U.S. Pat. No. 10,179,290

METHOD AND SYSTEM FOR ACCESSING PREVIOUSLY STORED GAME PLAY VIA VIDEO RECORDING AS EXECUTED ON A GAME CLOUD SYSTEM

AssigneeSony Interactive Entertainment LLC

Issue DateDecember 14, 2016

Illustrative Figure

Abstract

A method for gaming, including receiving from a client device of a user selection of a video recording of game play of a player for a gaming application, and streaming the video recording to the client device. The video recording is associated with a snapshot captured at a first point in the recorded game play. Selection of a jump point in the recorded game play is received from the client device. An instance of the gaming application is initiated based on the snapshot to initiate a jump game play. Input commands used to direct the game play and associated with the snapshot are accessed. Image frames are generated based on the input commands for rendering at the client device, the image frames replaying the game play to the jump point. Input commands from the client device are handled beginning from the jump point for the jump game play.

Description

DETAILED DESCRIPTION Although the following detailed description contains many specific details for the purposes of illustration, anyone of ordinary skill in the art will appreciate that many variations and alterations to the following details are within the scope of the present disclosure. Accordingly, the aspects of the present disclosure described below are set forth without any loss of generality to, and without imposing limitations upon, the claims that follow this description. Generally speaking, the various embodiments of the present disclosure describe systems and methods providing for the saving of snapshots that are generated during game plays of a video game of multiple users, navigating through a video game, previewing a video game, and jumping to a selected point in the video game to experience the game play of another user, particularly when executed on a cloud-based gaming system. The snapshots may be displayed in a timeline for a user playing the video game. A selected snapshot in the timeline contains metadata and/or information enabling the instantiation of an instance of the video game at a jump point in the video game corresponding to the selected snapshot. The instance of the video game beginning at the jump point is executed in association with an original user generating the selected snapshot in a previously executed game play, even though the requesting user may be different than the original user. Embodiments of the present disclosure provide for a way to load and execute an instance of a video game of the same or another user that previously was unavailable. In that manner, the user is able to actively preview game plays of other users without jeopardizing his or her own game play. Also, the user is able to actively preview his or her own previous game play without jeopardizing his or her own ...

DETAILED DESCRIPTION

Although the following detailed description contains many specific details for the purposes of illustration, anyone of ordinary skill in the art will appreciate that many variations and alterations to the following details are within the scope of the present disclosure. Accordingly, the aspects of the present disclosure described below are set forth without any loss of generality to, and without imposing limitations upon, the claims that follow this description.

Generally speaking, the various embodiments of the present disclosure describe systems and methods providing for the saving of snapshots that are generated during game plays of a video game of multiple users, navigating through a video game, previewing a video game, and jumping to a selected point in the video game to experience the game play of another user, particularly when executed on a cloud-based gaming system. The snapshots may be displayed in a timeline for a user playing the video game. A selected snapshot in the timeline contains metadata and/or information enabling the instantiation of an instance of the video game at a jump point in the video game corresponding to the selected snapshot. The instance of the video game beginning at the jump point is executed in association with an original user generating the selected snapshot in a previously executed game play, even though the requesting user may be different than the original user. Embodiments of the present disclosure provide for a way to load and execute an instance of a video game of the same or another user that previously was unavailable. In that manner, the user is able to actively preview game plays of other users without jeopardizing his or her own game play. Also, the user is able to actively preview his or her own previous game play without jeopardizing his or her own current game play. It is in this context that embodiments of the disclosure arise.

Accordingly, embodiments of the present disclosure provide for additional uses of a gaming application. For example, embodiments of the present disclosure provide for a user to jump into any part of a gaming application based on previous game plays of that gaming application. For example in some embodiments, through selection of a snapshot image (e.g., screenshot), corresponding snapshot information is accessed to enable the jump into that gaming application. Still other embodiments provide for a user to jump into any part of a gaming application based on video recordings of previous game plays of that gaming application. For example, through selection of a video image (e.g., that may correspond to a snapshot image) from the video recording, corresponding snapshot information associated with the video image (or the snapshot image) is accessed to enable the jump into that gaming application. In that manner, the user is able to quickly play mini-sections of the gaming application for enjoyment, or to discover how to successfully navigate through difficult sections of the gaming application. Access to the mini-sections is accomplished without the user having to load the gaming application using an initial start-up sequence. Furthermore, older applications that have fallen out of favor will generate new interest, as the user need not play the entire game to get to the interesting sections (e.g., battling level bosses, or the ultimate boss), but can go directly to those interesting sections for immediate game play. Still other embodiments provide the above accomplishments, and provide additional benefits and advantages including better utilization of game servers, since instead of executing an initialization sequence from the beginning (e.g., when the user first loads a gaming application from scratch), the game server need only execute the gaming application beginning directly from a mid-point or jump-point. As such, by directly uploading the code necessary to begin the game from the selected jump point, the game server skips the initialization sequence, and also any further executable sequence to navigate to the jump point in the gaming application.

With the above general understanding of the various embodiments, example details of the embodiments will now be described with reference to the various drawings.

Throughout the specification, the reference to “video game” is meant to represent any type of interactive application that is directed through execution of input commands. For illustration purposes only, an interactive application includes applications for gaming, word processing, video processing, video game processing, etc. Further, the terms video game and gaming application are interchangeable.

Snapshot Capture and Game Play Access

FIG. 1illustrates a system used for saving of snapshots generated during game plays of a video game of multiple users executed over a cloud game network, previewing game plays of a video game of one or more users, navigating through a video game, and jumping to a selected point in the video game to experience the game play of the same or another user, in accordance with one embodiment of the present disclosure. In some embodiments, the cloud game network may include a plurality of virtual machines (VMs) running on a hypervisor of a host machine, with one or more virtual machines configured to execute a game processor module utilizing the hardware resources available to the hypervisor of the host.

