Patents by Inventor Mohsen Sardari

Mohsen Sardari 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: 11574557
    Abstract: Various aspects of the subject technology relate to systems, methods, and machine-readable media for learning a foreign language. The method includes executing a video game in a first human language. The method includes pausing gameplay of the video game for a paused time instance. The method includes executing a digital mini-puzzle game during the paused time instance in the gameplay of the video game, the digital mini-puzzle game executed in a second human language, the digital mini-puzzle game executed utilizing assets of the video game. The method includes receiving a response to the digital mini-puzzle game from a player-computing device corresponding to a player, the response comprising at least one of the first human language and/or the second human language. The method includes determining a score of the response corresponding to the player based at least in part on a comparison of the response with translation pairs in a database.
    Type: Grant
    Filed: August 3, 2021
    Date of Patent: February 7, 2023
    Assignee: Electronic Arts Inc.
    Inventors: Igor Borovikov, Mohsen Sardari
  • 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: 20230005203
    Abstract: Embodiments of the systems and methods described herein provide a dynamic animation generation system that can apply a real-life video clip with a character in motion to a first neural network to receive rough motion data, such as pose information, for each of the frames of the video clip, and overlay the pose information on top of the video clip to generate a modified video clip. The system can identify a sliding window that includes a current frame, past frames, and future frames of the modified video clip, and apply the modified video clip to a second neural network to predict a next frame. The dynamic animation generation system can then move the sliding window to the next frame while including the predicted next frame, and apply the new sliding window to the second neural network to predict the following frame to the next frame.
    Type: Application
    Filed: July 1, 2021
    Publication date: January 5, 2023
    Inventors: Mingyi Shi, Yiwei Zhao, Wolfram Sebastian Starke, Mohsen Sardari, Navid Aghdaie
  • Publication number: 20220412765
    Abstract: This specification describes a system for generating positions of map items such as buildings, for placement on a virtual map. The system comprises: at least one processor; and a non-transitory computer-readable medium including executable instructions that when executed by the at least one processor cause the at least one processor to perform at least the following operations: receiving an input at a generator neural network trained for generating map item positions; generating, with the generator neural network, a probability of placing a map item for each subregion of a plurality of subregions of the region of the virtual map; and generating position data of map items for placement on the virtual map using the probability for each subregion.
    Type: Application
    Filed: September 2, 2022
    Publication date: December 29, 2022
    Inventors: Han Liu, Yiwei Zhao, Jingwen Liang, Mohsen Sardari, Harold Chaput, Navid Aghdaie, Kazi Zaman
  • 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
  • Patent number: 11504619
    Abstract: A video reenactment system and method analyze a video clip that a video game player wishes to reenact and maps objects and actions within the video clip to virtual objects and virtual actions within the video game. A reenactment script indicating a sequence of virtual objects and virtual actions as mapped to objects and actions in the video clip is generated using a video translation model and stored for use in reenacting the video clip. The reenactment script can be used within the video game to reenact the objects and actions of the video clip. The reenactment of the video clip may be interactive, where a player may assume control within the reenactment and when the player relinquishes control, the reenactment will continue at an appropriate part of the sequence of actions by skipping actions corresponding to the ones played by the player.
    Type: Grant
    Filed: August 24, 2021
    Date of Patent: November 22, 2022
    Assignee: Electronic Arts Inc.
    Inventors: Igor Borovikov, Harold Henry Chaput, Nitish Victor, Mohsen Sardari
  • Patent number: 11473927
    Abstract: This specification describes a system for generating positions of map items such as buildings, for placement on a virtual map. The system comprises: at least one processor; and a non-transitory computer-readable medium including executable instructions that when executed by the at least one processor cause the at least one processor to perform at least the following operations: receiving an input at a generator neural network trained for generating map item positions; generating, with the generator neural network, a probability of placing a map item for each subregion of a plurality of subregions of the region of the virtual map; and generating position data of map items for placement on the virtual map using the probability for each subregion.
