System and method for simulating gameplay of nonplayer characters distributed across networked end user devices
First Claim
1. A computer implemented method of simulating gameplay of non-player characters (NPCs) distributed across networked end user devices remote from a computer system, the method being implemented in the computer system having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer system to perform the method, the method comprising:
- identifying, by the computer system, a first end user device by determining whether the first end user device has a first spare computing capacity that exceeds a minimum threshold value;
based on identifying the first end user device, providing, by the computer system, a first NPC specification to the first end user device, wherein the first NPC specification specifies at least a first NPC and wherein the first NPC specification is configured to be used by a simulated NPC gameplay session to generate the first NPC at the first end user device;
identifying, by the computer system, a second end user device by determining whether the second end user device has a second spare computing capacity that exceeds the minimum threshold value;
based on identifying the second end user device, providing, by the computer system, a second NPC specification to the second end user device, wherein the second NPC specification specifies at least a second NPC and wherein the second NPC specification is configured to be used by the simulated NPC gameplay session to generate the second NPC at the second end user device;
causing, by the computer system, an initiation of the simulated NPC gameplay session that includes simulated gameplay of the first NPC and the second NPC; and
obtaining, by the computer system, one or more simulation metrics that describes an aspect of the simulated NPC gameplay session.
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Accused Products
Abstract
A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.
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Citations
28 Claims
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1. A computer implemented method of simulating gameplay of non-player characters (NPCs) distributed across networked end user devices remote from a computer system, the method being implemented in the computer system having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer system to perform the method, the method comprising:
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identifying, by the computer system, a first end user device by determining whether the first end user device has a first spare computing capacity that exceeds a minimum threshold value; based on identifying the first end user device, providing, by the computer system, a first NPC specification to the first end user device, wherein the first NPC specification specifies at least a first NPC and wherein the first NPC specification is configured to be used by a simulated NPC gameplay session to generate the first NPC at the first end user device; identifying, by the computer system, a second end user device by determining whether the second end user device has a second spare computing capacity that exceeds the minimum threshold value; based on identifying the second end user device, providing, by the computer system, a second NPC specification to the second end user device, wherein the second NPC specification specifies at least a second NPC and wherein the second NPC specification is configured to be used by the simulated NPC gameplay session to generate the second NPC at the second end user device; causing, by the computer system, an initiation of the simulated NPC gameplay session that includes simulated gameplay of the first NPC and the second NPC; and obtaining, by the computer system, one or more simulation metrics that describes an aspect of the simulated NPC gameplay session. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A system of simulating gameplay of non-player characters (NPCs) distributed across networked end user devices, the system comprising:
a computer system remote from the networked end user devices, comprising one or more physical processors programmed by computer program instructions that, when executed, cause the computer system to; identify a first end user device by determining whether the first end user device has a first spare computing capacity that exceeds a minimum threshold value; based on identifying the first end user device, provide a first NPC specification to the first end user device, wherein the first NPC specification specifies at least a first NPC and wherein the first NPC specification is configured to be used by a simulated NPC gameplay session to generate the first NPC at the first end user device; identify a second end user device by determining whether the second end user device has a second spare computing capacity that exceeds the minimum threshold value; based on identifying the second end user device, provide a second NPC specification to the second end user device, wherein the second NPC specification specifies at least a second NPC and wherein the second NPC specification is configured to be used by the simulated NPC gameplay session to generate the second NPC at the second end user device; cause an initiation of the simulated NPC gameplay session that includes simulated gameplay of the first NPC and the second NPC; and obtain one or more simulation metrics that describes an aspect of the simulated NPC gameplay session. - View Dependent Claims (15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26)
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27. A computer implemented method of simulating gameplay of non-player characters (NPCs) distributed across networked end user devices, the method being implemented in a computer system remote from the networked end user devices and having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer system to perform the method, the method comprising:
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identifying, by the computer system, a first end user device by determining whether the first end user device has a first spare computing capacity that exceeds a minimum threshold value; based on identifying the first end user device, providing, by the computer system, a first NPC specification to the first end user device, wherein the first NPC specification specifies at least a first NPC and wherein the first NPC specification is configured to be used by a simulated NPC gameplay session to generate the first NPC at the first end user device; causing, by the computer system, an initiation of the simulated NPC gameplay session that includes simulated gameplay of the first NPC; and obtaining, by the computer system, one or more simulation metrics that describes an aspect of the simulated NPC gameplay session.
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28. A system of simulating gameplay of non-player characters (NPCs) distributed across networked end user devices, the system comprising:
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a computer system remote from the networked end user devices and comprising one or more physical processors programmed by computer program instructions that, when executed, cause the computer system to; identify a first end user device by determining whether the first end user device has a first spare computing capacity that exceeds a minimum threshold value; based on identifying the first end user device, provide a first NPC specification to the first end user device, wherein the first NPC specification specifies at least a first NPC and wherein the first NPC specification is configured to be used by a simulated NPC gameplay session to generate the first NPC at the first end user device; cause an initiation of the simulated NPC gameplay session that includes simulated gameplay of the first NPC; and obtain one or more simulation metrics that describes an aspect of the simulated NPC gameplay session.
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Specification