As shown, system10includes a game server205executing the game processor module210that provides access to a plurality of interactive video games. Game server205may be any type of server computing device available in the cloud, and may be configured as one or more virtual machines executing on one or more hosts. For example, game server205may manage a virtual machine supporting the game processor210.

Client device100is configured for requesting access to video games over a network150, such as the internet, and for rendering instances of video games executed by the game server205and delivered to the display device12associated with a user5. For example, user5may be interacting through client device100with an instance of a video game executing on game processor210. The client device100may receive input from various types of input devices, such as game controllers6, tablet computers11, keyboards, and gestures captured by video cameras, mice, touch pads, etc. Client device100can be any type of computing device having at least a memory and a processor module that is capable of connecting to the game server205over network150. Some examples of client device100include a personal computer (PC), a game console, a home theater device, a general purpose computer, mobile computing device, a tablet, a phone, or any other types of computing devices that can interact with the game server205to execute an instance of a video game.

Client device100is configured for receiving rendered images delivered by the game server205, and for displaying the rendered images on display12. For example, the rendered images may be associated with an instance of a video game executing on game executing engine211of game server205in association with user5. In particular, client device100is configured to interact with the instance of the video game associated with game play of user5, such as through input commands that are used to drive game play.

Further, client device100is configured to interact with the game server205to capture and store snapshots of the game play of user5when playing a video game. In addition, client device100is configured to interact with game server205to display a timeline including snapshots of the game play of user5, as well as snapshots of saved game plays of other users playing the same video game. Each snapshot enables user5to jump into a saved game play at a jump point in the video game corresponding to the selected snapshot, wherein the saved game play may be associated with another user different than user5, in one embodiment.

More particularly, game processor210of game server205is configured to generate snapshots of the game play of user5when playing the video game. Other game processors of game server205associated with other virtual machines are configured to execute instances of the video game associated with game plays of other users and to capture snapshots during those game plays. As previously introduced, an instance of the video game is executing on the game executing engine211in association with game play of the user5.

Snapshot generator212is configured to capture a plurality of snapshots generated from the game play of user5. Each snapshot provides information that enables execution of an instance of the video game beginning from a point in the video game associated with a corresponding snapshot. The snapshots are automatically generated during game play of the video game by user5. Portions of each of the snapshots are stored in relevant databases independently configured or configured under data store140, in embodiments. In another embodiment, snapshots may be generated manually through instruction by user5. In that manner, any user through selection of a corresponding snapshot may jump into the game play of user5at a point in the video game associated with the corresponding snapshot. Game processor210is configured to access information in database140in order to enable the jumping into a saved game play of any user based on a corresponding snapshot. That is, the requesting user is able to begin playing the video game at a jump point corresponding to a selected snapshot using the game characters of the original user's game play that generated and saved the snapshot.

In particular, each snapshot includes metadata and/or information to enable execution of an instance of the video game beginning at a point in the video game corresponding to the snapshot. For example, in the game play of user5, a snapshot may be generated at a particular point in the progression of the video game, such as in the middle of a level. The relevant snapshot information is stored in one or more databases of database140. Pointers can be used to relate information in each database corresponding to a particular snapshot. In that manner, another user wishing to experience the game play of user5may select a snapshot corresponding to a point in the video game of interest.

The snapshot includes a snapshot image of the scene that is rendered at that point. The snapshot image is stored in snapshot image database146. The snapshot image presented in the form of a thumbnail in a timeline provides a view into the game play of a user at a corresponding point in the progression by the user through a video game.

The snapshot also includes game state data that defines the state of the game at that point. For example, game state data may include game characters, game objects, game object attributes, game attributes, game object state, graphic overlays, etc. In that manner, game state data allows for the generation of the gaming environment that existed at the corresponding point in the video game. Game state data may also include the state of every device used for rendering the game play, such as states of CPU, GPU, memory, register values, program counter value, programmable DMA state, buffered data for the DMA, audio chip state, CD-ROM state, etc. Game state data may also identify which parts of the executable code need to be loaded to execute the video game from that point. Not all the game state data need be captured and stored, just the data that is sufficient for the executable code to start the game at the point corresponding to the snapshot. The game state data is stored in game state database145.

The snapshot also includes user saved data. Generally, user saved data includes information that personalizes the video game for the corresponding user. This includes information associated with the user's character, so that the video game is rendered with a character that may be unique to that user (e.g., shape, look, clothing, weaponry, etc.). In that manner, the user saved data enables generation of a character for the game play of a corresponding user, wherein the character has a state that corresponds to the point in the video game associated with the snapshot. For example, user saved data may include the game difficulty selected by the user5when playing the game, game level, character attributes, character location, number of lives left, the total possible number of lives available, armor, trophy, time counter values, etc. User saved data may also include user profile data that identifies user5, for example. User saved data is stored in database141.

In addition, the snapshot also includes random seed data that is generated by artificial intelligence (AI) module215. The random seed data may not be part of the original game code, but may be added in an overlay to make the gaming environment seem more realistic and/or engaging to the user. That is, random seed data provides additional features for the gaming environment that exists at the corresponding point in the game play of the user. For example, AI characters may be randomly generated and provided in the overlay. The AI characters are not associated with any users playing the game, but are placed into the gaming environment to enhance the user's experience. As an illustration, these AI characters may randomly walk the streets in a city scene. In addition, other objects may be generated and presented in an overlay. For instance, clouds in the background and birds flying through space may be generated and presented in an overlay. The random seed data is stored in random seed database143.

In that manner, another user wishing to experience the game play of user5may select a snapshot corresponding to a point in the video game of interest. For example, selection of a snapshot image presented in a timeline or node in a node graph by a user enables the jump executing engine216of game processor210to access the corresponding snapshot, instantiate another instance of the video game based on the snapshot, and execute the video game beginning at a point in the video game corresponding to the snapshot. In that manner, the snapshot enables the requesting user to jump into the game play of user5at the point corresponding to the snapshot.

