Patents by Inventor Hironobu Sakaguchi

Hironobu Sakaguchi 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).

  • Publication number: 20230010196
    Abstract: A picking system is provided, which is capable of picking up an object even when the object is not registered in advance. The picking system includes: a picking device holding the object; an RGB-D camera acquiring three-dimensional point cloud data of the object to be picked up by the picking device; and a control device controlling the picking device based on a detection result by the RGB-D camera. The control device generates a geometric model of the object by combining simple geometric primitives while referring to the three-dimensional point cloud data, and calculates a holding position of the object for the picking device based on the geometric model.
    Type: Application
    Filed: July 11, 2022
    Publication date: January 12, 2023
    Applicant: JOHNAN Corporation
    Inventors: Kozo MORIYAMA, Truong Gia VU, Xiang RUAN, Tomohiro NAKAGAWA, Taro WATASUE, Hironobu SAKAGUCHI
  • Patent number: 7980949
    Abstract: A guard condition system for determining whether to block an attack against a character in a multi-character party within an entertainment game is disclosed. A multi-character party may be divided into multiple lines of battle, such that all characters in more forward lines of battle automatically attempt to block attacks by an enemy against any characters in a more rearward line of battle. Whether a block attempt is successful may depend on a variable referred to as a guard condition value, which may be based on the characters in the multi-character party, the characters in the forward line of battler performing the blocking, and/or other modifiers resulting from the battle itself or from temporary rewards and penalties. When an attack is successful, the attacking character may move to the location of the attacked character such that subsequent attacks are immune from blocking attempts.
    Type: Grant
    Filed: September 9, 2005
    Date of Patent: July 19, 2011
    Assignee: Microsoft Corporation
    Inventors: Hironobu Sakaguchi, Eiichiro Ishige
  • Patent number: 7951000
    Abstract: A video game system and method is described in which interactive portions of a display screen are displayed with non-interactive portions having cutscenes. The cutscenes may be related to, or developed from, the events transpiring in the interactive portion of the display screen. The non-interactive cutscenes may be converted into interactive areas, and may be enlarged to take the place of the original interactive portion of the display screen. Animation effects may be used for the various transitions.
    Type: Grant
    Filed: May 6, 2005
    Date of Patent: May 31, 2011
    Assignee: Microsoft Corporation
    Inventors: Hironobu Sakaguchi, Takahiro Kaminagayoshi
  • Patent number: 7930366
    Abstract: An information servicing method for communicating information between a server and a client terminal through a network, comprising: deciding whether a predetermined time period has elapsed without user input; switching a prevailing processing to a background processing when it is decided that the no user input has occurred during the predetermined time period; transmitting to the server personal information comprising user preference data and/or a schedule, registered in advance, each time the prevailing processing becomes background processing; and displaying an answer corresponding to the transmitted personal information when the answer is received from the server, the answer comprising push information correlating to the personal information.
    Type: Grant
    Filed: September 8, 2005
    Date of Patent: April 19, 2011
    Assignee: Kabushiki Kaisha Square Enix
    Inventors: Hironobu Sakaguchi, Ken Narita, Keizo Kokubo
  • Patent number: 7833096
    Abstract: A video game system and method is described in which map scenes and battle scenes are used. A player character may move through the map scene, and upon encountering enemies to battle, an encounter area may be generated and displayed to show the user which enemies will be included in the subsequent battle scene, and which enemies will not be initially included in the battle scene.
    Type: Grant
    Filed: September 9, 2005
    Date of Patent: November 16, 2010
    Assignee: Microsoft Corporation
    Inventors: Hironobu Sakaguchi, Takehiro Kaminagayoshi
  • Patent number: 7794315
    Abstract: A video game system and method is described in which a player-controlled icon in a map scene represents a group or party of characters, and in response to the icon entering a location on the map scene, automatically dispersing the icon into multiple icons representing the various characters. Upon dispersing, the various characters may automatically move to different areas of the location based on individual character preferences. The player may choose to control one of the characters in the location and interact with one or more characters/objects in the location. The interaction may be recorded as it occurs, and the player may switch control to a different character and play the same interaction from a second character's point of view. Under the second character's point of view, the original interaction and/or its outcome may be changed.
    Type: Grant
    Filed: September 9, 2005
    Date of Patent: September 14, 2010
    Assignee: Microsoft Corporation
    Inventors: Hironobu Sakaguchi, Takehiro Kaminagayoshi
  • Publication number: 20080125220
    Abstract: A video game on a computer readable media that has a plurality of team characters under a single control is disclosed. Action Points (an activity parameter) are assigned to each team character. The Action Points can be combined together and can be used by one or more of the team characters. The Action Points will decrease if a team character moves, fights against an enemy character or performs another activity. Following the turn and use of the Action Points by one of the team characters, the remaining Action Points can be passed on to the next team character during their turn for use at that time. After the next team character has completed their turn, then the remaining Action Points can be passed on to the further team character during their turn for use at that time. When the amount of Action Points of the team becomes zero (0), no team character can move any further during their team's turn.
