Patents by Inventor Kazi Atif-Uz Zaman

Kazi Atif-Uz Zaman 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: 10818070
    Abstract: Embodiments of the systems and methods described herein provide a virtual object aging system. The virtual object aging system can utilize artificial intelligence to modify virtual objects within a video game to age and/or deteriorate for a certain time period. The virtual object aging system can be used to determine erosion, melting ice, and/or other environmental effects on virtual objects within the game. The virtual object aging system can apply aging, rust, weathering, and/or other effects that cause persistent change to object meshes and textures.
    Type: Grant
    Filed: March 27, 2019
    Date of Patent: October 27, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Han Liu, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Patent number: 10807004
    Abstract: Embodiments of systems presented herein may perform automatic granular difficulty adjustment. In some embodiments, the difficulty adjustment is undetectable by a user. Further, embodiments of systems disclosed herein can review historical user activity data with respect to one or more video games to generate a game retention prediction model that predicts an indication of an expected duration of game play. The game retention prediction model may be applied to a user's activity data to determine an indication of the user's expected duration of game play. Based on the determined expected duration of game play, the difficulty level of the video game may be automatically adjusted.
    Type: Grant
    Filed: May 2, 2019
    Date of Patent: October 20, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Patent number: 10799798
    Abstract: Embodiments of the systems and methods described herein can automatically measure the difficulty metrics associated with various aspects of a video game using an artificial intelligence system. The artificial intelligence system may include multiple game agents. Telemetry data associated with the gameplay of each game agent may be recorded while the game application is automatically executed by the game agents. The telemetry data may be communicated to a data analysis system which can calculate game difficulty metrics for various aspects of the game. The data analysis system can determine game difficulty associated with the various aspects based on the game difficulty metrics. The results from the data analysis system may be visualized and communicated to a game developer for updating the operations of the video game.
    Type: Grant
    Filed: June 27, 2019
    Date of Patent: October 13, 2020
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Meng Wu
  • Patent number: 10799795
    Abstract: Systems and methods are provided for real-time audio generation for electronic games based on personalized music preferences. An example method includes requesting listening history information from one or more music streaming platforms, the listening history information indicating, at least, music playlists to which a user created or is subscribed. A style preference associated with the user is determined based on the listening history information. A musical cue associated with an electronic game is accessed, with the musical being associated with music to be output by the electronic game based on a game state of the electronic game. Personalized music is generated utilizing one or more machine learning models based on the musical cue and the style preference, wherein the system is configured to provide the personalized music for inclusion in the electronic game.
    Type: Grant
    Filed: March 26, 2019
    Date of Patent: October 13, 2020
    Assignee: Electronic Arts Inc.
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200306640
    Abstract: Systems and methods for generating a customized virtual character are disclosed. A system may obtain video data or other media depicting a real person, and then may provide the obtained media to one or more machine learning models configured to learn visual appearance and behavior information regarding the particular person depicted in the video or other media. The system may then generate a custom visual appearance model and a custom behavior model corresponding to the real person, which may subsequently be used to render, within a virtual environment of a video game, a virtual character that resembles the real person in appearance and in-game behavior.
    Type: Application
    Filed: March 27, 2019
    Publication date: October 1, 2020
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200312003
    Abstract: Systems and methods for generating a customized virtual animal character are disclosed. A system may obtain video data or other media depicting a real animal, and then may provide the obtained media to one or more machine learning models configured to learn visual appearance and behavior information regarding the particular animal depicted in the video or other media. The system may then generate a custom visual appearance model and a custom behavior model corresponding to the real animal, which may subsequently be used to render, within a virtual environment of a video game, a virtual animal character that resembles the real animal in appearance and in-game behavior.
    Type: Application
    Filed: March 27, 2019
    Publication date: October 1, 2020
    Inventors: Igor Borovikov, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200306641
    Abstract: Systems and methods are provided for real-time audio generation for electronic games based on personalized music preferences. An example method includes requesting listening history information from one or more music streaming platforms, the listening history information indicating, at least, music playlists to which a user created or is subscribed. A style preference associated with the user is determined based on the listening history information. A musical cue associated with an electronic game is accessed, with the musical being associated with music to be output by the electronic game based on a game state of the electronic game. Personalized music is generated utilizing one or more machine learning models based on the musical cue and the style preference, wherein the system is configured to provide the personalized music for inclusion in the electronic game.