Game processor210includes a timeline generator213that is displaying a timeline of user5playing the video game. The timeline includes snapshot images of at least one user (e.g., user5and/or other users) progressing through the video game, wherein the snapshot images are presented in relation to a currently rendered image of the instance of the video game executing in association with user5. Each snapshot image corresponds to a particular snapshot that is captured at a particular point in the progression of the video game by user5. For example, snapshots and snapshot images generated in association with the game play of user5correspond to points in the video game occurring before a currently rendered image of an instance of the video game executing in association with the game play of user5. That is, user5previously played through those points in the video game, and multiple snapshots and snapshot images were generated corresponding to those points.

In addition, snapshots and their corresponding snapshot images generated in association with the game play of a second user may correspond to points in the video game occurring before or after a currently rendered image of the game play of user5. That is, the second user may have progressed further than user5when playing the video game. As such, snapshots corresponding to the game play of the second user may occur at points in the video game before the currently rendered image associated with the game play of user5, or may occur at points after the currently rendered image. The timeline may include snapshot images corresponding to points in the video game occurring after the currently rendered image, and/or may include snapshot images corresponding to points in the video game occurring before the currently rendered image.

Snapshots presented in the timeline may be used to access game plays of other users by user5, in one embodiment. That is, selection of a selected snapshot in the timeline enables user5to jump into the game play of another user at the point corresponding to the snapshot. For example, the jump game executing engine216collects the snapshot (e.g., metadata and/or information) from the various databases (e.g., from database140) in order to the begin executing the video game at the point corresponding to the selected snapshot. In one embodiment, the game play of user5is unaffected by jumping to the game play of another user.

In another embodiment, snapshots presented in the timeline may be used by user5to access a point in the user's own game play that occurs before the currently rendered image. For example, a snapshot may be generated in the game play of user5, and presented in the timeline. Selection of the snapshot by user5enables executing engine216to collect the snapshot (e.g., metadata and/or information) from the various databases (e.g., from database140) in order to begin executing the video game at the previous point corresponding to the selected snapshot. In that manner, user5may go back and replay certain portions of the video (e.g., a previous level). In one embodiment, the current game play of user5is unaffected by jumping to a previous game play of the same user.

Game processor210also includes a node graph generator214. As user5progresses through the video game, a path through the game is generated. Another user may generate a different path through the video game, especially if the video game is complex. The path may be part of the universal logical path established by the video game, wherein the universal logical path includes all paths that any user may take when playing the video game. As such, the path associated with the game play of user5may be a subset of the universal logical path, and defines the progress of user5through the video game. Logical nodes may be defined at various points in the universal logical path. For instance, by way of illustration nodes may be established at the start of game, start of level, end of game, end of level, forks allowing the user to select between two or more optional paths, critical points in the video game, etc.

In addition, nodes may be defined at various points in the path associated with the game play of user5, or more generally in a path associated with the game play of any user. For example, nodes may be defined in association with a snapshot. These nodes may be defined at periodic intervals (e.g., every minute, 5 minutes, 10 minutes, etc.). In addition, these nodes may be manually defined by the user. For illustration, these nodes may also be established at the start of game, start of level, end of game, end of level, forks allowing the user to select between two or more optional paths, critical points in the video game, etc.

FIG. 2illustrates a system diagram200for enabling access and playing of video games stored in a game cloud system (GCS)201, in accordance with an embodiment of the disclosure. Generally speaking, game cloud system GCS201may be a cloud computing system operating over a network220to support a plurality of users. Additionally, GCS201is configured to save snapshots generated during game plays of a video game of multiple users, wherein a snapshot can be used to initiate an instance of the video game for a requesting user beginning at a point in the video game corresponding to the snapshot. In addition, GCS201through the use of snapshots enables a user to navigate through a video game, and preview past and future scenes of a video game. Further, the snapshots enable a requesting user to jump to a selected point in the video game through a corresponding snapshot to experience the game play of another user. In particular, system200includes GCS201, one or more social media providers240, and a user device230, all of which are connected via a network220(e.g., interna). One or more user devices may be connected to network220to access services provided by GCS201and social media providers240.

In one embodiment, game cloud system201includes a game server205, a video recorder271, a tag processor273, and account manager274that includes a user profile manager, a game selection engine275, a game session manager285, user access logic280, a network interface290, and a social media manager295. GCS201may further include a plurality of gaming storage systems, such as a game state store, random seed store, user saved data store, snapshot store, which may be stored generally in datastore140. Other gaming storage systems may include a game code store261, a recorded game store262, a tag data store263, video game data store264, and a game network user store265. In one embodiment, GCS201is a system that can provide gaming applications, services, gaming related digital content, and interconnectivity among systems, applications, users, and social networks. GCS201may communicate with user device230and social media providers240through social media manager295via network interface290. Social media manager295may be configured to relate one or more friends. In one embodiment, each social media provider240includes at least one social graph245that shows user social network connections.

User U0is able to access services provided by GCS201via the game session manager285, wherein user U0may be representative of user5ofFIG. 1. For example, account manager274enables authentication and access by user U0to GCS201. Account manager274stores information about member users. For instance, a user profile for each member user may be managed by account manager274. In that manner, member information can be used by the account manager274for authentication purposes. For example, account manager2274may be used to update and manage user information related to a member user. Additionally, game titles owned by a member user may be managed by account manager274. In that manner, video games stored in data store264are made available to any member user who owns those video games.

In one embodiment, a user, e.g., user U0, can access the services provided by GCS201and social media providers240by way of user device230through connections over network220. User device230can include any type of device having a processor and memory, wired or wireless, portable or not portable. In one embodiment, user device230can be in the form of a smartphone, a tablet computer, or hybrids that provide touch screen capability in a portable form factor. One exemplary device can include a portable phone device that runs an operating system and is provided with access to various applications (apps) that may be obtained over network220, and executed on the local portable device (e.g., smartphone, tablet, laptop, desktop, etc.).