    Type: Application
    Filed: November 27, 2006
    Publication date: May 29, 2008
    Inventor: Hironobu Sakaguchi
  • Publication number: 20070060226
    Abstract: Methods and systems for affecting a power level of an action performed by a character in a video game are disclosed. In a turn-based video game, a player-character may decide whether to perform the action with a default power level, or to charge the action to a higher predetermined level, and thereby delaying the turn in which the action is performed. The action charges a predetermined amount per turn, and when an action meter is full, the charged action is performed. Actions by other characters, rewards, and penalties in the video game may favorably or adversely affect the rate at which the charge meter charges.
    Type: Application
    Filed: September 9, 2005
    Publication date: March 15, 2007
    Applicant: Microsoft Corporation
    Inventors: Hironobu Sakaguchi, Eiichiro Ishige
  • Publication number: 20070060342
    Abstract: A video game system and method is described in which map scenes and battle scenes are used. A player character may move through the map scene, and upon encountering enemies to battle, an encounter area may be generated and displayed to show the user which enemies will be included in the subsequent battle scene, and which enemies will not be initially included in the battle scene.
    Type: Application
    Filed: September 9, 2005
    Publication date: March 15, 2007
    Applicant: Microsoft Corporation
    Inventors: Hironobu Sakaguchi, Takehiro Kaminagayoshi
  • Publication number: 20070060232
    Abstract: A guard condition system for determining whether to block an attack against a character in a multi-character party within an entertainment game is disclosed. A multi-character party may be divided into multiple lines of battle, such that all characters in more forward lines of battle automatically attempt to block attacks by an enemy against any characters in a more rearward line of battle. Whether a block attempt is successful may depend on a variable referred to as a guard condition value, which may be based on the characters in the multi-character party, the characters in the forward line of battler performing the blocking, and/or other modifiers resulting from the battle itself or from temporary rewards and penalties. When an attack is successful, the attacking character may move to the location of the attacked character such that subsequent attacks are immune from blocking attempts.
    Type: Application
    Filed: September 9, 2005
    Publication date: March 15, 2007
    Applicant: Microsoft Corporation
    Inventors: Hironobu Sakaguchi, Eiichiro Ishige
  • Publication number: 20070060335
    Abstract: Methods and systems for affecting a power level of an action performed by a character in a video game are disclosed. In a tum-based video game, a player-character may decide whether to instantly perform the action with a default power level, or to delay the action until after another character's turn but with an increased or charged power level. A turn sequence may be displayed as part of the graphical user interface of the video game, and the video game may increment an action meter across the turn sequence based on received user input, thereby providing the player an indication of how much delay the increased or charged power level will cause.
    Type: Application
    Filed: September 9, 2005
    Publication date: March 15, 2007
    Applicant: Microsoft Corporation
    Inventors: Hironobu Sakaguchi, Eiichiro Ishige
  • Publication number: 20070060343
    Abstract: A video game system and method is described in which a player-controlled icon in a map scene represents a group or party of characters, and in response to the icon entering a location on the map scene, automatically dispersing the icon into multiple icons representing the various characters. Upon dispersing, the various characters may automatically move to different areas of the location based on individual character preferences. The player may choose to control one of the characters in the location and interact with one or more characters/objects in the location. The interaction may be recorded as it occurs, and the player may switch control to a different character and play the same interaction from a second character's point of view. Under the second character's point of view, the original interaction and/or its outcome may be changed.
    Type: Application
    Filed: September 9, 2005
    Publication date: March 15, 2007
    Applicant: Microsoft Corporation
    Inventors: Hironobu Sakaguchi, Takehiro Kaminagayoshi
  • Publication number: 20060252533
    Abstract: A video game system and method is described in which interactive portions of a display screen are displayed with non-interactive portions having cutscenes. The cutscenes may be related to, or developed from, the events transpiring in the interactive portion of the display screen. The non-interactive cutscenes may be converted into interactive areas, and may be enlarged to take the place of the original interactive portion of the display screen. Animation effects may be used for the various transitions.
    Type: Application
    Filed: May 6, 2005
    Publication date: November 9, 2006
    Inventors: Hironobu Sakaguchi, Takahiro Kaminagayoshi
  • Publication number: 20060069748
    Abstract: An information servicing method for communicating information between a server and a client terminal through a network, comprising: deciding whether a predetermined time period has elapsed without user input; switching a prevailing processing to a background processing when it is decided that the no user input has occurred during the predetermined time period; transmitting to the server personal information comprising user preference data and/or a schedule, registered in advance, each time the prevailing processing becomes background processing; and displaying an answer corresponding to the transmitted personal information when the answer is received from the server, the answer comprising push information correlating to the personal information.
