# US 10,870,060 B2 · Method and system for accessing previously stored game play via video recording as executed on a game cloud system

> Agents: this data is available as JSON from the patentgrep API and MCP server — see https://patentgrep.com/llms.txt

- Number: US 10,870,060 B2
- Document ID: US10870060B2
- Status: Granted
- Kind: B2
- Application number: 16/209,845
- Filed: 2018-12-04
- Published: 2019-04-11
- Granted: 2020-12-22
- Earliest claimed: 2016-07-21
- Assignees: Sony Interactive Entertainment Inc.
- Applicants: Sony Interactive Entertainment LLC
- Inventors: Warren Benedetto
- Web page: https://patentgrep.com/patent/US10870060B2

## CPC

- A63F 13/86: Watching games played by other players
- A63F 13/30: Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F 13/355: Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
- A63F 13/47: involving branching, e.g. choosing one of several possible scenarios at a given point in time
- A63F 13/49: Saving the game status; Pausing or ending the game
- A63F 13/493: Resuming a game, e.g. after pausing, malfunction or power failure
- A63F 13/497: Partially or entirely replaying previous game actions
- A63F 13/63: by the player, e.g. authoring using a level editor
- G06F 16/74: Browsing; Visualisation therefor (end-user interfaces for requesting or interacting with video content, e.g. video on demand interfaces or electronic programme guides, H04N21/472)
- H04N 21/274: Storing end-user {multimedia} data in response to end-user request {, e.g. network recorder}
- H04N 21/47217: {for controlling playback functions for recorded or on-demand content, e.g. using progress bars, mode or play-point indicators or bookmarks (specific graphical features in visual interfaces H04N21/4312)}
- H04N 21/4781: {Games}
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- H04N: PICTORIAL COMMUNICATION, e.g. TELEVISION

## Abstract

A method for gaming, including receiving from a client device of a user selection of a video recording of game play of a player for a gaming application, and streaming the video recording to the client device. The video recording is associated with a snapshot captured at a first point in the recorded game play. Selection of a jump point in the recorded game play is received from the client device. An instance of the gaming application is initiated based on the snapshot to initiate a jump game play. Input commands used to direct the game play and associated with the snapshot are accessed. Image frames are generated based on the input commands for rendering at the client device, the image frames replaying the game play to the jump point. Input commands from the client device are handled beginning from the jump point for the jump game play.

## Claims

### Claim 1

A method for gaming, comprising:
encoding a plurality of video frames of a video recording of a gaming application;
streaming the plurality of video frames of the video recording that is encoded to a client device of a user, wherein the video recording is associated with a plurality of snapshots captured at a plurality of points in the video recording, wherein each snapshot provides a corresponding instantiation of the gaming application that enables a jump game play beginning at a corresponding point in the video recording;
receiving a request from the client device to play the gaming application via the jump game play, the request being associated with a jump point in the video recording, the jump point in part being defined in relation to one or more video frames being selected by the user via the client device based on the plurality of video frames that is encoded and streamed, the request causing the selection of a first snapshot that is closest to the jump point; and
accessing a plurality of controller inputs stored in a database in association with the video recording to bring the jump game play to the jump point.

### Claim 2 (depends on 1)

The method of claim 1, wherein the video recording was generated by a prior game play of a player playing the gaming application.

### Claim 3 (depends on 1)

The method of claim 1, wherein the plurality of snapshots includes the controller inputs, the plurality of snapshots being stored in the database.

### Claim 4 (depends on 1)

The method of claim 1, wherein accessing the plurality of controller inputs includes:
fast forwarding through the jump game play to the jump point.

### Claim 5 (depends on 1)

The method of claim 1, wherein accessing the plurality of controller inputs includes:
fast reversing through the jump game play to the jump point.

### Claim 6 (depends on 1)

The method of claim 1, wherein the receiving a request from the client device to play the gaming application includes:
receiving selection of a video frame in the video recording as the jump point.

