Patents by Inventor Thomas Daniel Perry
Thomas Daniel Perry 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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Publication number: 20260148470Abstract: Systems, apparatuses, and methods for updating and optimizing task scheduling policies are disclosed. A new policy is obtained and updated at runtime by a client based on a server analyzing a wide spectrum of telemetry data on a relatively long time scale. Instead of only looking at the telemetry data from the client's execution of tasks for the previous frame, the server analyzes the execution times of tasks for multiple previous frames so as to determine a more optimal policy for subsequent frames. This mechanism enables making a more informed task scheduling policy decision as well as customizing the policy per application, game, and user without requiring a driver update. Also, this mechanism facilitates improved load balancing across the various processing engines, each of which has their own task queues. The improved load balancing is achieved by analyzing the telemetry data including resource utilization statistics for the different processing engines.Type: ApplicationFiled: November 28, 2025Publication date: May 28, 2026Inventors: Thomas Daniel Perry, Steven John Tovey, Mehdi Saeedi
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Patent number: 12499604Abstract: Systems, apparatuses, and methods for updating and optimizing task scheduling policies are disclosed. A new policy is obtained and updated at runtime by a client based on a server analyzing a wide spectrum of telemetry data on a relatively long time scale. Instead of only looking at the telemetry data from the client's execution of tasks for the previous frame, the server analyzes the execution times of tasks for multiple previous frames so as to determine a more optimal policy for subsequent frames. This mechanism enables making a more informed task scheduling policy decision as well as customizing the policy per application, game, and user without requiring a driver update. Also, this mechanism facilitates improved load balancing across the various processing engines, each of which has their own task queues. The improved load balancing is achieved by analyzing the telemetry data including resource utilization statistics for the different processing engines.Type: GrantFiled: December 27, 2021Date of Patent: December 16, 2025Assignees: Advanced Micro Devices, Inc., ATI Technologies ULCInventors: Thomas Daniel Perry, Steven John Tovey, Mehdi Saeedi
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Patent number: 12450818Abstract: An apparatus includes a processor and a collision detection unit operatively coupled to the processor. The collision detection unit is configured to process, using a machine learning model, one or more parameters associated with a ray cast in virtual environment comprising an object. The machine learning model is configured to approximate a mesh representing the object. The collision detection unit is further configured to determine if the ray collides with the object based on processing the one or more parameters. In response to determining if the ray collides with the object, the collision detection unit is configured to generate collision data associated with the ray and the object.Type: GrantFiled: March 30, 2021Date of Patent: October 21, 2025Assignees: Advanced Micro Devices, Inc., ATI TECHNOLOGIES ULCInventors: Thomas Daniel Perry, Gabor Sines, Mehdi Saeedi, Allen H. Rush, Michal Eugeniusz Gallus
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Patent number: 12172081Abstract: Systems, apparatuses, and methods for detecting personal-space violations in artificial intelligence (AI) based non-player characters (NPCs) are disclosed. An AI engine creates a NPC that accompanies and/or interacts with a player controlled by a user playing a video game. During gameplay, measures of context-dependent personal space around the player and/or one or more NPCs are generated. A control circuit monitors the movements of the NPC during gameplay and determines whether the NPC is adhering to or violating the measures of context-dependent personal space. The control circuit can monitor the movements of multiple NPCs simultaneously during gameplay, keeping a separate score for each NPC. After some amount of time has elapsed, the scores of the NPCs are recorded, and then the scores are provided to a machine learning engine to retrain the AI engines controlling the NPCs.Type: GrantFiled: March 31, 2022Date of Patent: December 24, 2024Assignees: Advanced Micro Devices, Inc., ATI Technologies ULCInventors: Mehdi Saeedi, Ian Charles Colbert, Thomas Daniel Perry, Gabor Sines
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Patent number: 11839815Abstract: Systems, apparatuses, and methods for performing adaptive audio mixing are disclosed. A trained neural network dynamically selects and mixes pre-recorded, human-composed music stems that are composed as mutually compatible sets. Stem and track selection, volume mixing, filtering, dynamic compression, acoustical/reverberant characteristics, segues, tempo, beat-matching and crossfading parameters generated by the neural network are inferred from the game scene characteristics and other dynamically changing factors. The trained neural network selects an artist's pre-recorded stems and mixes the stems in real-time in unique ways to dynamically adjust and modify background music based on factors such as game scenario, the unique storyline of the player, scene elements, the player's profile, interest, and performance, adjustments made to game controls (e.g., music volume), number of viewers, received comments, player's popularity, player's native language, player's presence, and/or other factors.Type: GrantFiled: December 23, 2020Date of Patent: December 12, 2023Assignees: Advanced Micro Devices, Inc., ATI Technologies ULCInventors: Carl Kittredge Wakeland, Mehdi Saeedi, Thomas Daniel Perry, Gabor Sines
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Patent number: 11803999Abstract: Systems, methods, and techniques utilize reinforcement learning to efficiently schedule a sequence of jobs for execution by one or more processing threads. A first sequence of execution jobs associated with rendering a target frame of a sequence of frames is received. One or more reward metrics related to rendering the target frame are selected. A modified sequence of execution jobs for rendering the target frame is generated, such as by reordering the first sequence of execution jobs. The modified sequence is evaluated with respect to the selected reward metric(s); and rendering the target frame is initiated based at least in part on the evaluating of the modified sequence with respect to the one or more selected reward metric(s).Type: GrantFiled: November 18, 2021Date of Patent: October 31, 2023Assignees: Advanced Micro Devices, Inc., ATI TECHNOLOGIES ULCInventors: Thomas Daniel Perry, Steven Tovey, Mehdi Saeedi, Andrej Zdravkovic, Zhuo Chen
