# US 9,433,868 B2 · Method, apparatus, and program product for predicting virtual presence in a persistent virtual enviornment

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- Number: US 9,433,868 B2
- Document ID: US9433868B2
- Status: Granted
- Kind: B2
- Application number: 11/320,224
- Filed: 2005-12-28
- Published: 2007-06-28
- Granted: 2016-09-06
- Earliest claimed: 2005-12-28
- Assignees: Palo Alto Research Center Incorporated
- Applicants: Eric S. Nickell; Nicolas B. Ducheneaut
- Inventors: Eric S. Nickell; Nicolas B. Ducheneaut
- Web page: https://patentgrep.com/patent/US9433868B2

## CPC

- A63F 13/12
- A63F 13/795: for finding other players; for building a team; for providing a buddy list
- A63F 13/30: Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- G06F 9/30036: {Instructions to perform operations on packed data, e.g. vector, tile or matrix operations}
- G07F 17/32: for games, toys, sports, or amusements
- G07F 17/3206: {Player sensing means, e.g. presence detection, biometrics}
- G07F 17/3237: {about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players}
- G07F 17/3272: {Games involving multiple players}
- A63F 2300/5533: using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
- A63F 2300/556: Player lists, e.g. online players, buddy list, black list
- A63F 2300/5593: involving scheduling aspects
- 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)
- G07F: COIN-FREED OR LIKE APPARATUS (coin sorting G07D3/00; coin testing G07D5/00; {handling coins or paper currencies apart from payment activated apparatus G07D; payment architectures, schemes or protocols G06Q20/00})

## Abstract

Apparatus, methods, and computer program products are disclosed that access a first coefficient vector that represents a first temporal profile and a second coefficient vector that represents a second temporal profile. The first and second temporal profiles represent presence histories of a first entity and a second entity within a persistent virtual environment. Once the coefficient vectors are accessed, the technology generates a predictive function responsive to the coefficient vectors. The predictive function provides a likelihood with respect to a future time that the first entity and the second entity will be temporally compatible. The technology then presents a representation of said predictive function or information derived from said predictive function.

## Claims

### Claim 1

A computer controlled method comprising:
logging a first entity onto a server computer of a persistent virtual environment, by a client computer of the first entity participating in the persistent virtual environment, wherein the client computer comprises a first microprocessor and a first display for presenting the persistent virtual environment to the first entity;
responsive to the first entity participating in the persistent virtual environment over a computer network, updating, by the server computer of the persistent virtual environment, a first temporal profile for the first entity to represent an updated presence history of the first entity within the persistent virtual environment;
updating, by the server computer, a first coefficient vector responsive to updating the first temporal profile for the first entity, and updating, by the server computer, a second coefficient vector responsive to updating a second temporal profile for a second entity participating in the persistent virtual environment, wherein a second client computer comprises a second microprocessor and a second display for presenting the persistent virtual environment to the second entity,
wherein the first and second coefficient vectors comprise coefficients to one or more basis functions, wherein a respective basis function corresponds to a specific time interval in the presence history, and wherein a respective coefficient corresponds to a general least-squares fit value to the one or more basis functions for the specific time interval;
generating, by the server computer based on the first and second coefficient vectors, a third temporal profile which indicates a temporal similarity of the first and second entities;
performing, by the server computer, a predictive function that provides a strength of prediction and a probability value associated with a future time during which the first and second entities are likely to both be virtually present in the persistent virtual environment based on the third temporal profile that indicates the temporal similarity between the first and second coefficient vectors, wherein the strength indicates a confidence level associated with the probability value of the prediction;
sending, by the server computer, the future time, the probability value, and the strength of prediction associated with the probability value to the client computer; and
presenting, by the client computer on the first display, a representation of the future time, the probability value, and the strength of prediction associated with the probability value that are derived from the predictive function.