### Claim 7 (depends on 1)

The method of claim 1, further comprising:
initiating a first instantiation of the gaming application based on the first snapshot to enable the jump game play.

### Claim 8

A non-transitory computer-readable medium storing a computer program for gaming, the computer-readable medium comprising:
program instructions for encoding a plurality of video frames of a video recording of a gaming application;
program instructions for streaming the plurality of video frames of the video recording that is encoded to a client device of a user, wherein the video recording is associated with a plurality of snapshots captured at a plurality of points in the video recording, wherein each snapshot provides a corresponding instantiation of the gaming application that enables a jump game play beginning at a corresponding point in the video recording;
program instructions for receiving a request from the client device to play the gaming application via the jump game play, the request being associated with a jump point in the video recording, the jump point in part being defined in relation to one or more video frames being selected by the user via the client device based on the plurality of video frames that is encoded and streamed, the request causing the selection of a first snapshot that is closest to the jump point; and
program instructions for accessing a plurality of controller inputs stored in a database in association with the video recording to bring the jump game play to the jump point.

### Claim 9 (depends on 8)

The non-transitory computer-readable medium of claim 8, wherein the video recording was generated by a prior game play of a player playing the gaming application.

### Claim 10 (depends on 8)

The non-transitory computer-readable medium of claim 8, wherein the plurality of snapshots includes the controller inputs, the plurality of snapshots being stored in the database.

### Claim 11 (depends on 8)

The non-transitory computer-readable medium of claim 8, wherein the program instructions for accessing the plurality of controller inputs includes:
fast forwarding through the jump game play to the jump point.

### Claim 12 (depends on 8)

The non-transitory computer-readable medium of claim 8, wherein the program instructions for accessing the plurality of controller inputs includes:
program instructions for fast reversing through the jump game play to the jump point.

### Claim 13 (depends on 8)

The non-transitory computer-readable medium of claim 8, wherein the receiving a request from the client device to play the gaming application includes:
program instructions for receiving selection of a video frame in the video recording as the jump point.

### Claim 14 (depends on 8)

The non-transitory computer-readable medium of claim 8, further comprising:
program instructions for initiating a first instantiation of the gaming application based on the first snapshot to enable the jump game play.

### Claim 15

A computer system comprising:
a processor; and
memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method for gaming comprising:
encoding a plurality of video frames of a video recording of a gaming application;
streaming the plurality of video frames of the video recording that is encoded to a client device of a user, wherein the video recording is associated with a plurality of snapshots captured at a plurality of points in the video recording, wherein each snapshot provides a corresponding instantiation of the gaming application that enables a jump game play beginning at a corresponding point in the video recording;
receiving a request from the client device to play the gaming application via the jump game play, the request being associated with a jump point in the video recording, the jump point in part being defined in relation to one or more video frames being selected by the user via the client device based on the plurality of video frames that is encoded and streamed, the request causing the selection of a first snapshot that is closest to the jump point; and
accessing a plurality of controller inputs stored in a database in association with the video recording to bring the jump game play to the jump point.

### Claim 16 (depends on 15)

The computer system of claim 15, wherein in the method the video recording was generated by a prior game play of a player playing the gaming application.

### Claim 17 (depends on 15)

The computer system of claim 15, wherein in the method the plurality of snapshots includes the controller inputs, the plurality of snapshots being stored in the database.

### Claim 18 (depends on 15)

The computer system of claim 15, wherein in the method the accessing the plurality of controller inputs includes:
fast forwarding through the jump game play to the jump point, or
fast reversing through the jump game play to the jump point.

### Claim 19 (depends on 15)

The computer system of claim 15, wherein in the method the receiving a request from the client device to play the gaming application includes:
receiving selection of a video frame in the video recording as the jump point.

### Claim 20 (depends on 15)

The computer system of claim 15, the method further comprising:
initiating a first instantiation of the gaming application based on the first snapshot to enable the jump game play.
