vehicle may progress through increasing tier levels. Different types of vehicles within the same tier may have different capabilities, strengths, and weaknesses. When performing matchmaking for a game session, a matchmaking server may use a battle level table defining permissible tiers of each type of vehicle allowed within a particular battle level, and may also limit the number of a specific type of vehicle allowed in any one game session. The battle table may provide an advantage to premium vehicles by limiting the tiers of other vehicles against which a similarly tiered premium vehicle may compete. Battle level difficulty may be adjusted by adjusting the ranges of permissible vehicles in each battle level.Type: GrantFiled: November 14, 2013Date of Patent: April 29, 2014Assignee: Wargaming.net LLPInventors: Victor Kislyi, Ivan Mikhnevich
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Publication number: 20140113721Abstract: Methods and systems for controlling vehicles within video games are described herein. A video game such as a vehicle-based combat game may have vehicles (such as airplanes) operating in a simulated three dimensional space. Users may partially control the direction of these vehicles using two-dimensional input devices by inputting a new direction for the vehicle to point and optionally a speed with which to pursue the new direction. Alternatively, a user may wish to engage in continuous banked turning of their vehicle to realistically simulate aspects of vehicle-to-vehicle combat. Rotation of the vehicle from its current direction to its new direction is controlled by an artificial intellect, which operates various control equipment of the vehicle to realistically simulate the path of the vehicle, based on whether a user has input a desired destination or a desired turn direction.Type: ApplicationFiled: December 23, 2013Publication date: April 24, 2014Applicant: Wargaming.net LLPInventor: Anton SITNIKOV
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Publication number: 20140099606Abstract: Methods and systems for controlling vehicles within graphically simulated environments are described herein. A video game such as a vehicle-based combat game may have vehicles (such as airplanes) operating in a simulated three dimensional space. In a destination based control mode, users may partially control vehicles using two-dimensional input devices by inputting a new destination for the vehicle to go to, and the game's control logic may then automatically calculate how to control the vehicle toward the new heading. Fight and assault (bombing) control sub-modes may be provided. In addition, in an immediate control mode, a user may provide input that indicates a direction and speed of rotation, to provide more direct control of a vehicles control systems and/or control surfaces.Type: ApplicationFiled: February 15, 2013Publication date: April 10, 2014Applicant: WARGAMING.NET, LLPInventor: Anton Sitnikau
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Publication number: 20140073408Abstract: Methods and systems for performing smart matchmaking in a massive multiplayer online game are described herein. A video game such as a vehicle-based combat game may include multiple types of vehicles, where each type of vehicle may progress through increasing tier levels. Different types of vehicles within the same tier may have different capabilities, strengths, and weaknesses. When performing matchmaking for a game session, a matchmaking server may use a battle level table defining permissible tiers of each type of vehicle allowed within a particular battle level, and may also limit the number of a specific type of vehicle allowed in any one game session. The battle table may provide an advantage to premium vehicles by limiting the tiers of other vehicles against which a similarly tiered premium vehicle may compete. Battle level difficulty may be adjusted by adjusting the ranges of permissible vehicles in each battle level.Type: ApplicationFiled: November 14, 2013Publication date: March 13, 2014Applicant: Wargaming.net LLPInventors: Victor Kislyi, Ivan Mikhnevich
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Publication number: 20140018152Abstract: Methods and systems for performing smart matchmaking in a massive multiplayer online game are described herein. A video game such as a vehicle-based combat game may include multiple types of vehicles, where each type of vehicle may progress through increasing tier levels. Different types of vehicles within the same tier may have different capabilities, strengths, and weaknesses. When performing matchmaking for a game session, a matchmaking server may use a battle level table defining permissible tiers of each type of vehicle allowed within a particular battle level, and may also limit the number of a specific type of vehicle allowed in any one game session. The battle table may provide an advantage to premium vehicles by limiting the tiers of other vehicles against which a similarly tiered premium vehicle may compete. Battle level difficulty may be adjusted by adjusting the ranges of permissible vehicles in each battle level.Type: ApplicationFiled: September 16, 2013Publication date: January 16, 2014Applicant: Wargaming.net, LLPInventors: Victor Kislyi, Ivan Mikhnevich
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Publication number: 20130310181Abstract: Methods and systems for performing smart matchmaking in a massive multiplayer online game are described herein. A video game such as a vehicle-based combat game may include multiple types of vehicles, where each type of vehicle may progress through increasing tier levels. Different types of vehicles within the same tier may have different capabilities, strengths, and weaknesses. When performing matchmaking for a game session, a matchmaking server may use a battle level table defining permissible tiers of each type of vehicle allowed within a particular battle level, and may also limit the number of a specific type of vehicle allowed in any one game session. The battle table may provide an advantage to premium vehicles by limiting the tiers of other vehicles against which a similarly tiered premium vehicle may compete. Battle level difficulty may be adjusted by adjusting the ranges of permissible vehicles in each battle level.Type: ApplicationFiled: March 13, 2013Publication date: November 21, 2013Applicant: Wargaming.net, LLPInventors: Victor Kislyi, Ivan Mikhnevich
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Patent number: 8554705Abstract: Methods and systems for performing computer based education are described herein. According to various aspects, a user is presented with computer-based education regarding completion of an objective within an interactive computing environment. When the user is ready to perform (or attempt to perform) the objective in a real-world or “live” situation, the software may place the user in a training session where other users are actually computer-controlled participants, or bots, having a prescribed level of artificial intelligence. If the user successfully completes the objective, the software may increment the level of AI until the user completes the objective while interacting with bots having a required level of AI. The user may thereafter be allowed to participate in dynamic sessions with other human users. During training sessions the user may be affirmatively led to believe that other participants are human, rather than bots.Type: GrantFiled: October 29, 2012Date of Patent: October 8, 2013Assignee: Wargaming.net LLPInventor: Anton Sitnikau
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Publication number: 20130090161Abstract: Methods and systems for awarding experience points to players of video games are disclosed. A video game such as a vehicle-based combat game may award experience of different classes, which allows control over the pace at which certain players advance through the game. Users may be awarded multiple classes of experience points, where a first class of experience may be restricted for use only in unlocking objects in a tech tree of the vehicle in which the first class of experience was earned vehicle, whereas a second class of experience may used to unlock any vehicle or module, not limited by tech tree. In some aspects, experience and/or vehicles/modules may be exported between video games.Type: ApplicationFiled: May 16, 2012Publication date: April 11, 2013Applicant: WARGAMING.NET, LLPInventor: Victor Kislyi
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Patent number: D682862Type: GrantFiled: February 15, 2013Date of Patent: May 21, 2013Assignee: Wargaming.net LLPInventor: Sergey Burkatovskiy
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Patent number: D682863Type: GrantFiled: February 15, 2013Date of Patent: May 21, 2013Assignee: Wargaming.net LLPInventor: Sergey Burkatovskiy
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Patent number: D684178Type: GrantFiled: February 15, 2013Date of Patent: June 11, 2013Assignee: Wargaming.net LLPInventor: Sergey Burkatovskiy
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Patent number: D712786Type: GrantFiled: July 24, 2012Date of Patent: September 9, 2014Assignee: Wargaming.net LLPInventor: Sergey Burkatovskiy