User device230includes a display232that acts as an interface for user U0to send input commands236and display data and/or information235received from GCS201and social media providers240. Display232can be configured as a touch-screen, or a display typically provided by a flat-panel display, a cathode ray tube (CRT), or other device capable of rendering a display. Alternatively, the user device230can have its display232separate from the device, similar to a desktop computer or a laptop computer.

In one embodiment, user device130is configured to communicate with GCS201to enable user U0to play a video game. For example, user U0may select (e.g., by game title, etc.) a video game that is available in the video game data store264via the game selection engine275. In that manner, the selected video game is enabled and loaded for execution by game server205on the GCS201. In one embodiment, game play is primarily executed in the GCS201, such that user device230will receive a stream of game video frames235from GCS201, and user input commands236for driving the game play is transmitted back to the GCS201. The received video frames235from the streaming game play are shown in display232of user device230.

In one embodiment, after user U0chooses an available game title to play, a game session for the chosen game title may be initiated by the user U0through game session manager285. Game session manager285first accesses game state store in data store140to retrieve the saved game state of the last session played by the user U0(for the selected game), if any, so that the user U0can restart game play from a previous game play stop point. Once the resume or start point is identified, the game session manager285may inform game execution engine in game processor210to execute the game code of the chosen game title from game code store261. After a game session is initiated, game session manager285may pass the game video frames235(i.e., streaming video data), via network interface290to a user device, e.g., user device230.

During game play, game session manager285may communicate with game processor210, recording engine271, and tag processor273to generate or save a recording (e.g., video) of the game play or game play session. In one embodiment, the video recording of the game play can include tag content entered or provided during game play, and other game related metadata. Tag content may also be saved via snapshots. The video recording of game play, along with any game metrics corresponding to that game play, may be saved in recorded game store262. Any tag content may be saved in tag data stored263.

During game play, game session manager285may communicate with game processor204to deliver and obtain user input commands236that are used to influence the outcome of a corresponding game play of a video game. Input commands236entered by user U0may be transmitted from user device230to game session manager285of GCS201. Input commands236, including input commands used to drive game play, may include user interactive input, such as including tag content (e.g., texts, images, video recording clips, etc.). Game input commands as well as any user play metrics (how long the user plays the game, etc.) may be stored in game network user store. Select information related to game play for a video game may be used to enable multiple features that may be available to the user.

Because game plays are executed on GCS201by multiple users, information generated and stored from those game plays enable any requesting user to experience the game play of other users, particularly when game plays are executed over GCS201. In particular, GCS201is configured to save snapshots generated by the game play of users playing video games through GCS201. In the case of user U0, user device provides an interface allowing user U0to engage with the video game during the game play. Snapshots of the game play by user U0is generated and saved on GCS201.

Also, user device130is configured to provide an interface allowing user U0to preview the video game using the snapshots. For example, by viewing snapshot images of game plays or one or more users, user U0is able to preview one or more portions of the video game at any point in the video game, as long as another user has already played through that point and generated a snapshot. In addition, user device130is configured to provide an interface allowing user U0to navigate through the video game. For example, snapshots may be used to generate a node graph showing paths taken by one or more users progressing through the video game.

Further, user device130is configured to provide an interface that enables the jumping to a selected point in the video game using a snapshot generated in the game play of user U0or another user. In that manner, user U0is able to experience the game play of any other user, or go back and review and/or replay his or her own game play. That is, a requesting user, via a snapshot of a corresponding game play, plays the video game using the characters used in and corresponding to that game play.

FIGS. 3-8are described within the context of a user playing a video game. In general, the video game may be any interactive game that responds to user input. For purposes of illustration only, the video game described in relation toFIGS. 3-8may be an adventure game, wherein the character encounters various obstacles and challenges while traveling through the world. The character may be traveling on foot, or through any mechanized means in the video game. In addition, the character may encounter one or more challenges that could lead to delays when progressing through the video game from start to end.

Throughout the specification, the use of time in one or more timelines ofFIGS. 3-8is meant to show progression through the video game, and not necessarily a measure of how long the user plays the video game.

FIG. 3Ais an illustration of a timeline310adisplayed during game play of a video game by a user, wherein the timeline shows snapshot images of game play of the user, as well as snapshot images of game play of another user, in accordance with one embodiment of the present disclosure. Further, the timeline310ais generated by timeline generator213of game processor210of game server205of the GCS201, in one embodiment. Timeline310acan be used to quickly preview previous game play by the user, as well as game play of one or more other users.

Window350aand timeline310aare displayed while the game executing engine211of game processor210instantiates an instance of the video game. For example, window300shows a rendered image305during the game play of a user for a particular video game. The rendered image is associated with a current point in the progression of the user through the video game. As shown, in rendered image305the character306representing the user in the game play is on a motorcycle. The character306is riding on a road through mountainous terrain, but has encountered a rock fall307. In the game play of the user, the character is chosen to be male with short, spiky hair as shown in rendered image305. At this point, the user may be frustrated with the progress through the video game, and may want to explore avenues to maneuver around the rock fall. For instance, the user may want to preview game plays of other users to explore solutions allowing the user to go past the rock fall, and to explore future experiences in the video game at points beyond the current progression of the user as represented by the rendered image305. Exploration of these other game plays may be enabled through the timeline310a, and more specifically through snapshot images, and their corresponding snapshots, as displayed in timeline310a. As previously introduced, a snapshot enables execution of an instance of a corresponding video game beginning from a point in the video game associated with the corresponding snapshot. In particular, further selection of a snapshot image presented in a timeline or node in a node graph by a user enables the jump executing engine216of game processor210to access the corresponding snapshot, instantiate another instance of the video game based on the snapshot, and execute the video game beginning at a point in the video game corresponding to the snapshot.