### Claim 2 (depends on 1)

The computer controlled method of claim 1, wherein said persistent virtual environment is selected from one or more of the group consisting of a multiplayer online game, a virtual office, a virtual resort, and a virtual representation of a real world attraction.

### Claim 3 (depends on 1)

The computer controlled method of claim 1, wherein said predictive function is also responsive to one or more of a group consisting of an interaction interval, a maximized overlap condition, soonest possible time condition, and a required percentage of expected entity participation condition.

### Claim 4 (depends on 3)

The computer controlled method of claim 3, wherein said interaction interval is a scheduled interval for one or more of a quest, a player association gathering, or virtual event.

### Claim 5 (depends on 1)

The computer controlled method of claim 1, further comprising converting, by the server computer, said future time to a real world time with respect to a player of said first entity.

### Claim 6 (depends on 1)

The computer controlled method of claim 1, wherein said first coefficient vector includes a merit value, and wherein said strength of prediction is responsive to said merit value.

### Claim 7 (depends on 1)

The computer controlled method of claim 1, further comprising scheduling said future time with said first entity and said second entity responsive to said predictive function.

### Claim 8 (depends on 1)

The computer controlled method of claim 1, wherein said first entity and said second entity are temporally compatible if said first entity and said second entity will both be virtually present in said persistent virtual environment at said future time; or wherein said first entity is a player association, said first temporal profile is responsive to a participation level of said player association and if said second entity will be virtually present in said persistent virtual environment at said future time when said participation level is high.

### Claim 9

A system comprising:
a client computer having a first display, a first central processing unit (CPU), and a first memory coupled to the first CPU comprising a first communication logic to log a first entity onto one or more severs of a persistent virtual environment, and present the persistent virtual environment on the first display for the first entity participating in the persistent virtual environment; and
a server computer having a second CPU and a second memory coupled to the second CPU comprising:
an update logic configured to:
responsive to the first entity participating in the persistent virtual environment over a computer network, update a first temporal profile for the first entity to represent an updated presence history of the first entity within the persistent virtual environment; and
update a first coefficient vector responsive to updating the first temporal profile for the first entity, and update a second coefficient vector responsive to updating a second temporal profile for a second entity participating in the persistent virtual environment, wherein a second client computer has a third display, a third CPU, and a third memory coupled to the third CPU comprising a second communication logic to present the persistent virtual environment on the second display for the second entity participating in the persistent virtual environment,
wherein the first and second temporal coefficient vectors comprise coefficients to one or more function, wherein a respective basis function corresponds to a specific time interval in the presence history, and wherein a respective coefficient corresponds to a general least-squares fit value to the one or more basis functions for the specific time interval;
forecasting logic configured to:
generate, based on the first and second coefficient vectors, a third temporal profile which indicates a temporal similarity of the first and second entities; and
perform a predictive function that provides a strength of prediction and a probability value associated with a future time during which the first and said second entities are likely to both be virtually present in the persistent virtual environment is based on the third temporal profile that indicates the temporal similarity between the first and the second coefficient vectors, wherein the strength indicates a confidence level associated with the probability value of the prediction; and
communication logic to send the future time, the probability value, and the strength of prediction associated with the probability value to the client computer;
wherein the first memory of the client computer further comprises a presentation logic configured to present, on the first display of the client computer, a representation of the future time, the probability value, and the strength of prediction that are derived from the predictive function.

### Claim 10 (depends on 9)

The system of claim 9, wherein said persistent virtual environment is selected from one or more of the group consisting of a multiplayer online game, a virtual office, a virtual resort, and a virtual representation of a real world attraction.

### Claim 11 (depends on 9)

The system of claim 9, wherein said predictive function is also responsive to one or more of a group consisting of an interaction interval, a maximized overlap condition, soonest possible time condition, and a required percentage of expected entity participation condition.

### Claim 12 (depends on 11)

The system of claim 11, wherein said interaction interval is a scheduled interval for one or more of a quest, a player association gathering, or virtual event.

