Patents by Inventor Harold Henry Chaput

Harold Henry Chaput 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: 11925872
    Abstract: A video game includes a single player mode where completion of storyline objectives advances the single player storyline. The video game also includes a multiplayer mode where a plurality of players can play on an instance of a multiplayer map. Storyline objectives from the single player mode are selected and made available for completion to players in the multiplayer mode, and the single player storylines can be advanced by players completing respective storyline objectives while playing in the multiplayer mode. Combinations of storyline objectives are selected from pending storyline objectives for players connecting to a multiplayer game for compatibility with multiplayer maps. Constraints can be used to determine compatibility.
    Type: Grant
    Filed: March 7, 2022
    Date of Patent: March 12, 2024
    Assignee: Electronic Arts Inc.
    Inventors: Harold Henry Chaput, Jesse Hans Stokes Harder, Daniel Lee Kading, John Christopher Epler, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss, Thomas Murray Perlinski, Graham Francis Scott
  • Patent number: 11887253
    Abstract: Embodiments of the systems and methods described herein provide a terrain generation and population system that can determine terrain population rules for terrain population objects and features when placing objects and features in a three dimensional virtual space. As such, the terrain generation and population system can generate realistic terrain for use in game. The terrain generation and population system can receive an image, such as a satellite image, and utilize artificial intelligence to perform image segmentation at the pixel level to segment features and/or objects in the image. The game terrain system can automatically detect and apply feature and object masks based on the identified features and/or objects from the image segmentation. The game terrain system can place the features and/or objects in corresponding masks in the three dimensional space according to the application of terrain population rules.
    Type: Grant
    Filed: July 24, 2019
    Date of Patent: January 30, 2024
    Assignee: Electronic Arts Inc.
    Inventors: Han Liu, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman
  • Publication number: 20240001240
    Abstract: A system and method for providing live gameplay updates receives a modification for a videogame, the modification affecting a gameplay aspect of the videogame during execution of the videogame. The system and method determine a target group for deploying the modification. The target group includes first one or more live instances of the videogame. The system and method deploy the modification to the target group and receive gameplay data associated with the gameplay aspect from the target group. The system and method deploy the modification to second one or more live instances of the videogame based at least in part on an analysis of the received gameplay data.
    Type: Application
    Filed: August 1, 2023
    Publication date: January 4, 2024
    Inventors: Nitish Victor, Navid Aghdaie, Harold Henry Chaput, Sundeep Narravula, Kazi Atif-Uz Zaman
  • Patent number: 11830121
    Abstract: In some embodiments, the dynamic animation generation system can provide a deep learning framework to produce a large variety of martial arts movements in a controllable manner from unstructured motion capture data. The system can imitate animation layering using neural networks with the aim to overcome challenges when mixing, blending and editing movements from unaligned motion sources. The system can synthesize movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, but also reconstruct signature motions of different fighters. For achieving this task, the dynamic animation generation system can adopt a modular framework that is composed of the motion generator, that maps the trajectories of a number of key joints and root trajectory to the full body motion, and a set of different control modules that map the user inputs to such trajectories.
    Type: Grant
    Filed: July 1, 2021
    Date of Patent: November 28, 2023
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Wolfram Sebastian Starke, Yiwei Zhao, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie
  • Patent number: 11816772
    Abstract: System and methods for using a deep learning framework to customize animation of an in-game character of a video game. The system can be preconfigured with animation rule sets corresponding to various animations. Each animation can be comprised of a series of distinct poses that collectively form the particular animation. The system can provide an animation-editing interface that enables a user of the video game to make modifications to at least one pose or frame of the animation. The system can realistically extrapolate these modifications across some or all portions of the animation. In addition or alternatively, the system can realistically extrapolate the modifications across other types of animations.
    Type: Grant
    Filed: December 13, 2021
    Date of Patent: November 14, 2023
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Wolfram Sebastian Starke, Harold Henry Chaput
  • Publication number: 20230310998
    Abstract: The present disclosure provides a periodic autoencoder that can be used to generate a general motion manifold structure using local periodicity of the movement whose parameters are composed of phase, frequency, and amplitude. The periodic autoencoder is a novel neural network architecture that can learn periodic features from large unstructured motion datasets in an unsupervised manner. The character movements can be decomposed into multiple latent channels that can capture the non-linear periodicity of different body segments during synchronous, asynchronous, and transition movements while progressing forward in time, such that it captures spatial data and temporal data associated with the movements.
