US 12,102,911 B2
E-gaming enhanced user experience
Joseph Soryal, Glendale, NY (US); and Nishit J. Sanghavi, Kenmore, WA (US)
Assigned to AT&T Intellectual Property I, L.P., Atlanta, GA (US)
Filed by AT&T Intellectual Property I, L.P., Atlanta, GA (US)
Filed on Apr. 15, 2022, as Appl. No. 17/721,422.
Prior Publication US 2023/0330521 A1, Oct. 19, 2023
Int. Cl. A63F 13/00 (2014.01); A63F 13/35 (2014.01)
CPC A63F 13/35 (2014.09) 20 Claims
OG exemplary drawing
 
1. A device, comprising:
a processing system including a processor; and
a memory that stores executable instructions that, when executed by the processing system, facilitate performance of operations, the operations comprising:
receiving collected user inputs during game play by a user at user equipment, in an interactive game with a remote user provided by a gaming application, the user equipment in data communication over a network with remote user equipment of the remote user;
tracking a performance of the user during game play including a progression or a regression over time and a plurality of aspects of the performance of the user during game play including a user's speed, strength, misses and weaknesses, injuries, reactions, head reach and grasp, jumps, selection of colors, preferred routes, or a combination thereof;
learning, using machine learning, the performance of the user and the plurality of aspects of the performance of the user during game;
monitoring a network connection over the network between the user equipment and the remote user equipment based on a trigger level for activation, wherein the trigger level is indicative of a network connection interruption that leads to a network game play interruption during the game play;
upon a detection of the trigger level for activation, executing an intelligent fair autopilot (IFA) system that mimics the learned performance of the user and the learned plurality of aspects of the performance of the user; and
deactivating the IFA system once the network connection interruption is restored.