US 12,083,429 B2
Artificial intelligence for driving lines in racing games
Peter Wurman, Acton, MA (US); Kaushik Subramanian, Metzingen (DE); Florian Fuchs, Zürich (CH); Takuma Seno, Tokyo (JP); and Kenta Kawamoto, Tokyo (JP)
Assigned to SONY GROUP CORPORATION, Tokyo (JP)
Filed by Sony Group Corporation, Tokyo (JP); and Sony Corporation of America, New York, NY (US)
Filed on Feb. 8, 2022, as Appl. No. 17/650,300.
Prior Publication US 2023/0249074 A1, Aug. 10, 2023
Int. Cl. A63F 13/5375 (2014.01); A63F 13/49 (2014.01); A63F 13/573 (2014.01); A63F 13/58 (2014.01); A63F 13/803 (2014.01); G06N 3/02 (2006.01)
CPC A63F 13/5375 (2014.09) [A63F 13/49 (2014.09); A63F 13/573 (2014.09); A63F 13/58 (2014.09); A63F 13/803 (2014.09); G06N 3/02 (2013.01); A63F 2300/8017 (2013.01)] 15 Claims
OG exemplary drawing
 
1. A method for providing driving aides in a racing game comprising:
training a neural network for a trained agent to achieve optimal racing results in a particular car on a particular track;
operating the trained agent in parallel with a player racing in the racing game, where the trained agent is provided state information of the player during the racing game;
looking ahead, by the trained agent, to determine a recommended course of action based on the state information of the player, the recommended course of action determined by the trained agent to achieve the optimal racing result; and
providing course overlay information based on the recommended course of action.