    Type: Application
    Filed: March 26, 2019
    Publication date: October 1, 2020
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200306646
    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: Application
    Filed: March 19, 2020
    Publication date: October 1, 2020
    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
  • Publication number: 20200313782
    Abstract: Systems and methods are provided for personalized real-time audio generation based on user physiological response. An example method includes obtaining hearing information associated with a user's hearing capabilities, the hearing information indicating one or more constraints on the user's hearing, and the hearing information being determined based on one or more hearing tests performed by the user; requesting listening history information from one or more music streaming platforms, the listening history information indicating, at least, music playlists to which a user created or is subscribed; determining, based on the listening history information, a style preference associated with the user; generating, utilizing one or more machine learning models, personalized music based on the hearing information and the style preference, wherein the personalized music comports with the constraints, and wherein the system is configured to provide the personalized music for output via a user device of the user.
    Type: Application
    Filed: March 26, 2019
    Publication date: October 1, 2020
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200312042
    Abstract: Embodiments of the systems and methods described herein provide a three dimensional reconstruction system that can receive an image from a camera, and then utilize machine learning algorithms to identify objects in the image. The three dimensional reconstruction system can identify a geolocation of a user, identify features of the surrounding area, such as structures or geographic features, and reconstruct the scene including the identified features. The three dimensional reconstruction system can generate three dimensional object data for the features and/or objects, modify the three dimensional objects, arrange the objects in a scene, and render a two dimensional view of the scene.
    Type: Application
    Filed: March 27, 2019
    Publication date: October 1, 2020
    Inventors: Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200306643
    Abstract: Systems and methods are disclosed for converting a player-controlled character or virtual entity in a video game to at least temporarily be under emulated control when certain criteria is met, such as when the player's device has lost its network connection to a game server. The character or virtual entity may continue to behave in the game in a manner that emulates or mimics play of the actual player until the end of the game session or until the underlying connection problem or other issue is resolved, such that other players participating in the game session have the same or similar gameplay experience as they would have had if the disconnected player had continued to play.
    Type: Application
    Filed: March 27, 2019
    Publication date: October 1, 2020
    Inventors: Igor Borovikov, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200306632
    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: March 27, 2019
    Publication date: October 1, 2020
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200312007
    Abstract: Embodiments of the systems and methods described herein provide a virtual object aging system. The virtual object aging system can utilize artificial intelligence to modify virtual objects within a video game to age and/or deteriorate for a certain time period. The virtual object aging system can be used to determine erosion, melting ice, and/or other environmental effects on virtual objects within the game. The virtual object aging system can apply aging, rust, weathering, and/or other effects that cause persistent change to object meshes and textures.
    Type: Application
    Filed: March 27, 2019
    Publication date: October 1, 2020
    Inventors: Han Liu, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200311239
    Abstract: Embodiments presented herein use an audio based authentication system for pairing a user account with an audio-based periphery computing system. The audio-based authentication system allows a user to interface with the periphery device through a user computing device. The user can utilize a previously authenticated user account on the user computing device in order to facilitate the pairing of the audio-based periphery computing system with the user account.
    Type: Application
    Filed: April 13, 2020
    Publication date: October 1, 2020
    Inventors: Mohsen Sardari, Kenneth Alan Moss, Kazi Atif-Uz Zaman, Navid Aghdaie, John Kolen, Mohamed Marwan Mattar
  • Patent number: 10790919
    Abstract: Systems and methods are provided for personalized real-time audio generation based on user physiological response. An example method includes obtaining hearing information associated with a user's hearing capabilities, the hearing information indicating one or more constraints on the user's hearing, and the hearing information being determined based on one or more hearing tests performed by the user; requesting listening history information from one or more music streaming platforms, the listening history information indicating, at least, music playlists to which a user created or is subscribed; determining, based on the listening history information, a style preference associated with the user; generating, utilizing one or more machine learning models, personalized music based on the hearing information and the style preference, wherein the personalized music comports with the constraints, and wherein the system is configured to provide the personalized music for output via a user device of the user.