    Type: Application
    Filed: March 31, 2022
    Publication date: October 5, 2023
    Inventors: Wolfram Sebastian Starke, Harold Henry Chaput
  • Publication number: 20230316615
    Abstract: A computing system may provide functionality for controlling an animated model to perform actions and to perform transitions therebetween. The system may determine, from among a plurality of edges from a first node of a control graph to respective other nodes of the control graph, a selected edge from the first control node to a selected node. The system may then determine controls for an animated model in a simulation based at least in part on the selected edge, control data associated with the selected node, a current simulation state of the simulation, and a machine learned algorithm, determine an updated simulation state of the simulation based at least in part on the controls for the animated model, and adapt one or more parameters of the machine learned algorithm based at least in part on the updated simulation state and a desired simulation state.
    Type: Application
    Filed: March 31, 2022
    Publication date: October 5, 2023
    Inventors: Zhaoming Xie, Wolfram Sebastian Starke, Harold Henry Chaput
  • Patent number: 11752434
    Abstract: A system and method for providing live gameplay updates receives a modification for a videogame, the modification affecting a gameplay aspect of the videogame during execution of the videogame. The system and method determine a target group for deploying the modification. The target group includes first one or more live instances of the videogame. The system and method deploy the modification to the target group and receive gameplay data associated with the gameplay aspect from the target group. The system and method deploy the modification to second one or more live instances of the videogame based at least in part on an analysis of the received gameplay data.
    Type: Grant
    Filed: December 22, 2020
    Date of Patent: September 12, 2023
    Assignee: Electronic Arts Inc.
    Inventors: Nitish Victor, Navid Aghdaie, Harold Henry Chaput, Sundeep Narravula, Kazi Atif-Uz Zaman
  • Publication number: 20230267668
    Abstract: The present disclosure provides embodiments for joint twist generation for animation. The system can utilize a neural network, also referred to as a deep neural network, which utilizes machine learning processes in order to create animation data that are more life-like and realistic. The system can obtain a set of axis vectors for a rig of a virtual character model; obtain a twist model for the rig; input the set of axis vectors to the twist model to obtain a set of twist vectors; and determine animation data based on the set of axis vectors and the set of twist vectors.
    Type: Application
    Filed: February 23, 2022
    Publication date: August 24, 2023
    Inventors: Wolfram Sebastian Starke, Harold Henry Chaput, Yiwei Zhao
  • Patent number: 11724201
    Abstract: Various aspects of the subject technology relate to systems, methods, and machine-readable media for generating insights for video games. The method includes gathering information regarding a player for a plurality of video games, the information comprising at least one of in-world state data, player action data, player progression data, and/or real-world events relevant to each video game. The method also includes tracking events in at least one video game of the plurality of video games, the events comprising an action event or a standby event. The method also includes determining that an event of the tracked events is an action event. The method also includes generating insights regarding the action event based on the information gathered regarding the player, the insights for improving the player's performance in the video game. The method also includes relaying the insights to the player to improve the player's performance in the video game.
    Type: Grant
    Filed: December 11, 2020
    Date of Patent: August 15, 2023
    Assignee: Electronic Arts Inc.
    Inventors: Harold Henry Chaput, Mattias Teye, Zebin Chen, Wei Wang, Ulf Erik Kristoffer Sjöö, Ulf Martin Lucas Singh-Blom
  • Publication number: 20230237724
    Abstract: Systems and methods are provided for enhanced animation generation based on using motion mapping with local bone phases. An example method includes accessing first animation control information generated for a first frame of an electronic game including local bone phases representing phase information associated with contacts of a plurality of rigid bodies of an in-game character with an in-game environment. Executing a local motion matching process for each of the plurality of local bone phases and generating a second pose of the character model based on the plurality of matched local poses for a second frame of the electronic game.
    Type: Application
    Filed: January 23, 2023
    Publication date: July 27, 2023
    Inventors: Wolfram Sebastian Starke, Yiwei Zhao, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie
  • Publication number: 20230211233
    Abstract: Systems described herein may automatically and dynamically adjust the amount and type of computing resources usable to execute, process, or perform various tasks associated with a video game. Using one or more machine learning algorithms, a prediction model can be generated that uses the historical and/or current user interaction data obtained by monitoring the users playing the video game. Based on the historical and/or current user interaction data, future user interactions likely to be performed in the future can be predicted. Using the predictions of the users' future interactions, the amount and type of computing resources maintained in the systems can be adjusted such that a proper balance between reducing the consumption of computing resources and reducing the latency experienced by the users of the video game is achieved and maintained.
    Type: Application
    Filed: October 3, 2022
    Publication date: July 6, 2023
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20230186543
    Abstract: Use of pose prediction models enables runtime animation to be generated for an electronic game. The pose prediction model can predict a character pose of a character based on joint data for a pose of the character in a previous frame. Further, by using environment data, it is possible to modify the prediction of the character pose based on a particular environment in which the character is location. Advantageously, the use of machine learning enables prediction of character movement in environment in which it is difficult or impossible to obtain motion capture data.