    Type: Application
    Filed: September 8, 2005
    Publication date: March 30, 2006
    Applicant: Kabushiki Kaisha Square Enix (also Trading as Square Enix Co., Ltd.)
    Inventors: Hironobu Sakaguchi, Ken Narita, Keizo Kokubo
  • Patent number: 7018295
    Abstract: To make it possible to provide other services even at the time of executing an online game and to communicate with a player receiving the other services in an online game space. Each game terminal receives comics distributions from a comics server and music distributions from a music server, even while executing the online game over its own browser. The game server administers the game participation of each game terminal and the utilization of various services (e.g., comics distributions, music distributions, mails or chats) by using a service utilization database. The game players can communicate with each other in the game space by the knock function in accordance with the service utilizations under the control of the game server.
    Type: Grant
    Filed: January 19, 2001
    Date of Patent: March 28, 2006
    Assignee: Kabushiki Kaisha Square Enix
    Inventors: Hironobu Sakaguchi, Ken Narita, Keizo Kokubo
  • Patent number: 6961747
    Abstract: To provide information beneficial for a user, with proper contents. Each client starts a screen saver when a user input has been idle for a predetermined time period. Personal information is transmitted at the start to a push server by a push demand program. The push server has an information database with push information of different categories. The push server selects the appropriate push information when it receives personal information in response to the push demand from the client. The selected push information is sent from the push server to the client that demanded the push information, to be displayed on a display device when the screen saver is operating.
    Type: Grant
    Filed: January 19, 2001
    Date of Patent: November 1, 2005
    Assignee: Kabushiki Kaisha Square Enix
    Inventors: Hironobu Sakaguchi, Ken Narita, Keizo Kokubo
  • Publication number: 20020120502
    Abstract: A network system and home appliance connected to a network effectively utilize data collected from home appliances to achieve more effective advertising and sales promotion using the home appliance. A home appliance (e.g., refrigerator) connects to a service center via a network. Benefit is provided to the consumer by reimbursing the consumer for the power consumed by refrigerator operation. When the consumer places something in the refrigerator, the consumer enters product information using a bar code scanner disposed to the refrigerator, and when removing something from the refrigerator enters the product name and amount used. This information is then sent to the service center, which by collecting information can accurately identify consumer lifestyle preferences. Advertising from a marketing company selected according to the consumer information can then be presented in a timely manner using a display or speakers disposed to the refrigerator.
    Type: Application
    Filed: April 6, 2001
    Publication date: August 29, 2002
    Applicant: SQUARE CO., LTD.
    Inventor: Hironobu Sakaguchi
  • Publication number: 20020098885
    Abstract: A network video game pertinently displays information of another character operated by another player without unnecessarily occupying a screen. A player computer capable of connecting to a server via a network displays the other character operated by another computer connected to the server. When a player character operated by the player computer is disposed within a predetermined distance from the other character, information about the other character is displayed near the other character. Because the information of the other character is displayed only when the player character is disposed within a predetermined distance from the other character, the screen is not always occupied by the character information.
    Type: Application
    Filed: March 29, 2001
    Publication date: July 25, 2002
    Applicant: SQUARE CO.
    Inventor: Hironobu Sakaguchi
  • Publication number: 20020098890
    Abstract: A network video game for allowing a player to easily grasp a relation between the player's own character and another character. A computer 1a capable of being connected with a server 116 via a network 100 decides whether or not a player's own character 201 manipulated by the computer, and another character 210 manipulated by another computer 1b and connected with the server 116 via the network 100 are in a predetermined relation. If it is decided that the player's own character and another character are in the predetermined relation, another character is displayed in a display mode according to the predetermined relation. The player may thus easily understand the relation between the player's own character and another character by confirming the display on another character.
    Type: Application
    Filed: March 27, 2001
    Publication date: July 25, 2002
    Applicant: SQUARE CO., Ltd
    Inventor: Hironobu Sakaguchi
  • Patent number: RE37948
    Abstract: Disclosed in a video game of enhanced realism in which actual combat is closely simulated. The game is so adapted that an enemy character on a display screen may launch an attack against a player character on the same screen, even while the player character is the process of inputting a command, at elapse of a set time period specific to the enemy character. The attack is made without an interruption in the flow of time of the game.
    Type: Grant
    Filed: July 21, 1999
    Date of Patent: December 31, 2002
    Assignee: Square Co., Ltd.
    Inventors: Hironobu Sakaguchi, Hiroyuki Itou