IP Library Granted Patent US 11,065,550
Granted Patent B2
US 11,065,550 · App. 16/526,824 · Granted Jul 20, 2021

Local game execution for spectating and spectator game play

Inventors: Charles McCoy (San Mateo, CA); True Xiong (San Mateo, CA); Nathan Blaine Morgan (Escondido, CA)
Assignee: Sony Interactive Entertainment Inc.
A63F13/86A63F13/57A63F13/70
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Quick Facts
Patent No.
US 11,065,550
App. No.
16/526,824
Granted
Jul 20, 2021
Kind
B2
Abstract

A method for gaming. The method including instantiating an instance of a video game at a local device of a spectator. Game state and user data of one or more players participating in a gaming session is received. Video frames are generated of live game play by the players using the game state and user data by executing the video game in the instance. Video frames are displayed for the live game play on a display of the spectator. A local game slice of the video game is generated for a sliced game play while executing the video game in the instance. The local game slice being responsive to inputs from a controller device of the spectator.

Claims (65)

1. A method for gaming:

instantiating a first instance of a video game at a local device of a spectator;

receiving at the local device from a back-end game server game state data and user data of one or more players participating in a gaming session;

generating a plurality of video frames of live game play by the one or more players using the game state data and the user data by executing the video game in the first instance of the video game;

displaying the plurality of video frames for the live game play on a display of the spectator; and

generating a local game slice of the video game at the local device in a second instance of the video game for a sliced game play while executing the video game in the first instance, the local game slice being responsive to a plurality of inputs from a controller device of the spectator, wherein execution of the video game in the second instance is independent of execution of the video game in the first instance.

2. The method of claim 1 , further comprising:

controlling a character of a player using the plurality of inputs in a game world of the video game, the character being selected by the spectator for the local game slice.

3. The method of claim 1 , further comprising:

controlling a new character using the plurality of inputs in a game world of the video game, the new character being selected by the spectator for the local game slice.

4. The method of claim 1 , further comprising:

receiving AI state data associated with one or more characters controlled by the one or more players; and

controlling a character of a player using the AI state data in the local game slice.

5. The method of claim 4 , wherein the AI state data emulates behavior of the player playing the character.

6. The method of claim 1 ,

wherein the local game slice is initialized using most current game state data, user data and AI state data,

wherein the game state data and the user data from the one or more players are not updated in the local game slice.

7. The method of claim 1 , wherein the gaming session is a multi-player gaming session.

8. The method of claim 1 , further comprising:

halting execution of the local game slice; and

resuming generation of video frames of the live game play for the display of the spectator using updated game state data and updated user data by executing the video game in the first instance.

9. The method of claim 8 , further comprising:

determining a divergence from the live game play and the sliced game play;

generating one or more transition scenes to align the sliced game play and the live game play; and

displaying the one or more transition scenes before displaying the video frames of the live game play generated using the updated game state data and the updated user data.

10. The method of claim 1 , further comprising:

rewinding the live game play in the local game slice using the game state data and the user data to a start point in the live game play.

11. A non-transitory computer-readable medium storing a computer program for gaming, the computer-readable medium comprising:

program instructions for instantiating a first instance of a video game at a local device of a spectator;

program instructions for receiving at the local device from a back-end game server game state data and user data of one or more players participating in a gaming session;

program instructions for generating a plurality of video frames of live game play by the one or more players using the game state data and the user data by executing the video game in the first instance of the video game;

program instructions for displaying the plurality of video frames for the live game play on a display of the spectator; and

program instructions for generating a local game slice of the video game at the local device in a second instance of the video game for a sliced game play while executing the video game in the first instance, the local game slice being responsive to a plurality of inputs from a controller device of the spectator, wherein execution of the video game in the second instance is independent of execution of the video game in the first instance.

12. The non-transitory computer-readable medium of claim 11 , further comprising:

program instructions for controlling a character of a player or a new character using the plurality of inputs in a game world of the video game, the character or the new character being selected by the spectator for the local game slice.

13. The non-transitory computer-readable medium of claim 11 ,

wherein the local game slice is initialized using most current game state data, user data and AI state data,

wherein the game state data and the user data from the one or more players are not updated in the local game slice.

14. The non-transitory computer-readable medium of claim 11 , further comprising:

program instructions for halting execution of the local game slice; and

program instructions for resuming generation of video frames of the live game play for the display of the spectator using updated game state data and updated user data by executing the video game in the first instance.

15. The non-transitory computer-readable medium of claim 14 , further comprising:

program instructions for determining a divergence from the live game play and the sliced game play;

program instructions for generating one or more transition scenes to align the sliced game play and the live game play; and

program instructions for displaying the one or more transition scenes before displaying the video frames of the live game play generated using the updated game state data and the updated user data.

16. 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:

instantiating a first instance of a video game at a local device of a spectator;

receiving at the local device from a back-end game server game state data and user data of one or more players participating in a gaming session;

generating a plurality of video frames of live game play by the one or more players using the game state data and the user data by executing the video game in the first instance of the video game;

displaying the plurality of video frames for the live game play on a display of the spectator; and

generating a local game slice of the video game at the local device in a second instance of the video game for a sliced game play while executing the video game in the first instance, the local game slice being responsive to a plurality of inputs from a controller device of the spectator, wherein execution of the video game in the second instance is independent of execution of the video game in the first instance.

17. The computer system of claim 16 , the method further comprising:

controlling a character of a player or a new character using the plurality of inputs in a game world of the video game, the character or the new character being selected by the spectator for the local game slice.

18. The computer system of claim 16 ,

wherein in the method the local game slice is initialized using most current game state data, user data and AI state data,

wherein in the method the game state data and the user data from the one or more players are not updated in the local game slice.

19. The computer system of claim 16 , the method further comprising:

halting execution of the local game slice; and

resuming generation of video frames of the live game play for the display of the spectator using updated game state data and updated user data by executing the video game in the first instance.

20. The computer system of claim 19 , the method further comprising:

determining a divergence from the live game play and the sliced game play;

generating one or more transition scenes to align the sliced game play and the live game play; and

displaying the one or more transition scenes before displaying the video frames of the live game play generated using the updated game state data and the updated user data.

Assignments (2)
CORRECTIVE ASSIGNMENT TO CORRECT THE RECEIVING PARTY NAME PREVIOUSLY RECORDED AT REEL: 50123 FRAME: 278. ASSIGNOR(S) HEREBY CONFIRMS THE ASSIGNMENT. Recorded Apr 7, 2021
From: MCCOY, CHARLES; XIONG, TRUE; MORGAN, NATHAN BLAINE
To: SONY INTERACTIVE ENTERTAINMENT INC.
Reel/Frame 055911/0201 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 21, 2019
From: MCCOY, CHARLES; XIONG, TRUE; MORGAN, NATHAN BLAINE
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 050123/0278 →
Continuity (1)
Related Publication 20210031115A1 · Feb 4, 2021
Cited By (1)
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