IP Library Granted Patent US 11,771,985
Granted Patent B2
US 11,771,985 · App. 16/890,871 · Granted Oct 3, 2023

Drama engine for dramatizing video gaming

Inventors: Warren Benedetto (Foothill Ranch, CA); Landon Noss (Laguna Niguel, CA)
Assignee: Sony Interactive Entertainment LLC
A63F13/52A63F13/46A63F13/812A63F13/86A63F2300/577A63F2300/61A63F2300/8011
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Quick Facts
Patent No.
US 11,771,985
App. No.
16/890,871
Granted
Oct 3, 2023
Kind
B2
Abstract

A method for dramatizing video gaming is disclosed. The method includes receiving over a network from a client device contextual data corresponding to game play of a player playing a gaming application. The method includes identifying an event of dramatic significance is occurring or likely will occur in the game play based on the contextual data and historical data of a plurality of game plays relating to the gaming application. The method includes generating information dramatizing the event of dramatic significance. The method includes surfacing the information in connection with the game play.

Claims (41)

1. A method for dramatizing video gaming performed by a processor and memory, the memory for storing instructions for execution by the processor, comprising:

accessing a first recording of a first game play of a first player playing in single-player mode a segment of a gaming application, wherein the segment includes a plurality of possible events;

accessing a second recording of a second game play of a second player playing in the single-player mode the segment of the gaming application, wherein the first game play and the second game play are performed asynchronously;

identifying a plurality of performed events in the first game play and the second game play based on first game state data of the first game play and second game state data of the second game play, wherein the identifying includes matching the plurality of performed events in the first game play and the second game play to modeled events generated by artificial intelligence, wherein the artificial intelligence is implemented by an event classification model that receives the first game state data and the second game state data and classifies the plurality of performed events that match the modeled events occurring within a plurality of predefined story templates;

generating a timeline of performed events including each of the plurality of performed events;

matching a first timing of the plurality of performed events in the first game play and the second game play occurring in the timeline of performed events to a second timing of events included in a first story template of the plurality of predefined story templates; and

automatically creating a media story relating the first game play and the second game play that are performed asynchronously including at least portions of the first recording and the second recording corresponding to at least one of the plurality of performed events that are identified based on the first story template.

2. The method of claim 1 , wherein the matching the first timing of the plurality of performed events includes:

determining that the first timing of the plurality of performed events in the first game play and the second game play aligns with the second timing of events included in the first story template.

3. The method of claim 1 , wherein the identifying the plurality of performed events includes:

receiving over a network from a first client device first contextual data corresponding to the first game play of the first player;

determining through the artificial intelligence a first plurality of performed events in the first game play by matching the first contextual data to a plurality of classifiers defining the plurality of possible events for the segment;

receiving over the network from a second client device second contextual data corresponding to the second game play of the second player; and

determining through the artificial intelligence a second plurality of performed events in the second game play by matching the second contextual data to the plurality of classifiers.

4. The method of claim 1 , wherein the automatically creating the media story includes:

presenting the first recording and the second recording side-by-side.

5. The method of claim 1 , wherein the automatically creating the media story includes:

generating a narration of the timeline of performed events based on the first story template; and

merging the narration with a presentation of the at least portions of the first recording and the second recording.

6. The method of claim 1 , further comprising:

sharing the media story via a social network.

7. The method of claim 1 , wherein the plurality of predefined story templates includes:

an underdog scenario, wherein the first player is more skilled than the second player;

a come from behind win, wherein a majority of performed events in the first timing of the plurality of performed events identified in the first game play is behind the second timing of performed events identified in the second game play;

a matching of blows-for-blows scenario, wherein the first timing of the plurality of performed events identified in the first game play align with the second timing of performed events included in the first story template;

a photo finish, wherein first timing of a final performed event identified in the first game play aligns with second timing of a final performed event identified in the second game play;

a Hail Mary finish, wherein the final performed event identified in the first game play has a low chance to succeed;

a single-player record breaker, wherein a third timing of performed events identified in the first game play breaks a first record;

a team-statistics record breaker, wherein statistics from the first game play and the second game play break a second record;

an agony of defeat ending, wherein the final performed event identified in the first game play is unsuccessful;

a rookie wins a first game, wherein the first player is a rookie and wins the first game that is defined between the first game play and the second game play; and

a struggling veteran wins a second game, wherein the first player is a gaming veteran and wins the second game that is defined between the first game play and the second game play.

8. The method of claim 1 , wherein the segment is a challenge of the gaming application.

9. The method of claim 1 , further comprising:

accessing a plurality of recordings of a plurality of game plays of a plurality of players;

identifying a plurality of performed events in the plurality of game plays;

comparing different permutations of paired game plays to the first story template, wherein each permutation has a corresponding timeline of performed events; and

selecting permutations for packaging as a corresponding media story when a corresponding timing of performed events from the corresponding timeline of performed events matches the second timing of events included in the first story template.

10. The method of claim 1 , wherein the automatically creating the media story includes:

generating a slow-motion of one or more events in the timeline of performed events; and

merging the slow-motion of the one or more events into a presentation of the at least portions of the first recording and the second recording.

Continuity (2)
Division 16109289 · Aug 22, 2018
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