Timeline310ais displayed in window350a. In general, multiple timelines including snapshot images of one or more game plays of one or more users may be displayed in window350a. As shown inFIG. 3A, window350amay display a single timeline310a, wherein timeline310aincludes snapshot images of game play by the user, as well as snapshot images of game play by another user. The snapshot images are presented in thumbnails and/or windows and displayed in relation to the currently rendered image of the video game in the game play of the user. For example, snapshot images occurring before a point in the video game represented by currently rendered image305may be displayed to the left of blank thumbnail340c, and snapshot images occurring after the point may be displayed to the right of thumbnail340c. Window350amay also display additional timelines including snapshot images of one or more game plays of a video game by one or more users, as will be further described in relation toFIG. 3B. The timelines show progression through the video game, and not necessarily a measure of how long the user plays the video game.

In particular, timeline310aincludes snapshot images for the game play by the user. For example, a plurality of snapshot images (e.g., images340a,340b, . . . ) corresponding to snapshots captured during the game play by the user is displayed in timeline310ain thumbnails and/or windows. Viewed together the snapshot images give a quick history of the game play of the user. For instance, snapshot image340ashows the character306jumping a motorcycle off a ramp or cliff. At this point in the game, the character306has 2 possible lives, as indicated by the two circles in the upper left corner of snapshot image340a. Thereafter in the progression of the user through the video game, snapshot image340bshows the character306(still with two possible lives) riding through the motorcycle through the forest, and is approaching a mountain. The currently rendered image305shown in window300shows that the character306has reached the mountain, and has approached the rock fall307. At this point, character306has two possible lives.

Because rendered image305is currently displayed, and represents the progression of the user through the video game, only snapshot images representing previous game play by the user are displayed. These snapshot images typically represent points in the game that occur before a point represented by the currently displayed rendered image305. For illustration purposes only, the total number of possible lives for a character gives a rough estimate of the progress through the video game for a user. However, some video games may allow for the user to progress back and forth, as the user plays the video game. In any case, only snapshot images corresponding to previously rendered images may be displayed in timeline310afor the user, in one embodiment. These snapshot images are displayed in relation to the currently rendered image305in timeline310a, which is represented by blank thumbnail340c. For example, the snapshot images may be displayed to the left of blank thumbnail340c. Further ordering may be achieved between two snapshot images by displaying a first snapshot image captured at first point in the video game to the left of a second snapshot image occurring at a second point that occurs after the first point in the general progression of a user through the video game. In another implementation, thumbnail340cmay be populated with rendered image305to show current progress of the user in the timeline310a.

Snapshot images representing points in the video game occurring before the currently rendered image305may be displayed in a manner distinguishing them from snapshot images representing points in the video game occurring after the currently rendered image305, i.e., future points. In one embodiment, the snapshot images may be grayed out. That is, the snapshot images corresponding to points occurring before the currently rendered image305are displayed with a lower intensity and/or resolution than snapshot images corresponding to points occurring later in progression through the video game. Other embodiments are supported, such as showing the snapshot images with cross-hatching, or blurring the snapshot images, etc.

Further, timeline310aincludes snapshot images for the game play by another user. This other user may be a friend which is discovered through social media manager295, in one embodiment. The snapshot images may also correspond to game play of random users, or users of high interest, such as users with high scores in the video game. For purposes of illustration only, in the examples provided in relation toFIGS. 3-8, these other users are referred to as friends of the current user, such as a first friend F1, a second friend F2 and a third friend F3. The first friend F1 is playing a character308that is depicted as a woman with long hair. Second friend F2 is playing a character309that is depicted as a male with full head of hair. Third friend F3 is playing a character303that is depicted as a bald male.

In particular, timeline310aincludes snapshot images for the game play by a second user (e.g., friend F1 playing a woman character308). For example, a plurality of snapshot images (e.g., images360d,360e,360f, . . . ) corresponding to snapshots captured during the game play by the second user is displayed in timeline310ain thumbnails and/or windows. These snapshot images are displayed in relation to the currently rendered image305. For example, snapshot images360d,360e, and360fdisplayed to the right of blank thumbnail340coccur at points in the video game after the currently rendered image305. Though not shown in timeline310a, snapshot images occurring at a point in the video game around or before the currently rendered image (e.g., snapshot images360a,360b, and360c) may also optionally be shown, and are further described in relation to timeline310bdisplayed in window350bofFIG. 3B.

Viewed together the snapshot images give a quick history of the game play of the second user (e.g., friend F1) at points in the future that occur after the currently rendered image305. For instance, snapshot image360dshows the character308contemplating how to cross a river, and having three possible lives. Progressing further along in the video game, the character308, now with four possible lives, is battling a bear in snapshot image360e. Progressing even further along in the video game, character308, now with five possible lives, is shown driving a car through the desert in snapshot image360f.

In one embodiment, a timeline may be modified depending on the progression by the user through the video game, and the available snapshot images. For example, snapshot images that occur too far in the past (e.g., for the user or other users) in relation to the currently rendered image305may not be displayed, and snapshot images that occur too in the future (e.g., for the other users) may also may not be displayed. Further, as other users are changed and/or replaced, corresponding snapshot images are updated in the timeline.

FIG. 3Bis an illustration of multiple timelines displayed during game play of a video game by a user, wherein a timeline shows snapshot images of game play of the video game of one or more users, in accordance with one embodiment of the present disclosure. The timelines are displayed in window350b. In one embodiment, window350bis displayed along with the currently rendered image305in the game play of a user. For example, timelines310b,320and330are displayed in window350b, and are generated by timeline generator213of game processor210of game server205of the GCS201, in one embodiment. The timelines can be used to quickly preview previous game play by the user, as well as game play of one or more other users (e.g., friends, random users, users of interest, etc.).