    Type: Application
    Filed: December 14, 2021
    Publication date: June 15, 2023
    Inventors: Wolfram Sebastian Starke, Harold Henry Chaput
  • Publication number: 20230186541
    Abstract: System and methods for using a deep learning framework to customize animation of an in-game character of a video game. The system can be preconfigured with animation rule sets corresponding to various animations. Each animation can be comprised of a series of distinct poses that collectively form the particular animation. The system can provide an animation-editing interface that enables a user of the video game to make modifications to at least one pose or frame of the animation. The system can realistically extrapolate these modifications across some or all portions of the animation. In addition or alternatively, the system can realistically extrapolate the modifications across other types of animations.
    Type: Application
    Filed: December 13, 2021
    Publication date: June 15, 2023
    Inventors: Wolfram Sebastian Starke, Harold Henry Chaput
  • Publication number: 20230177755
    Abstract: Systems and methods for identifying one or more facial expression parameters associated with a pose of a character are disclosed. A system may execute a game development application to identify facial expression parameters for a particular pose of a character. The system may receive an input identifying the pose of the character. Further, the system may provide the input to a machine learning model. The machine learning model may be trained based on a plurality of poses and expected facial expression parameters for each pose. Further, the machine learning model can identify a latent representation of the input. Based on the latent representation of the input, the machine learning model can generate one or more facial expression parameters of the character and output the one or more facial expression parameters. The system may also generate a facial expression of the character and output the facial expression.
    Type: Application
    Filed: December 7, 2021
    Publication date: June 8, 2023
    Inventors: Wolfram Sebastian Starke, Igor Borovikov, Harold Henry Chaput
  • Publication number: 20230039540
    Abstract: An example method of automated selection of audio asset synthesizing pipelines includes: receiving an audio stream comprising human speech; determining one or more features of the audio stream; selecting, based on the one or more features of the audio stream, an audio asset synthesizing pipeline; training, using the audio stream, one or more audio asset synthesizing models implementing respective stages of the selected audio asset synthesizing pipeline; and responsive to determining that a quality metric of the audio asset synthesizing pipeline satisfies a predetermined quality condition, synthesizing one or more audio assets by the selected audio asset synthesizing pipeline.
    Type: Application
    Filed: October 20, 2022
    Publication date: February 9, 2023
    Inventors: Kilol Gupta, Tushar Agarwal, Zahra Shakeri, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie
  • Publication number: 20230033290
    Abstract: Systems and methods are provided for enhanced animation generation based on using motion mapping with local bone phases. An example method includes accessing first animation control information generated for a first frame of an electronic game including local bone phases representing phase information associated with contacts of a plurality of rigid bodies of an in-game character with an in-game environment. Executing a local motion matching process for each of the plurality of local bone phases and generating a second pose of the character model based on the plurality of matched local poses for a second frame of the electronic game.
    Type: Application
    Filed: August 2, 2021
    Publication date: February 2, 2023
    Inventors: Wolfram Sebastian Starke, Yiwei Zhao, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie
  • Patent number: 11562523
    Abstract: Systems and methods are provided for enhanced animation generation based on using motion mapping with local bone phases. An example method includes accessing first animation control information generated for a first frame of an electronic game including local bone phases representing phase information associated with contacts of a plurality of rigid bodies of an in-game character with an in-game environment. Executing a local motion matching process for each of the plurality of local bone phases and generating a second pose of the character model based on the plurality of matched local poses for a second frame of the electronic game.
    Type: Grant
    Filed: August 2, 2021
    Date of Patent: January 24, 2023
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Wolfram Sebastian Starke, Yiwei Zhao, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie
  • Publication number: 20220409998
    Abstract: Embodiments of the systems and methods disclosed herein provide a request distribution system in which a request for resources may be executed by a plurality of workers. Upon receiving a request for resources from a user computing system, the request distribution system may select a subset of workers from the plurality of workers to execute the request within a time limit. Once the workers generate a plurality of outputs, each output associated with a quality level, the request distribution system may transmit the output associated with the highest quality level to the user computing system.
    Type: Application
    Filed: September 1, 2022
    Publication date: December 29, 2022
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Patent number: 11521594
    Abstract: An example method of automated selection of audio asset synthesizing pipelines includes: receiving an audio stream comprising human speech; determining one or more features of the audio stream; selecting, based on the one or more features of the audio stream, an audio asset synthesizing pipeline; training, using the audio stream, one or more audio asset synthesizing models implementing respective stages of the selected audio asset synthesizing pipeline; and responsive to determining that a quality metric of the audio asset synthesizing pipeline satisfies a predetermined quality condition, synthesizing one or more audio assets by the selected audio asset synthesizing pipeline.
    Type: Grant
    Filed: November 10, 2020
    Date of Patent: December 6, 2022
    Assignee: Electronic Arts Inc.
    Inventors: Kilol Gupta, Tushar Agarwal, Zahra Shakeri, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie