ENTERTAINMENT SYSTEM FOR PERFORMING HUMAN INTELLIGENCE TASKS
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Abstract
A game engine is configured to accept human intelligence tasks as in-game content and present the in-game content to the game player. Human intelligence tasks, such as visual discrimination, are thus enabled in a video game context. The game engine may receive a definition of human intelligence tasks from one or more remote sources present the human intelligence tasks to multiple video game participants as in-game content. The game engine defines and enables game play rules for the in-game content. The game play rules set parameters for the multiple video game participants to perform the human intelligence tasks to achieve desired results. The game engine may award each of the multiple video game participants an improved game score upon successful performance of the human intelligence tasks in accordance with the game play rules. The game engine may measure success by consistency in responses between different participants or trials.
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Citations
43 Claims
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1-22. -22. (canceled)
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23. A method comprising:
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receiving digital image data comprising images of physical objects at a game client via a computer network; outputting the digital image data as part of game output from a game application operating on the game client, in response to receiving the digital image data from the server; contemporaneously outputting a game environment in coordination with the digital image data; generating a game score responsive to user input received from a user interface device during game play, by increasing the game score in response to a first potion of the user input indicating consistency in human visual discrimination of images included in the digital image data for a user of the game engine, and reducing the game score in response to a second portion of the user input indicating inconsistency in human visual discrimination of the images; and providing a record identifying a sequence of the images output during game play correlated to the user input to a server. - View Dependent Claims (24, 25, 26, 27)
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28. A method comprising:
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distributing digital image data comprising images of physical objects from a server to a game client via a computer network; communicating with the game client operating a game engine, wherein the game engine is configured to (a) output the digital image data as part of game output in response to receiving the digital image data from the server, to (b) contemporaneously output a game environment in coordination with the digital image data, and to (c) generate a game score responsive to user input received by the game client from a user interface device during game play, by increasing the game score in response to a first portion of the user input indicating consistency in human visual discrimination of images included in the digital image data for a user of the game engine and reducing the game score in response to a second portion of the user input indicating inconsistency in human visual discrimination of the images; receiving a record from the game client identifying a sequence of the images output during game play correlated to the user input; and inferring a predetermined attribute of ones of the images based on the record. - View Dependent Claims (29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39)
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40. A method comprising:
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distributing digital map data from a server to a game client via a computer network, wherein the digital image map represents a plurality of physical locations together with the possible routes and distances between each pair of physical locations within such plurality of physical locations; communicating with a game engine operating on the game client, wherein the game engine is configured to (a) output the digital map data as part of game map structure in response to receiving the digital map data from the server, and (b) require a user to navigate through the game map structure between digital map points to fulfill a game objective in a minimal time, receiving from the game client a path taken through, and speed with which, the user virtually traversed between the digital map points representing the plurality of physical locations by navigating through the game map structure during game play; and tracking relative efficiency of various routing combinations tried by users interacting with the game client or with similar game clients, to identify a most efficient known route between a pair of the physical locations correlating to the digital map points. - View Dependent Claims (41)
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42. A method comprising:
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receiving, at a client device, a digital image map representing a plurality of physical locations together with the possible routes and distances between each pair of physical locations within the plurality of physical locations; operating a computer game incorporating the digital image map, using a game engine operating on the client device; outputting the digital map data as part of a game map structure; requiring a user to navigate through the game map structure between digital map points to fulfill a game objective in a minimal time; recording a path taken through, and speed with which, the user virtually traverses between the digital map points representing the plurality of physical locations by navigating through the game map structure during game play. - View Dependent Claims (43)
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Specification