Patents by Inventor Jesse Alan Labate

Jesse Alan Labate 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: 20230233932
    Abstract: A streaming system may improving online gaming experiences for streaming players and/or providing device independent input processing. The streaming system may receive, from a client device, a selection of a game to be played via a streaming system, determine network connection parameters based at least in part on the game, determine a current streaming quality of the network connection of the client device, and determine the current streaming quality does not meet the network connection parameters. Based on the determination that the current streaming quality does not meet the network connection parameters, the streaming system may cause a prompt to be displayed to a player associated with the client device regarding alternative content for the player to play or cause at least a portion of the gameplay of the game to be slowed based at least in part on the current streaming quality and the network connection parameters.
    Type: Application
    Filed: March 29, 2023
    Publication date: July 27, 2023
    Applicant: Electronic Arts Inc.
    Inventor: Jesse Alan Labate
  • Patent number: 11648470
    Abstract: A streaming system may improving online gaming experiences for streaming players and/or providing device independent input processing. The streaming system may receive, from a client device, a selection of a game to be played via a streaming system, determine network connection parameters based at least in part on the game, determine a current streaming quality of the network connection of the client device, and determine the current streaming quality does not meet the network connection parameters. Based on the determination that the current streaming quality does not meet the network connection parameters, the streaming system may cause a prompt to be displayed to a player associated with the client device regarding alternative content for the player to play or cause at least a portion of the gameplay of the game to be slowed based at least in part on the current streaming quality and the network connection parameters.
    Type: Grant
    Filed: January 22, 2021
    Date of Patent: May 16, 2023
    Assignee: Electronic Arts Inc.
    Inventor: Jesse Alan Labate
  • Publication number: 20220233964
    Abstract: A matchmaking system matches players for online gaming using privacy compliant connectivity prediction between the players being matched. The matchmaking system may receive historical data relating to network connections between a first respective internet service provider (ISP) of a first player device of a first player and one or more of a hosting system or a second respective ISP of a second device of a second player and determine, based at least in part on the historical data, a predicted connectivity between one or more of the first respective ISP and the second respective ISP, the first respective ISP and the hosting system, or the second respective ISP and the hosting system. Then, based at least in part on the predicted connectivity, the matchmaking system may instantiate an online game between at least the first device of the first player and the second device of the second player.
    Type: Application
    Filed: January 22, 2021
    Publication date: July 28, 2022
    Applicant: Electronic Arts Inc.
    Inventor: Jesse Alan Labate
  • Publication number: 20220233953
    Abstract: A streaming system may improving online gaming experiences for streaming players and/or providing device independent input processing. The streaming system may receive, from a client device, a selection of a game to be played via a streaming system, determine network connection parameters based at least in part on the game, determine a current streaming quality of the network connection of the client device, and determine the current streaming quality does not meet the network connection parameters. Based on the determination that the current streaming quality does not meet the network connection parameters, the streaming system may cause a prompt to be displayed to a player associated with the client device regarding alternative content for the player to play or cause at least a portion of the gameplay of the game to be slowed based at least in part on the current streaming quality and the network connection parameters.
    Type: Application
    Filed: January 22, 2021
    Publication date: July 28, 2022
    Applicant: Electronic Arts Inc.
    Inventor: Jesse Alan Labate
  • Patent number: 11389733
    Abstract: A matchmaking system matches players for online gaming using privacy compliant connectivity prediction between the players being matched. The matchmaking system may receive historical data relating to network connections between a first respective internet service provider (ISP) of a first player device of a first player and one or more of a hosting system or a second respective ISP of a second device of a second player and determine, based at least in part on the historical data, a predicted connectivity between one or more of the first respective ISP and the second respective ISP, the first respective ISP and the hosting system, or the second respective ISP and the hosting system. Then, based at least in part on the predicted connectivity, the matchmaking system may instantiate an online game between at least the first device of the first player and the second device of the second player.
    Type: Grant
    Filed: January 22, 2021
    Date of Patent: July 19, 2022
    Assignee: Electronic Arts Inc.
    Inventor: Jesse Alan Labate
  • Patent number: 11260306
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be human players and others may be simulated players. The matchmaking system may determine a first skill score associated with a first player for an online game, determine a behavior simulation model for a simulated player is available for the online game, determine a second skill score associated with the behavior simulation model for the online game, and determine the behavior simulation model matches with the first player based at on the first skill score being within a threshold of the second skill score. The matchmaking system may then instantiate a simulated player based on the behavior simulation model and instantiate the online game with the first player and the simulated player.
    Type: Grant
    Filed: April 23, 2020
    Date of Patent: March 1, 2022
    Assignee: Electronic Arts Inc.
    Inventor: Jesse Alan Labate
  • Publication number: 20210331076
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be human players and others may be simulated players. The matchmaking system may determine a first skill score associated with a first player for an online game, determine a behavior simulation model for a simulated player is available for the online game, determine a second skill score associated with the behavior simulation model for the online game, and determine the behavior simulation model matches with the first player based at on the first skill score being within a threshold of the second skill score. The matchmaking system may then instantiate a simulated player based on the behavior simulation model and instantiate the online game with the first player and the simulated player.
    Type: Application
    Filed: April 23, 2020
    Publication date: October 28, 2021
    Inventor: Jesse Alan Labate
  • Patent number: 11103788
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.
    Type: Grant
    Filed: October 24, 2019
    Date of Patent: August 31, 2021
    Assignee: Electronic Arts Inc.
    Inventors: Jesse Alan Labate, Mark Ryan Waller, Glenn Arne Karlsen
  • Publication number: 20200054950
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.
    Type: Application
    Filed: October 24, 2019
    Publication date: February 20, 2020
    Applicant: Electronic Arts, Inc.
    Inventors: Jesse Alan Labate, Mark Ryan Waller, Glenn Arne Karlsen
  • Patent number: 10549200
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.
    Type: Grant
    Filed: March 8, 2018
    Date of Patent: February 4, 2020
    Assignee: Electronic Arts, Inc.
    Inventors: Jesse Alan Labate, Mark Ryan Waller, Glenn Arne Karlsen
  • Publication number: 20190275431
    Abstract: A matchmaking system matches players for online gaming, when some of the players may be streaming players and other players may be non-streaming players. The streaming players, due to receiving content of the online game via computer networks from a streaming system, may experience a relatively greater network latency for game events relative to non-streaming players. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency may be compensated. Additionally, streaming players using input devices that may be more difficult to use and/or may be less responsive during game play, such as a touch screen, may also have their input device disadvantage compensated during matchmaking.
    Type: Application
    Filed: March 8, 2018
    Publication date: September 12, 2019
    Applicant: Electronic Arts, Inc.
    Inventors: Jesse Alan Labate, Mark Ryan Waller, Glenn Arne Karlsen