Annotating player or spectator sentiment for video game fragment generation
AssigneeSony Interactive Entertainment Inc.
InventorsCharles McCoy, True Xiong
Life of this patent
Estimating the term…
Abstract
A system includes a game recorder that records a first session of a video game, the first session including game state data generated by processing player input data by a video game processor, an input processor that identifies a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold, a trained machine learning model that determines a sentiment of the one or more players or spectators at the location based on live game feedback, and a storage device that associates an annotation of the sentiment with the game state data at the location within the video game.
Claims40
A computer-implemented method comprising:
- recording a first session of a video game, the first session including game state data generated by processing player input data by a video game processor;
- identifying a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold including identifying an interest peak for the one or more players or spectators;
- determining, by a trained machine learning model, a sentiment of the one or more players or spectators at the location based on live game feedback;
- and
- associating an annotation of the sentiment with the game state data at the location within the video game.
A system comprising:
- at least one processor;
- and
- at least one computer-readable media having collectively stored thereon computer-readable instructions that, when executed with the at least one processor, collectively cause the system to:
- record a first session of a video game, the first session including game state data generated by processing player input data;
- identify a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold including identifying an interest peak for the one or more players or spectators;
- determine, with a trained machine learning model, a sentiment of the one or more players or spectators at the location based on live game feedback;
- and
- associate an annotation of the sentiment with the game state data at the location within the video game.
A computer-implemented method comprising:
- recording a first session of a video game, the first session including game state data generated by processing player input data by a video game processor;
- identifying a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold;
- determining, by a trained machine learning model, a sentiment of the one or more players or spectators at the location based on live game feedback that includes vital sign data recorded by a vital sign monitor associated with a client device used to play the first session;
- and
- associating an annotation of the sentiment with the game state data at the location within the video game.
A system comprising:
- at least one processor;
- and
- at least one computer-readable media having collectively stored thereon computer-readable instructions that, when executed with the at least one processor, collectively cause the system to:
- record a first session of a video game, the first session including game state data generated by processing player input data;
- identify a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold;
- determine, with a trained machine learning model, a sentiment of the one or more players or spectators at the location based on live game feedback that includes vital sign data recorded by a vital sign monitor associated with a client device used to play the first session;
- and
- associate an annotation of the sentiment with the game state data at the location within the video game.
A computer-implemented method comprising:
- recording a first session of a video game, the first session including game state data generated by processing player input data by a video game processor;
- identifying a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold;
- determining, by a trained machine learning model, a sentiment of the one or more players or spectators at the location based on live game feedback;
- associating an annotation of the sentiment with the game state data at the location within the video game;
- fragmenting the video game into a plurality of playable fragments of different lengths including a playable fragment that includes the location associated with the annotation;
- obtaining one or more preferences of a player including determining at least one implicit preference of the player, the at least one implicit preference including a preferred playing time determined from at least one of player calendar data and player historical data;
- and
- identifying a playable fragment of the plurality of playable fragments that satisfies the one or more preferences.
A system comprising:
- at least one processor;
- and
- at least one computer-readable media having collectively stored thereon computer-readable instructions that, when executed with the at least one processor, collectively cause the system to:
- record a first session of a video game, the first session including game state data generated by processing player input data;
- identify a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold;
- determine, with a trained machine learning model, a sentiment of the one or more players or spectators at the location based on live game feedback;
- associate an annotation of the sentiment with the game state data at the location within the video game;
- fragment the video game into a plurality of playable fragments of different lengths including a playable fragment that includes the location associated with the annotation;
- obtain one or more preferences of a player including determining at least one implicit preference of the player, the at least one implicit preference including a preferred playing time determined from at least one of player calendar data and player historical data;
- and
- identify a playable fragment of the plurality of playable fragments that satisfies the one or more preferences.
Dependencies are inferred from the claim text.