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Publication number: 20230310995Abstract: Systems, apparatuses, and methods for detecting personal-space violations in artificial intelligence (AI) based non-player characters (NPCs) are disclosed. An AI engine creates a NPC that accompanies and/or interacts with a player controlled by a user playing a video game. During gameplay, measures of context-dependent personal space around the player and/or one or more NPCs are generated. A control circuit monitors the movements of the NPC during gameplay and determines whether the NPC is adhering to or violating the measures of context-dependent personal space. The control circuit can monitor the movements of multiple NPCs simultaneously during gameplay, keeping a separate score for each NPC. After some amount of time has elapsed, the scores of the NPCs are recorded, and then the scores are provided to a machine learning engine to retrain the AI engines controlling the NPCs.Type: ApplicationFiled: March 31, 2022Publication date: October 5, 2023Inventors: Mehdi Saeedi, Ian Charles Colbert, Thomas Daniel Perry, Gabor Sines
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Publication number: 20230274168Abstract: An apparatus includes a processor configured to determine a first distribution associated with an artificial agent based on behavior associated with the artificial agent and a second distribution based on behavior of a user. The processor is further configured to generate a human-likeness similarity measurement by comparing the first distribution to the second distribution and modify the behavior of the artificial agent in response to the similarity measurement failing to satisfy a similarity threshold.Type: ApplicationFiled: February 28, 2022Publication date: August 31, 2023Inventors: Ian Charles COLBERT, Mehdi SAEEDI, Gabor SINES, Thomas Daniel PERRY
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Publication number: 20230206537Abstract: Systems, apparatuses, and methods for updating and optimizing task scheduling policies are disclosed. A new policy is obtained and updated at runtime by a client based on a server analyzing a wide spectrum of telemetry data on a relatively long time scale. Instead of only looking at the telemetry data from the client's execution of tasks for the previous frame, the server analyzes the execution times of tasks for multiple previous frames so as to determine a more optimal policy for subsequent frames. This mechanism enables making a more informed task scheduling policy decision as well as customizing the policy per application, game, and user without requiring a driver update. Also, this mechanism facilitates improved load balancing across the various processing engines, each of which has their own task queues. The improved load balancing is achieved by analyzing the telemetry data including resource utilization statistics for the different processing engines.Type: ApplicationFiled: December 27, 2021Publication date: June 29, 2023Inventors: Thomas Daniel Perry, Steven John Tovey, Mehdi Saeedi
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Publication number: 20230154100Abstract: Systems, methods, and techniques utilize reinforcement learning to efficiently schedule a sequence of jobs for execution by one or more processing threads. A first sequence of execution jobs associated with rendering a target frame of a sequence of frames is received. One or more reward metrics related to rendering the target frame are selected. A modified sequence of execution jobs for rendering the target frame is generated, such as by reordering the first sequence of execution jobs. The modified sequence is evaluated with respect to the selected reward metric(s); and rendering the target frame is initiated based at least in part on the evaluating of the modified sequence with respect to the one or more selected reward metric(s).Type: ApplicationFiled: November 18, 2021Publication date: May 18, 2023Inventors: Thomas Daniel Perry, Steven Tovey, Mehdi Saeedi, Andrej Zdravkovic, Zhuo Chen
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Publication number: 20220319096Abstract: An apparatus includes a processor and a collision detection unit operatively coupled to the processor. The collision detection unit is configured to process, using a machine learning model, one or more parameters associated with a ray cast in virtual environment comprising an object. The machine learning model is configured to approximate a mesh representing the object. The collision detection unit is further configured to determine if the ray collides with the object based on processing the one or more parameters. In response to determining if the ray collides with the object, the collision detection unit is configured to generate collision data associated with the ray and the object.Type: ApplicationFiled: March 30, 2021Publication date: October 6, 2022Inventors: Thomas Daniel PERRY, Gabor SINES, Mehdi SAEEDI, Allen H. RUSH
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Publication number: 20220309364Abstract: Systems, apparatuses, and methods for creating human-like non-player character (NPC) behavior with reinforcement learning (RL) are disclosed. An artificial intelligence (AI) engine creates a NPC that has seamless movement when accompanying a player controlled by a user playing a video game. The AI engine is RL-trained to stay close to the player but not get in the player's way while acting in a human-like manner. Also, the AI engine is RL-trained to evaluate the quality of information that is received over time from other AI engines and then to act on the evaluated information quality. Each AI agent is trained to evaluate the other AI agents and determine whether another AI agent is a friend or a foe. In some cases, groups of AI agents collaborate together to either help or hinder the player. The capabilities of each AI agent are independent from the capabilities of other AI agents.Type: ApplicationFiled: March 29, 2021Publication date: September 29, 2022Inventors: Thomas Daniel Perry, Mehdi Saeedi, Gabor Sines
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Publication number: 20220193549Abstract: Systems, apparatuses, and methods for performing adaptive audio mixing are disclosed. A trained neural network dynamically selects and mixes pre-recorded, human-composed music stems that are composed as mutually compatible sets. Stem and track selection, volume mixing, filtering, dynamic compression, acoustical/reverberant characteristics, segues, tempo, beat-matching and crossfading parameters generated by the neural network are inferred from the game scene characteristics and other dynamically changing factors. The trained neural network selects an artist's pre-recorded stems and mixes the stems in real-time in unique ways to dynamically adjust and modify background music based on factors such as game scenario, the unique storyline of the player, scene elements, the player's profile, interest, and performance, adjustments made to game controls (e.g., music volume), number of viewers, received comments, player's popularity, player's native language, player's presence, and/or other factors.Type: ApplicationFiled: December 23, 2020Publication date: June 23, 2022Inventors: Carl Kittredge Wakeland, Mehdi Saeedi, Thomas Daniel Perry, Gabor Sines