As shown, timeline310bincludes snapshot images (e.g.,340a,340b, . . . ) of game play by the user, as previously discussed in relation toFIG. 3A. These snapshot images may be displayed in thumbnails as shown inFIG. 3B, and are arranged in relation to the currently rendered image305. For instance, these snapshot images are displayed to the left of the currently rendered image305, and arranged generally with a first snapshot image located to the left of later occurring snapshot image, as previously described.

Further, timeline310bincludes a plurality of snapshot images (360a,360b,360c,360d,360e,360f, . . . ) corresponding to snapshots captured during the game play by the second user (e.g., a first friend F1 playing woman character308). These snapshot images are displayed in timeline310bin thumbnails, and are arranged in relation to the currently rendered image305, as previously described. More particularly, snapshot images, corresponding to game play by friend F1, occurring at a point in the video game around or before the currently rendered image (e.g., snapshot images360a,360b, and360c) may also be optionally included below the snapshot images (e.g.,340a,340b, . . . ) of the user. Snapshot images (e.g.,360a,360b, . . . ) occurring at points in the video game progression before the currently rendered image may be arranged to the left of blank thumbnail340c. As an indication of game progress, snapshot images360a-cshow the character having two possible lives. Snapshot image360coccurs approximately at the same point of progression through the video game as currently rendered image305, and is located approximately below blank thumbnail340c. For example, both snapshot image360cand currently rendered image305show corresponding characters each having two possible lives. Furthermore, snapshot images in timeline310bmay be arranged generally such that a first snapshot image is located to the left of a later occurring snapshot image, as previously described. Arrow399may link the snapshot images associated with the second user, friend F1.

Viewed together, the snapshot images give a quick history of the game play of the first friend F1. For instance, the character308of friend F1 is first shown riding a motorcycle on a downtown city street in snapshot image360a. Thereafter in the progression of friend F1 through the video game, snapshot image360bshows the character308(having two possible lives) riding through the motorcycle through the forest, and is approaching a mountain. Progressing further along in the video game, the character308is riding the motorcycle on a mountain road in snapshot image360c. For example, the character308of friend F1 may have maneuvered around the rock fall that the character306of the user is currently encountering in rendered image305. Later, the character308(having three possible lives) is shown approaching a river in snapshot image360d. Progressing still further along, the character308(having four possible lives) is battling a bear in snapshot image360e, and then later the character308(having five possible lives) is shown driving a car through the desert in snapshot image360f.

Window350bshows another timeline320that is associated with the game play of another user, such as a second friend F2. As shown, timeline320includes snapshot images (370a,370b,370c,370d,370e. . . ) of game play by friend F2. These snapshot images may be displayed in thumbnails, and are arranged in relation to the currently rendered image305, in one embodiment. For instance, snapshot images (e.g.,370a,370b, . . . ) occurring at points in the video game progression before the currently rendered image are arranged approximately to the left of blank thumbnail340c. These snapshot images may be readily identified by graying out the displayed content, as previously described. Snapshot image370coccurs approximately at the same point of progression through the video game as currently rendered image305, and is located approximately below blank thumbnail340c. Snapshot images (e.g.,370d,370e, . . . ) occurring at points in the video game progression after the currently rendered image are arranged approximately to the right of blank thumbnail340c. Furthermore, snapshot images in timeline320may be arranged generally such that a first snapshot image is located to the left of a later occurring snapshot image, as previously described.

Viewed together, the snapshot images give a quick history of the game play of the second friend F2. For instance, the character309(having two possible lives) of friend F2 is first shown fording a river in snapshot image370a. Thereafter in the progression of friend F2 through the video game, snapshot image370bshows the character309traversing through a forest on foot, and approaching a range of taller mountains. Still progressing further along, the character309(having two possible lives) is shown summiting a false mountain peak in snapshot image370c. Still later, the character309(having four possible lives) is shown free climbing a face of a mountain in snapshot image370d, and then later is shown crossing a lake by boat in snapshot image370e.

Window350bshows another timeline330that is associated with the game play of another user, such as a third friend F3. As shown, timeline330includes snapshot images (380a,380b,380c,380d,380e,380f, . . . ) of game play by friend F3. These snapshot images may be displayed in thumbnails, and are arranged in relation to the currently rendered image305, in one embodiment. For instance, snapshot images (e.g.,380a,380b, . . . ) occurring at points in the video game progression before the currently rendered image are arranged approximately to the left of blank thumbnail340c. These snapshot images may be readily identified by graying out the displayed content, as previously described. Snapshot image380coccurs approximately at the same point of progression through the video game as currently rendered image305, and is located approximately below blank thumbnail340c. Snapshot images (e.g.,380d,380e,380f, . . . ) occurring at points in the video game progression after the currently rendered image are arranged approximately to the right of blank thumbnail340c. Furthermore, snapshot images in timeline320may be arranged generally such that a first snapshot image is located to the left of a later occurring snapshot image, as previously described.

Viewed together, the snapshot images give a quick history of the game play of the third friend F3. For instance, the character303(having two possible lives) of friend F3 is first riding a motorcycle through the forest in snapshot image380a. Thereafter in the progression of friend F3 through the video game, snapshot image380bshows the character303(having two possible lives) fording a river. Still progressing further along, the character3039(having three possible lives) is shown kayaking down a waterfall in snapshot image380c. Still later, the character303is shown crossing a lake by motor boat in snapshot image380d, and then in snapshot image390ethe character303is shown docking boat. Even later in the progression, character303(having five possible lives) is shown flying an airplane to the next destination in snapshot image380f.

Though referred to as different timelines, all the timelines in window may be referred as one timeline belonging to the user playing the video game. In addition, timelines associated with other users (e.g., timelines320,330, and portions of310) may be replaced with timelines of new users, in one embodiment. In that manner, snapshot images of rotating users may be shown to the user. In another embodiment, more timelines may be shown, or a lesser number of timelines may be shown for clarity.