    Type: Grant
    Filed: May 28, 2020
    Date of Patent: October 18, 2022
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Han Liu, Yiwei Zhao, Jingwen Liang, Mohsen Sardari, Harold Chaput, Navid Aghdaie, Kazi Zaman
  • Publication number: 20220327392
    Abstract: A puzzle validation system and method determine whether one or more solutions to a puzzle to be validated exist. If one or more solutions for the puzzle do exist, then the puzzle is valid. The puzzle validation system may use a path traversing algorithm that limits selections along the path to only valid selections may be implemented to find valid solutions to the puzzle that do not violate any constraints of the puzzle. The puzzle validation mechanism may also heuristically optimize, using an initial set of valid solutions, to produce optimal or near-optimal solutions to the puzzle. The puzzle validation mechanism may further generate one or more statistics associated with the puzzle that may be used to evaluated solutions when the puzzle is deployed for gameplay. The mechanisms disclosed allow for deployment of confirmed valid puzzles, either as a standalone puzzle or as a puzzle incorporated in a video game.
    Type: Application
    Filed: December 7, 2021
    Publication date: October 13, 2022
    Applicant: Electronic Arts Inc.
    Inventors: Jesse Hans Stokes Harder, Karine Andranikovna Levonyan, Mohsen Sardari
  • Patent number: 11458399
    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: October 12, 2020
    Date of Patent: October 4, 2022
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Meng Wu
  • Publication number: 20220270324
    Abstract: A method, computer-readable storage medium, and device for generating a character model. The method comprises: receiving an input image of a reference subject; processing the input image to generate a normalized image; identifying a set of features present in the normalized image, wherein each feature in the set of features corresponds to a portion of a head or body of the reference subject; for each feature in the set of features, processing at least a portion of the normalized image including the feature by a neural network model corresponding to the feature to generate a parameter vector corresponding to the feature; and combining the parameter vectors output by respective neural network models corresponding to respective features in the set of features to generate a parameterized character model corresponding to reference subject in the input image.
    Type: Application
    Filed: May 13, 2022
    Publication date: August 25, 2022
    Inventors: Igor Borovikov, Pawel Piotr Wrotek, Mohsen Sardari, Harold Chaput, Navid Aghdaie, Kazi Zaman
  • Patent number: 11413541
    Abstract: According to an aspect of this specification, there is described a computer implemented method comprising: receiving input data, the input data comprising data relating to a user of a computer game; generating, based on the input data, one or more candidate challenges for the computer game; determining, using a machine-learned model, whether each of the one or more of the candidate challenges satisfies a threshold condition, wherein the threshold condition is based on a target challenge difficultly; in response to a positive determination, outputting the one or more candidate challenges that satisfy the threshold condition for use in the computer game by the user.
    Type: Grant
    Filed: June 3, 2020
    Date of Patent: August 16, 2022
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Jesse Harder, Harold Chaput, Mohsen Sardari, Navid Aghdaie, Kazi Zaman
  • Patent number: 11413539
    Abstract: Embodiments presented herein include systems and methods for performing dynamic difficulty adjustment. Further, embodiments disclosed herein perform dynamic difficulty adjustment using processes that may not be detectable or are more difficult to detect by users compared to static and/or existing difficulty adjustment processes. In some embodiments, historical user information utilized by a machine learning system to generate a prediction model that predicts an expected duration of game play, such as for example, an expected churn rate, a retention rate, the length of time a user is expected to play the game, or an indication of the user's expected game play time relative to a historical set of users who have previously played the game. Before or during game play, the prediction model can be applied to information about the user to predict the user's expected duration of game play.
    Type: Grant
    Filed: July 22, 2019
    Date of Patent: August 16, 2022
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Meng Wu
  • Patent number: 11410372
    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: September 24, 2020
    Date of Patent: August 9, 2022
    Assignee: Electronic Arts Inc.
    Inventors: Han Liu, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
  • Publication number: 20220208170
    Abstract: A system for use in video game development to generate expressive speech audio comprises a user interface configured to receive user-input text data and a user selection of a speech style. The system includes a machine-learned synthesizer comprising a text encoder, a speech style encoder and a decoder. The machine-learned synthesizer is configured to generate one or more text encodings derived from the user-input text data, using the text encoder of the machine-learned synthesizer; generate a speech style encoding by processing a set of speech style features associated with the selected speech style using the speech style encoder of the machine-learned synthesizer; combine the one or more text encodings and the speech style encoding to generate one or more combined encodings; and decode the one or more combined encodings with the decoder of the machine-learned synthesizer to generate predicted acoustic features.
    Type: Application
    Filed: February 28, 2022
    Publication date: June 30, 2022
    Inventors: Siddharth Gururani, Kilol Gupta, Dhaval Shah, Zahra Shakeri, Jervis Pinto, Mohsen Sardari, Navid Aghdaie, Kazi Zaman
  • Patent number: 11369880
    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: October 6, 2020
    Date of Patent: June 28, 2022
    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: 11367254
    Abstract: A method, computer-readable storage medium, and device for generating a character model. The method comprises: receiving an input image of a reference subject; processing the input image to generate a normalized image; identifying a set of features present in the normalized image, wherein each feature in the set of features corresponds to a portion of a head or body of the reference subject; for each feature in the set of features, processing at least a portion of the normalized image including the feature by a neural network model corresponding to the feature to generate a parameter vector corresponding to the feature; and combining the parameter vectors output by respective neural network models corresponding to respective features in the set of features to generate a parameterized character model corresponding to reference subject in the input image.
    Type: Grant
    Filed: April 21, 2020
    Date of Patent: June 21, 2022
    Assignee: Electronic Arts Inc.
    Inventors: Igor Borovikov, Pawel Piotr Wrotek, Mohsen Sardari, Harold Chaput, Navid Aghdaie, Kazi Zaman
  • Publication number: 20220176254
    Abstract: Embodiments of an automated fraud detection system are disclosed that can detect user accounts that are engaging in unauthorized activities within a game application. The fraud detection system can provide an automated system that identifies parasitic accounts. The fraud detection system may identify patterns using machine learning based on characteristics, such as gameplay and transaction characteristics, associated with the parasitic user accounts. The fraud detection system may generate a model that can be applied to existing accounts within the game in order to automatically identify users that are engaging in unauthorized activities. The fraud detection system may automatically identify these parasitic accounts and implement appropriate actions to prevent the accounts from impacting legitimate users within the game application.
    Type: Application
    Filed: November 19, 2021
    Publication date: June 9, 2022
    Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman
  • Publication number: 20220148561
    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: November 10, 2020
    Publication date: May 12, 2022
    Inventors: Kilol Gupta, Tushar Agarwal, Zahra Shakeri, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie
  • Patent number: 11295721
    Abstract: A system for use in video game development to generate expressive speech audio comprises a user interface configured to receive user-input text data and a user selection of a speech style. The system includes a machine-learned synthesizer comprising a text encoder, a speech style encoder and a decoder. The machine-learned synthesizer is configured to generate one or more text encodings derived from the user-input text data, using the text encoder of the machine-learned synthesizer; generate a speech style encoding by processing a set of speech style features associated with the selected speech style using the speech style encoder of the machine-learned synthesizer; combine the one or more text encodings and the speech style encoding to generate one or more combined encodings; and decode the one or more combined encodings with the decoder of the machine-learned synthesizer to generate predicted acoustic features.
    Type: Grant
    Filed: April 3, 2020
    Date of Patent: April 5, 2022
    Assignee: ELECTRONIC ARTS INC.
    Inventors: Siddharth Gururani, Kilol Gupta, Dhaval Shah, Zahra Shakeri, Jervis Pinto, Mohsen Sardari, Navid Aghdaie, Kazi Zaman