    Type: Grant
    Filed: March 26, 2019
    Date of Patent: September 29, 2020
    Assignee: Electronic Arts Inc.
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200298131
    Abstract: Using user-specific prediction models, it is possible to present an individualized view of messages generated by users playing a shared instance of a video game. Further, users with different subjective views of what is offensive may be presented with different forms or annotations of a message. By personalizing the views of messages generated by users, it is possible to reduce or eliminate the toxic environment that sometimes forms when players, who may be strangers to each other and may be located in disparate locations play a shared instance of a video game. Further, the user-specific prediction models may be adapted to filter or otherwise annotate other undesirable messages that may not be offensive, such as a message generated by one user in a video game that includes a solution to an in-game puzzle that another user may not desire to read as it may spoil the challenge for the user.
    Type: Application
    Filed: March 20, 2019
    Publication date: September 24, 2020
    Inventors: Jervis Pinto, Polina Igorevna Gouskova, Chetan Nagaraja Rao, Farah Mariam Ali, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman
  • Publication number: 20200269139
    Abstract: Embodiments of systems presented herein may identify users to include in a match plan. A parameter model may be generated to predict the retention time of a set of users. A queue of potential users, a set of teammates, and/or opponents may be selected from a queue of waiting users. User information for the set of teammates and/or opponents may be provided to the parameter model to generate a predicted retention time. The set of teammates and/or opponents may be approved if the predicted retention time meets a predetermined threshold. Advantageously, by creating a match plan based on retention rates, the engagement and/or retention level for a number of users may be improved compared to existing multiplayer matching systems.
    Type: Application
    Filed: March 9, 2020
    Publication date: August 27, 2020
    Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman
  • Patent number: 10751629
    Abstract: Embodiments of systems presented herein may identify users to play a multiplayer video game together using a mapping system and machine learning algorithms to create sets of matchmaking plans for the multiplayer video game that increases player or user retention. Embodiments of systems presented herein can determine the predicted churn rate, or conversely retention rate, of a user waiting to play a video game if the user is matched with one or more additional users in a multiplayer instance of the video game.
    Type: Grant
    Filed: March 27, 2019
    Date of Patent: August 25, 2020
    Assignee: Electronic Arts Inc.
    Inventors: Su Xue, Kazi Atif-Uz Zaman, Navid Aghdaie, John Kolen, Zhengxing Chen
  • Patent number: 10748515
    Abstract: Systems and methods are provided for enhanced real-time audio generation via a virtualized orchestra. An example method includes receiving, from a user device, a request to generate output associated with a musical score. Actions associated with virtual musicians with respect to respective instruments are simulated based on one or more machine learning models, with the simulated actions being associated with a virtual musician and indicative of an expected playing style during performance of the musical score. Output audio to be provided to the user device is generated, with the output audio being generated based on the simulated actions.
    Type: Grant
    Filed: December 21, 2018
    Date of Patent: August 18, 2020
    Assignee: Electronic Arts Inc.
    Inventors: John Kolen, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20200206631
    Abstract: Systems presented herein may automatically and dynamically modify a video game being played by a user based at least in part on a determined or predicted emotional state of a user. Using one or more machine learning algorithms, a parameter function can be generated that uses sensory and/or biometric data obtained by monitoring a user playing a video game. Based on the sensory and/or biometric data, an emotional state of the user can be predicted. For example, it can be determined whether a user is likely to be bored, happy, or frightened while playing the video game. Based at least in part on the determination of the user's emotional state, the video game can be modified to improve positive feelings and reduce negative feelings occurring in response to the video game.
    Type: Application
    Filed: December 27, 2018
    Publication date: July 2, 2020
    Inventors: Chinmay Mukund Sumant, Nitish Viktor, Tushar Agarwal, Preethi Ganeshan, Sundeep Narravula, Yu Jin, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman