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).
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Patent number: 10926173Abstract: Systems and methods are disclosed for enabling a player of a video game to designate custom voice utterances to control an in-game character. One or more machine learning models may learn in-game character actions associated with each of a number of player-defined utterances based on player demonstration of desired character actions. During execution of an instance of a video game, current game state information may be provided to the one or more trained machine learning models based on an indication that a given utterance was spoken by the player. A system may then cause one or more in-game actions to be performed by a non-player character in the instance of the video game based on output of the one or more machine learning models.Type: GrantFiled: June 10, 2019Date of Patent: February 23, 2021Assignee: Electronic Arts Inc.Inventors: Dhaval Hemant Shah, Igor Borovikov, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman
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Patent number: 10922882Abstract: Embodiments of the systems and methods described herein provide game terrain generation system that can generate height field data from a sketch of graphical inputs from a user via a graphical user interface. The game terrain generation system can use a model, such as a trained neural network, to apply macro and micro topological features on top of the height field data to generate game terrain data. The game terrain generation system can identify boundaries between different styles of terrain and generate transitions between the styles to create a more realistic terrain boundary.Type: GrantFiled: February 8, 2019Date of Patent: February 16, 2021Assignee: Electronics Arts Inc.Inventors: Han Liu, Yiwei Zhao, Mathieu Guindon, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20210027531Abstract: Embodiments of the systems and methods described herein provide a terrain generation and population system that can determine terrain population rules for terrain population objects and features when placing objects and features in a three dimensional virtual space. As such, the terrain generation and population system can generate realistic terrain for use in game. The terrain generation and population system can receive an image, such as a satellite image, and utilize artificial intelligence to perform image segmentation at the pixel level to segment features and/or objects in the image. The game terrain system can automatically detect and apply feature and object masks based on the identified features and/or objects from the image segmentation. The game terrain system can place the features and/or objects in corresponding masks in the three dimensional space according to the application of terrain population rules.Type: ApplicationFiled: July 24, 2019Publication date: January 28, 2021Inventors: Han Liu, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman
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Publication number: 20210008456Abstract: System and methods for utilizing a video game console to monitor the player's video game, detect when a particular gameplay situation occurs during the player's video game experience, and collect game state data corresponding to how the player reacts to the particular gameplay situation or an effect of the reaction. In some cases, the video game console can receive an exploratory rule set to apply during the particular gameplay situation. In some cases, the video game console can trigger the particular gameplay situation. A system can receive the game state data from many video game consoles and train a rule set based on the game state data. Advantageously, the system can save computational resources by utilizing the players' video game experience to train the rule set.Type: ApplicationFiled: July 10, 2019Publication date: January 14, 2021Inventors: Caedmon Somers, Jason Rupert, Igor Borovikov, Ahmad Beirami, Yunqi Zhao, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman
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Publication number: 20210001229Abstract: Systems and methods are disclosed for training a machine learning model to control an in-game character or other entity in a video game in a manner that aims to imitate how a particular player would control the character or entity. A generic behavior model that is trained without respect to the particular player may be obtained and then customized based on observed gameplay of the particular player. The customization training process may include freezing at least a subset of layers or levels in the generic model, then generating one or more additional layers or levels that are trained using gameplay data for the particular player.Type: ApplicationFiled: July 2, 2019Publication date: January 7, 2021Inventors: Caedmon Somers, Jason Rupert, Igor Borovikov, Ahmad Beirami, Yunqi Zhao, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman
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Patent number: 10880192Abstract: Various aspects of the subject technology relate to systems, methods, and machine-readable media for interactive computer-operated agents for user engagement in an interactive environment. Computer-operated agents are introduced to help populate a session and are configured to maximize engagement rates among users associated with user-controlled agents. During these interactions, engagement metrics are collected that indicate different interaction rates at different times by the computer-operated agents. The number of popular computer-operated agents (with relatively high interaction rates) can be kept in circulation while some less popular computer-operated agents (with relatively smaller interaction rates) can be kept in circulation for diversity or are purged from circulation.Type: GrantFiled: July 2, 2019Date of Patent: December 29, 2020Assignee: Electronic Arts Inc.Inventors: Igor Borovikov, Mohsen Sardari, John Kolen
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Patent number: 10864446Abstract: 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: GrantFiled: March 27, 2019Date of Patent: December 15, 2020Assignee: Electronic Arts Inc.Inventors: Igor Borovikov, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200384362Abstract: Systems and methods are disclosed for enabling a player of a video game to designate custom voice utterances to control an in-game character. One or more machine learning models may learn in-game character actions associated with each of a number of player-defined utterances based on player demonstration of desired character actions. During execution of an instance of a video game, current game state information may be provided to the one or more trained machine learning models based on an indication that a given utterance was spoken by the player. A system may then cause one or more in-game actions to be performed by a non-player character in the instance of the video game based on output of the one or more machine learning models.Type: ApplicationFiled: June 10, 2019Publication date: December 10, 2020Inventors: Dhaval Hemant Shah, Igor Borovikov, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman
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Patent number: 10848805Abstract: Methods for providing contextual video recommendations within a video game are provided. In one aspect, a method includes executing an application that uses a rendering engine. The method also includes determining that a video recommendation threshold has been met. The method also includes providing a current contextual state of the application to a server such that the server selects a video from a plurality of videos based on the provided current contextual state and an index, wherein the index includes output from a vision model applied on the plurality of videos, and wherein the vision model is trained on footage generated by the rendering engine. The method also includes receiving a reference to the selected video from the server. The method also includes providing for display, via the reference, the selected video within a user interface of the application. Systems and machine-readable media are also provided.Type: GrantFiled: March 28, 2018Date of Patent: November 24, 2020Assignee: Electronic Arts Inc.Inventors: Mohamed Marwan Abdel Magid Mattar, Bhargav Rajendra, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Patent number: 10818070Abstract: 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: GrantFiled: March 27, 2019Date of Patent: October 27, 2020Assignee: Electronic Arts Inc.Inventors: Han Liu, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Patent number: 10807004Abstract: 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: GrantFiled: May 2, 2019Date of Patent: October 20, 2020Assignee: Electronic Arts Inc.Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Patent number: 10799798Abstract: 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: GrantFiled: June 27, 2019Date of Patent: October 13, 2020Assignee: ELECTRONIC ARTS INC.Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman, Meng Wu
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Publication number: 20200306643Abstract: 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: ApplicationFiled: March 27, 2019Publication date: October 1, 2020Inventors: Igor Borovikov, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200312042Abstract: 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: ApplicationFiled: March 27, 2019Publication date: October 1, 2020Inventors: Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200312003Abstract: 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: ApplicationFiled: March 27, 2019Publication date: October 1, 2020Inventors: Igor Borovikov, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200312007Abstract: 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: ApplicationFiled: March 27, 2019Publication date: October 1, 2020Inventors: Han Liu, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss
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Publication number: 20200311239Abstract: 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: ApplicationFiled: April 13, 2020Publication date: October 1, 2020Inventors: Mohsen Sardari, Kenneth Alan Moss, Kazi Atif-Uz Zaman, Navid Aghdaie, John Kolen, Mohamed Marwan Mattar
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Publication number: 20200298131Abstract: 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: ApplicationFiled: March 20, 2019Publication date: September 24, 2020Inventors: Jervis Pinto, Polina Igorevna Gouskova, Chetan Nagaraja Rao, Farah Mariam Ali, Mohsen Sardari, John Kolen, Navid Aghdaie, Kazi Atif-Uz Zaman
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Publication number: 20200269139Abstract: 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: ApplicationFiled: March 9, 2020Publication date: August 27, 2020Inventors: Navid Aghdaie, John Kolen, Mohamed Marwan Mattar, Mohsen Sardari, Su Xue, Kazi Atif-Uz Zaman
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Publication number: 20200129862Abstract: Embodiments of the systems and methods described herein provide game terrain generation system that can generate height field data from a sketch of graphical inputs from a user via a graphical user interface. The game terrain generation system can use a model, such as a trained neural network, to apply macro and micro topological features on top of the height field data to generate game terrain data. The game terrain generation system can identify boundaries between different styles of terrain and generate transitions between the styles to create a more realistic terrain boundary.Type: ApplicationFiled: February 8, 2019Publication date: April 30, 2020Inventors: Han Liu, Yiwei Zhao, Mathieu Guindon, Mohsen Sardari, Harold Henry Chaput, Navid Aghdaie, Kazi Atif-Uz Zaman, Kenneth Alan Moss