### Claim 13 (depends on 9)

The system of claim 9, further comprising time conversion logic configured to convert said future time to a real world time with respect to a player of said first entity.

### Claim 14 (depends on 9)

The system of claim 9, wherein said first coefficient vector includes a merit value, and wherein said strength of prediction is responsive to said merit value.

### Claim 15 (depends on 9)

The system of claim 9, further comprising a prediction logic configured to schedule said future time with said first entity and said second entity responsive to said predictive function.

### Claim 16 (depends on 9)

The system of claim 9, wherein said first entity and said second entity are temporally compatible if said first entity and said second entity will both be virtually present in said persistent virtual environment at said future time; or wherein said first entity is a player association, said first temporal profile is responsive to a participation level of said player association and if said second entity will be virtually present in said persistent virtual environment at said future time when said participation level is high.

### Claim 17

A non-transitory storage medium storing instructions that when executed by a computer cause the computer to perform a method, the method comprising:
logging a first entity onto a server computer of a persistent virtual environment, wherein the first entity participates in the persistent virtual environment using a client computer comprising a first microprocessor and a first display for presenting the persistent virtual environment to the first entity;
responsive to the first entity participating in the persistent virtual environment over a computer network, updating a first temporal profile for the first entity to represent an updated presence history of the first entity within the persistent virtual environment;
updating a first coefficient vector responsive to updating the first temporal profile for the first entity, and updating a second coefficient vector responsive to updating a second temporal profile for a second entity participating in the persistent virtual environment, wherein a second client computer comprises a second microprocessor and a second display for presenting the persistent virtual environment to the second entity,
wherein the first and second coefficient vectors comprise coefficients to one or more basis functions, wherein a respective basis function corresponds to a specific time interval in the presence history, and wherein a respective coefficient corresponds to a general least-squares fit value to the one or more basis functions for the specific time interval;
generating, based on the first and second coefficient vectors, a third temporal profile which indicates a temporal similarity of the first and second entities;
performing a predictive function that provides a strength of prediction and a probability value associated with a future time during which the first and second entities are likely to both be virtually present in the persistent virtual environment based on the third temporal profile that indicates the temporal similarity between the first and second coefficient vectors, wherein the strength indicates a confidence level associated with the probability value of the prediction;
sending the future time, the probability value, and the strength of prediction associated with the probability value to the client computer; and
presenting, on the first display of the client computer, a representation of the future time, the probability value, and the strength of prediction associated with the probability value that are derived from the predictive function.

### Claim 18 (depends on 17)

The storage medium of claim 17, wherein said persistent virtual environment is selected from one or more of the group consisting of a multiplayer online game, a virtual office, a virtual resort, and a virtual representation of a real world attraction.

### Claim 19 (depends on 17)

The storage medium of claim 17, wherein said predictive function is also responsive to one or more of a group consisting of an interaction interval, a maximized overlap condition, soonest possible time condition, and a required percentage of expected entity participation condition.

### Claim 20 (depends on 19)

The storage medium of claim 19, wherein said interaction interval is a scheduled interval for one or more of a quest, a player association gathering, or virtual event.

### Claim 21 (depends on 17)

The storage medium of claim 17, further comprising converting said future time to a real world time with respect to a player of said first entity.

### Claim 22 (depends on 17)

The storage medium of claim 17, wherein said first coefficient vector includes a merit value, and wherein said strength of prediction is responsive to said merit value.

### Claim 23 (depends on 17)

The storage medium of claim 17, wherein the method further comprises scheduling said future time with said first entity and said second entity responsive to said predictive function.

### Claim 24 (depends on 17)

The storage medium of claim 17, wherein said first entity and said second entity are temporally compatible if said first entity and said second entity will both be virtually present in said persistent virtual environment at said future time; or wherein said first entity is a player association, said first temporal profile is responsive to a participation level of said player association and if said second entity will be virtually present in said persistent virtual environment at said future time when said participation level is high.
