Machine learned ground coverage for virtual gaming environment
AssigneePlayerUnknown Productions B.V.
InventorsDavid Lupien St-Pierre, Noel Lopez-Gonzaga, Serge vanKeulen
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AssigneePlayerUnknown Productions B.V.
InventorsDavid Lupien St-Pierre, Noel Lopez-Gonzaga, Serge vanKeulen
Estimating the term…
Virtual game worlds for computer games can be provided using machine learning. The use of machine learning enables the virtual game worlds to be generated at run time by standard consumer hardware devices. Machine learning agents are trained in advance to the characteristics of the particular game world. In doing so, ground coverage of the virtual game world can be determined. In one implementation, the ground coverage is determined using at least one ground coverage agent, which is a trained machine learning agent to provide appropriate ground coverage for the terrain of the virtual game world. Advantageously, the virtual game world can be provided in high resolution and is able to cover a substantially larger region than conventional practical.
A computer-implemented method for generating a virtual game world for a computer game, comprising:
A non-transitory computer readable medium including at least computer program code tangibly stored thereon and executable by an electronic device to generate a virtual game world for a computer game played by at least one player via a player's game play electronic device, the computer readable medium comprising:
A non-transitory computer readable medium including at least computer program code tangibly stored thereon and executable by an electronic device to generate a virtual game world for a computer game played by at least one player via a player's game play electronic device, the computer readable medium comprising:
Dependencies are inferred from the claim text.