In still another embodiment, a timeline in windows350aor350bmay display snapshot images that are associated with a completely different game or content. For example, the timeline may be shown to entice the user to preview and try another video game or to view other content.

FIG. 4Ais an illustration of timeline310apresented in window350a, wherein timeline310ais first introduced inFIG. 3A, showing snapshot images of game play of a video game of at least one user, wherein selection of a snapshot enables an enlarged view of the snapshot image, in accordance with one embodiment of the present disclosure. As previously described, window300shows the currently rendered image305of the game play of the video game by a user. Timeline310aincludes snapshot images (340a,340b, . . . ) of game play by the user (playing character306) at points in the progression through the video game occurring before the currently rendered image305. Timeline310also includes snapshot images (360d,360e,360f, . . . ) of game play by another user (e.g., friend F1 playing character308) at points in the progression through the video game occurring after the currently rendered image305.

More particularly, the snapshot images are presented in the timeline310avia thumbnails. As such, depending on the size of the thumbnails, the rendered images may be too small to show much detail. The user may select a snapshot for enlargement. For example, the user may roll cursor490aover the thumbnail presenting snapshot image360e, in one embodiment. Other methods are supported for selection of a snapshot image for enlargement, such as touching the displayed snapshot image on a touchscreen. Window410is generated and displayed in approximately the same area of the selected thumbnail. Window410displays the rendered snapshot image360e, wherein window410is of a sufficient size to give the user a better view of snapshot image360e.

For purposes of clarity, a blow up of the snapshot image360eis presented in box420. However, in one embodiment, through further selection of window410and/or snapshot image360e, box420may be displayed as a window showing an even larger snapshot image360ethan that presented in window410. As previously described, snapshot image360eis associated with the game play of another user (e.g., friend F1 playing woman character308), and shows the character308encountering a bear. By scrolling through the snapshot images presented in timeline310aand viewing the enlarged images, the user can preview the game play of friend F1. In that manner, further selection by the user of a selected snapshot image presented in timeline310aand/or a node in a node graph (described below) by a user enables the jump executing engine216of game processor210to access the corresponding snapshot, instantiate another instance of the video game based on the snapshot, and execute the video game beginning at a point in the video game corresponding to the snapshot. For example, the user may experience the game play of another user (e.g., friend F1), or go back and re-experience and/or replay his or her own game play.

FIG. 4Bis an illustration of one or timelines presented in window350b, each of which show snapshot images of game play of a video game of at least one user, wherein selection of a snapshot enables an enlarged view of the snapshot image, in accordance with one embodiment of the present disclosure. The timelines shown inFIG. 4Bwere previously described in relation toFIG. 3B, and include timelines310b,320and330. In particular, timeline310bincludes snapshot images of game play by the user playing character306at points in the progression through the video game occurring before the currently rendered image305. Timeline310bfurther includes snapshot images corresponding to snapshots captured during the game play by friend F1 playing character308at points in the progression through the video game occurring before, approximately concurrent, and after the currently rendered image305. The snapshot images are presented in thumbnails, in one embodiment. Timeline320includes snapshot images (370a,370b,370c,370d,370e. . . ) corresponding to snapshots captured during game play by friend F2 playing character309at points in the progression through the video game occurring before, approximately concurrent, and after the currently rendered image305. Timeline330includes snapshot images corresponding to snapshots captured during the game play by friend F3 playing character303at points in the progression through the video game occurring before, approximately concurrent, and after the currently rendered image305. As shown inFIG. 4B, interaction with snapshot images for timeline320are further described, and as such snapshot images in timelines310band330are not labeled for ease of understanding.

More particularly, the snapshot images are presented in the timelines310b,320and330via thumbnails. As such, depending on the size of the thumbnails, the rendered images may be too small to show much detail. The user may select a snapshot in any of the timelines for enlargement. WhileFIG. 4Aillustrates selection of a snapshot image in a timeline associated with the user,FIG. 4Billustrates the selection of a snapshot image for enlargement in one of the timelines corresponding to a friend. For example, the user may roll cursor490bover the thumbnail presenting snapshot image370din timeline320, in one embodiment. Other methods are supported for selection of a snapshot image for enlargement, such as touching the displayed snapshot image on a touchscreen. Enlarged window460is generated and displayed in approximately the same area of the selected thumbnail. Window460displays the rendered snapshot image370d, wherein window460is of a sufficient size (e.g., larger than the corresponding thumbnail) to give the user a better view of snapshot image370d.

For purposes of clarity and understanding, a blow up of the snapshot image370dis presented in box465. However, in one embodiment, through further selection of window460and/or snapshot image370d, box465may be displayed as a window showing an even larger snapshot image370dthan that presented in window460. As previously described, snapshot image370dis associated with the game play of friend F2, and shows the character309free climbing up a sheer rock face. By scrolling through the snapshot images presented in timeline320and viewing the enlarged images, the user can preview the game play of friend F2. In that manner, further selection by the user of a selected snapshot image presented in timeline320or node in a corresponding node graph (described below in further detail) by a user enables the jump executing engine216of game processor210to access the corresponding snapshot, instantiate another instance of the video game based on the selected snapshot, and execute the video game beginning at a point in the video game corresponding to the selected snapshot.

FIG. 5Ais an illustration of a node graph530of game play of a video game, wherein the node graph is displayed along with a timelines310b320and330in window350b, first introduced inFIG. 3B, during game play of a video game by a user. In particular, timeline310bshows snapshot images of game play of the user playing character306at points, as well as snapshot images of game play of another user (e.g., friend F1 playing character308), timeline320shows snapshot images of game play by friend F2 playing character309, and timeline330shows snapshot images of game play by friend F3 playing character303. The snapshot images in each of the timelines are presented in relation to the currently rendered image305(e.g., as represented by blank thumbnail340c), as previously described. Window300also shows the currently rendered image305of the game play of the video game by a user.

