Patents by Inventor Iestyn Bleasdale-Shepherd

Iestyn Bleasdale-Shepherd 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: 11717748
    Abstract: A trained machine learning model(s) is used to determine scores indicative of probabilities that certain types of user input will be provided to a player's game controller while playing a video game in order to compensate for latency between player action and player perception of video game content relating to the player action. In an example process, sensor data received from a client machine and/or game state data received from a video game is provided as input to a trained machine learning model(s), and a score as output therefrom, the score relating to a probability that a type of user input will be provided to a player's game controller. In this manner, game control data corresponding to the type of user input can be generated based on the score and provided to the video game as input before actual game control data is even received, thereby compensating for latency.
    Type: Grant
    Filed: November 19, 2019
    Date of Patent: August 8, 2023
    Assignee: Valve Corporation
    Inventors: Iestyn Bleasdale-Shepherd, Scott Dalton, Richard Kaethler
  • Patent number: 11052311
    Abstract: A trained machine learning model(s) is used to determine scores (e.g., trust scores) for user accounts registered with a video game service, and the scores are used to match players together in multiplayer video game settings. For example, sensor data received from client machines can be provided as input to the trained machine learning model(s), and the trained machine learning model(s) generates scores as output, which relate to probabilities that the game control data received from those client machines was generated by handheld devices, as opposed to having been synthesized and/or modified using software. In this manner, subsets of logged-in user accounts executing a video game can be assigned to different matches (e.g., by isolating non-human players from human players) based at least in part on the scores determined for those logged-in user accounts, and the video game is executed in the assigned match for each logged-in user account.
    Type: Grant
    Filed: October 24, 2019
    Date of Patent: July 6, 2021
    Assignee: Valve Corporation
    Inventors: Iestyn Bleasdale-Shepherd, Scott Dalton, Richard Kaethler
  • Publication number: 20210146241
    Abstract: A trained machine learning model(s) is used to determine scores indicative of probabilities that certain types of user input will be provided to a player's game controller while playing a video game in order to compensate for latency between player action and player perception of video game content relating to the player action. In an example process, sensor data received from a client machine and/or game state data received from a video game is provided as input to a trained machine learning model(s), and a score as output therefrom, the score relating to a probability that a type of user input will be provided to a player's game controller. In this manner, game control data corresponding to the type of user input can be generated based on the score and provided to the video game as input before actual game control data is even received, thereby compensating for latency.
    Type: Application
    Filed: November 19, 2019
    Publication date: May 20, 2021
    Inventors: Iestyn Bleasdale-Shepherd, Scott Dalton, Richard Kaethler
  • Publication number: 20210038979
    Abstract: A trained machine learning model(s) is used to determine scores (e.g., trust scores) for user accounts registered with a video game service, and the scores are used to match players together in multiplayer video game settings. For example, sensor data received from client machines can be provided as input to the trained machine learning model(s), and the trained machine learning model(s) generates scores as output, which relate to probabilities that the game control data received from those client machines was generated by handheld devices, as opposed to having been synthesized and/or modified using software. In this manner, subsets of logged-in user accounts executing a video game can be assigned to different matches (e.g., by isolating non-human players from human players) based at least in part on the scores determined for those logged-in user accounts, and the video game is executed in the assigned match for each logged-in user account.
    Type: Application
    Filed: October 24, 2019
    Publication date: February 11, 2021
    Inventors: Iestyn Bleasdale-Shepherd, Scott Dalton, Richard Kaethler
  • Patent number: 10888778
    Abstract: An augmented reality (AR) system allows for providing AR in video games. The disclosed AR system allows for layering AR content on top of the built-in features of video games to provide a unique “in-game” AR experience for gamers. A remote computing system provides a central data warehouse for AR content and related data that may be accessed by select client machines to render augmented frames with AR content during execution of video games. The AR content may be spatially-relevant AR content that is rendered at appropriate locations within a game world. The AR content may be event specific such that the AR content is added in response to game-related events. The disclosed AR system allows for adding multiplayer aspects to otherwise single player games, and/or sharing of AR content in real-time to provide augmentative features such as spectating, mixing of game worlds, and/or teleportation through AR objects.
    Type: Grant
    Filed: January 9, 2020
    Date of Patent: January 12, 2021
    Assignee: Valve Corporation
    Inventor: Iestyn Bleasdale-Shepherd
  • Publication number: 20200147486
    Abstract: An augmented reality (AR) system allows for providing AR in video games. The disclosed AR system allows for layering AR content on top of the built-in features of video games to provide a unique “in-game” AR experience for gamers. A remote computing system provides a central data warehouse for AR content and related data that may be accessed by select client machines to render augmented frames with AR content during execution of video games. The AR content may be spatially-relevant AR content that is rendered at appropriate locations within a game world. The AR content may be event specific such that the AR content is added in response to game-related events. The disclosed AR system allows for adding multiplayer aspects to otherwise single player games, and/or sharing of AR content in real-time to provide augmentative features such as spectating, mixing of game worlds, and/or teleportation through AR objects.
    Type: Application
    Filed: January 9, 2020
    Publication date: May 14, 2020
    Inventor: Iestyn Bleasdale-Shepherd
  • Patent number: 10569164
    Abstract: An augmented reality (AR) system allows for providing AR in video games. The disclosed AR system allows for layering AR content on top of the built-in features of video games to provide a unique “in-game” AR experience for gamers. A remote computing system provides a central data warehouse for AR content and related data that may be accessed by select client machines to render augmented frames with AR content during execution of video games. The AR content may be spatially-relevant AR content that is rendered at appropriate locations within a game world. The AR content may be event specific such that the AR content is added in response to game-related events. The disclosed AR system allows for adding multiplayer aspects to otherwise single player games, and/or sharing of AR content in real-time to provide augmentative features such as spectating, mixing of game worlds, and/or teleportation through AR objects.
    Type: Grant
    Filed: September 26, 2018
    Date of Patent: February 25, 2020
    Assignee: Valve Corporation
    Inventor: Iestyn Bleasdale-Shepherd