IP Library Granted Patent US 11,458,404
Granted Patent B2
US 11,458,404 · App. 17/067,540 · Granted Oct 4, 2022

Systems and methods for verifying activity associated with a play of a game

Inventors: Olga Rudi (San Francisco, CA); Katrine Chow (San Mateo, CA); Jennifer Sheldon (San Francisco, CA); Miho Michigami (Foster City, CA)
Assignee: Sony Interactive Entertainment LLC
A63F13/75A63F13/73A63F13/79A63F13/85
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 11,458,404
App. No.
17/067,540
Granted
Oct 4, 2022
Kind
B2
Abstract

A method for verifying behavior associated with play of a game is described. The method includes receiving a characterization of a first player from a user account as being abusive and accessing a recording of the behavior of the first player stored for a pre-determined time period in response to receiving the characterization of the first player. The method further includes analyzing, by an artificial intelligence model, the behavior of the first player to determine whether the behavior is abusive. The operation of analyzing whether the behavior of the first player is abusive is performed to determine whether the characterization of the first player is accurate.

Claims (56)

1. A method for verifying online behavior associated with play of a game, comprising:

receiving a characterization of a first game player as being abusive from a user account of a second game player;

recording online behavior, including gameplay behavior, of the first game player towards the second game player and additional game players in response to receiving the characterization from the user account of the second game player;

accessing the recording of the online behavior of the first game player stored for a pre-determined time period;

analyzing, by an artificial intelligence model, the online behavior of the first game player to determine a probability that the online behavior is abusive, wherein said analyzing the online behavior is performed based on the recording of the online behavior of the first game player, wherein said analyzing the online behavior of the first game player is abusive is performed to determine whether the characterization of the first game player by the second game player is accurate; and

implementing an online action against the first game player upon determining that the characterization of the first game player is accurate.

2. The method of claim 1 , further comprising:

confirming, based on said analyzing by the artificial intelligence model, that the characterization of the first game player is accurate; and

providing an opportunity to the first game player to appeal the characterization.

3. The method of claim 2 , further comprising:

providing the appeal to a reviewer account of a reviewer;

receiving a response via the reviewer account; and

presenting the response from the reviewer account to a user account of the first player.

4. The method of claim 1 , further comprising:

denying, based on said analyzing by the artificial intelligence model, that the characterization of the first game player is accurate;

indicating, via the user account, that the characterization is inaccurate.

5. The method of claim 1 , further comprising:

denying, based on said analyzing by the artificial intelligence model, that the characterization of the first game player is accurate; and

decrementing a number of reports of abusive behavior in a profile of the first game player upon denying that the characterization is accurate.

6. The method of claim 1 , wherein the online behavior occurs during a chat that occurs during the play of the game.

7. The method of claim 1 , wherein the online behavior includes a manner in which a first virtual character is controlled via a user account by the first game player, wherein the first virtual character is controlled to perform an act with respect to a second virtual character controlled by the second game player, wherein the act is performed to decrease a chance of the second virtual character in winning the game, wherein the first and second virtual characters belong to one team.

8. The method of claim 1 , wherein the online behavior is recorded from a time before the characterization is received until an end of the pre-determined time period, wherein the pre-determined time period includes a time at which the characterization is received.

9. The method of claim 1 , wherein the online behavior includes a number of times for which each instance of a negative act is performed by the first game player.

10. The method of claim 9 , wherein said analyzing is based on a behavior of the second player who is assigned the user account.

11. A method for verifying online behavior associated with play of a game, comprising:

receiving a characterization of a first game player as being praiseworthy from a user account of a second game player;

recording online behavior, including gameplay behavior, of the first game player towards the second game player and additional game players in response to receiving the characterization from the user account of the second game player;

accessing the recording of the online behavior of the first game player stored for a pre-determined time period;

analyzing, by an artificial intelligence model, the online behavior of the first game player to determine a probability that the online behavior is praiseworthy, wherein said analyzing the online behavior is performed based on the recording of the online behavior of the first game player, wherein said analyzing the online behavior of the first game player is praiseworthy is performed to confirm that the characterization of the first game player by the second game player is accurate; and

implementing an online action for the first game player upon determining that the characterization of the first game player is accurate.

12. The method of claim 11 , further comprising:

confirming that the characterization of the first game player is accurate, wherein said confirming is based on said analyzing by the artificial intelligence model,

wherein said implementing the online action includes providing rewards to a user account of the first game player upon said confirming that the characterization of the first game player is accurate.

13. The method of claim 11 , further comprising:

denying, based on said analyzing by the artificial intelligence model, that the characterization of the first game player is accurate;

indicating, via the user account, that the characterization is inaccurate.

14. The method of claim 11 , wherein the online behavior occurs during a chat that occurs during the play of the game.

15. The method of claim 11 , wherein the online behavior includes a manner in which a first virtual character is controlled via a user account by the first game player, wherein the first virtual character is controlled to perform an act with respect to a second virtual character controlled by the second game player, wherein the act is performed to decrease a chance of the second virtual character in winning the game, wherein the first and second virtual characters belong to one team.

16. The method of claim 11 , wherein the online behavior is recorded from a time before the characterization is received until an end of the pre-determined time period, wherein the pre-determined time period includes a time at which the characterization is received.

17. The method of claim 11 , wherein said analyzing is performed based on a number of times for positive acts are performed by the first game player in the pre-determined time period.

18. The method of claim 11 , wherein said analyzing is performed based on a behavior of the second game player who is assigned the user account.

19. A server system for verifying online behavior associated with play of a game, comprising:

a processor configured to:

receive a characterization of a first game player as being abusive from a user account of a second game player;

record online behavior, including gameplay behavior, of the first game player towards the second game player and additional game players in response to receiving the characterization from the user account of the second game player;

access the recording of the behavior of the first game player stored for a pre-determined time period;

analyze, using an artificial intelligence model, the online behavior of the first game player to determine a probability that the behavior is abusive, wherein the analysis is performed based on the recording of the online behavior of the first game player, wherein the analysis is performed to determine whether the characterization of the first game player by the second game player is accurate; and

implement an online action against the first game player upon determining that the characterization of the first game player is accurate; and

a memory device coupled to the processor.

20. The server system of claim 19 , wherein the processor is configured to:

confirm, based on the analysis by the artificial intelligence model, that the characterization of the first game player is accurate; and

provide an opportunity to the first game player to appeal the characterization.

21. The server system of claim 20 , wherein the processor is configured to:

provide the appeal to a reviewer account of a reviewer;

receive a response via the reviewer account; and

present the response from the reviewer account to a user account of the first game player.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 16, 2020
From: RUDI, OLGA
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 054673/0965 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 19, 2020
From: RUDI, OLGA; CHOW, KATRINE; SHELDON, JENNIFER; MICHIGAMI, MIHO
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 054424/0132 →
Continuity (1)
Related Publication 20220111297A1 · Apr 14, 2022