US 11,701,586 B2
Drama engine for dramatizing video gaming
Warren Benedetto, Foothill Ranch, CA (US); and Landon Noss, Laguna Niguel, CA (US)
Assigned to Sony Interactive Entertainment LLC, San Mateo, CA (US)
Filed by Sony Interactive Entertainment LLC, San Mateo, CA (US)
Filed on Aug. 22, 2018, as Appl. No. 16/109,289.
Prior Publication US 2020/0061465 A1, Feb. 27, 2020
Int. Cl. A63F 13/52 (2014.01); A63F 13/46 (2014.01); A63F 13/812 (2014.01); A63F 13/86 (2014.01)
CPC A63F 13/52 (2014.09) [A63F 13/46 (2014.09); A63F 13/812 (2014.09); A63F 13/86 (2014.09); A63F 2300/577 (2013.01); A63F 2300/61 (2013.01); A63F 2300/8011 (2013.01)] 12 Claims
OG exemplary drawing
 
1. A method for dramatizing video gaming, comprising:
receiving at a server over a network from a client device game state data during game play of a player playing a gaming application for identifying game context data corresponding to a current point in the game play, wherein the game state data is generated at the client device associated with the player executing the gaming application, wherein the game state data corresponds to the game play of the gaming application by the player;
during the game play of the player, identifying at the server an event of significance is occurring in association with the current point in the game play based on processing the game state data by the server to identify the game context data and historical data of a plurality of game plays of a plurality of players relating to the gaming application, wherein the identifying at the server the event of significance includes:
matching the game context data to one or more of a plurality of patterns of significance using an event classification model implementing artificial intelligence, wherein the matching uses some of the game state data captured during a period of time before the current point in the game play of the player to classify an event as matching a pattern of significance;
generating a total match score for the event that is classified matching the pattern of significance; and
identifying the event that is classified as the event of significance when the total match score satisfies a threshold;
generating at the server information detailing the event of significance based on the game context data and the historical data; and
sending the information over the network from the server to the client device for simultaneous presentation with the game play of the player such that the information is presented for an occurrence of the event of significance during the game play of the player.