As shown inFIG. 5A, snapshot image360eis selected (e.g., through interaction of a corresponding thumbnail) for enlargement in timeline310b. Snapshot image360eis associated with the game play of friend F1 at a point in the game that occurs after (e.g., in the future) the currently rendered image305. In particular, the user may roll cursor590aover the thumbnail presenting snapshot image360ein timeline310b, in one embodiment. Other methods are supported for selection of a snapshot image for enlargement, such as touching the displayed snapshot image on a touchscreen. Window410shows the enlarged snapshot image360e, as previously described.

Further, node graph530is presented in window510. In one embodiment, node graph530includes a plurality of nodes that correspond to the various paths a character may choose as the user progresses through the video game. In one embodiment, node graph530may be presented in window510as a universal graph showing all the nodes of the video game, as will be further described inFIG. 5B. In one embodiment, node graph530may be presented to include a subset of nodes of the universal graph, which shows nodes of particular interest, as will be further described in relation toFIG. 5C. For example, the subset of nodes may correspond to snapshot images displayed in one or more timelines.

Though window510is shown in the bottom right corner, it is understood that window510may be located anywhere in window300. Further, window510may be of a sufficient size to provide information suitable for viewing. Further selection may display window510as an enlarged window within window300, or on a full screen.

As shown, node572in node graph530may be automatically highlighted (e.g., bolded, enlarged, colored, etc.) in response to the user selecting snapshot image360ein timeline310afor enlargement. Node572corresponds approximately to the location of the snapshot image360e, and gives context within the universe of the video game for snapshot image360e. That is, because the user is interested in snapshot image360e, through selection of the snapshot image360ein timeline310b, window410is presented showing a larger view of snapshot image360e, and node572is highlighted in node graph530. Node572may also be highlighted through manual selection of the node in node graph530by the user.

In summary, node graph530may be presented in window510automatically or in response to a user request, wherein the node graph530includes a subset of nodes that correspond to the snapshot images presented in timeline310a. Further, node572may be presented and highlighted, wherein node572shows the approximate location of a point in the game play of a video game corresponding to snapshot image360e. In addition, the snapshot image360ecorresponding to node372may be presented in window520, wherein window520is larger than window410, and may show an even larger view of snapshot image360e.

In that manner, the user is presented with a multi-dimensional view of the video game. For example, the user is presented with a current view of his or her own game play via rendered image305. The game play of the user (e.g., through rendered image305and snapshot images in a user timeline) is also presented alongside one or more timelines of one or more users showing a quick preview of the game play of other users throughout various points of progression in the video game. The snapshot images may be presented with a node graph showing paths through the video game associated with snapshot images in timelines, or all possible paths in the video game.

FIG. 5Bis an illustration of a universal node graph550or node tree showing all possible paths available in a video game, in accordance with one embodiment of the present disclosure. The universal node graph550may be displayed in window510ofFIG. 5A. For example, the video game may include a start point as indicated by node551, and an end point as indicated by node552. Though one end point is shown, generally a universal node graph may have one or more end points, representing one or more options for finishing a video game. Further, a video game may have one or more start points that are represented in a corresponding universal node graph.

Universal node graph550includes a plurality of nodes (e.g., logical nodes) that define the various logical paths (also referred to as “paths” in the specification) a character may choose as the user progresses through the video game. For example, logical path511is defined between nodes502and503. In addition, the universal node graph550may also include a subset of nodes. For example, node graph530, which is a subset of universal node graph550, includes nodes and paths which correspond to snapshot images displayed in timeline310bofFIG. 5B. Node graph530is also shown in window510ofFIG. 5A.

Multiple logical paths may be configured to progress through universal graph550from node to node in a linear fashion. For example, the user moves in a linear fashion through node graph530between nodes501to503(e.g., from node510to node502and then to node503) along logical paths514and511. That is, no other logical paths can be taken when traversing between nodes501and node503.

In addition, multiple logical paths may be configured to progress from node to node in a non-linear fashion. For example, the user moves in a non-linear fashion through node graph550when reaching node503along logical path511. In particular, two options are available at node503, wherein in a first option a character may take path512, and in a second option the character may take path513. Different outcomes may result from taking the two different paths.

Progression through the video game may generally be defined by a universal time line529that begins at a time or mark521associated with start point551, and ends at a time or mark522associated with end point552. The use of time in the timeline529is meant to show progression through the video game, and not necessarily a measure of how long the user plays the video game. As the user moves from node to node through universal node graph530, a representative time or mark may be located on timeline529. For example, node501may be represented as mark523and node503may be represented as mark524in timeline529. Progress may be measured along timeline529from left to right. As an illustration, node501occurs before node503in the progression through the video game. As such, mark523representing node501is displayed to the left of mark524representing node503. Further, progression may be further illustrated in association with timeline529and node graph550through various character values associated with the user, as previously described. For example, progress may be measured by how many possible lives are available to a character, or how many points or cash the character has accumulated.

FIG. 5Cis an expanded illustration of a node graph530, first introduced inFIG. 5A, showing the hierarchy of snapshot nodes generated in association with snapshots captured during game play of a video game, in accordance with one embodiment of the present disclosure. In one embodiment, node graph530is displayed along with one or more timelines (e.g., timelines310b,320, and330) during game play of a video game by a user. For example, node graph530may be displayed in window510ofFIG. 5A, or may be displayed in an even larger window. An expanded view of node graph530displayed in window510is shown inFIG. 5Cfor illustration. An outline of window350bis presented inFIG. 5Cfor referencing snapshot images and corresponding snapshot nodes in node graph530.

In particular, snapshot nodes correspond to points in game play of a video game where a snapshot has been captured. In general, snapshots may be captured at the nodes of the universal node graph550. As such, snapshot nodes may align with nodes in universal node graph550. However, some snapshot nodes may not align with nodes in a universal graph550, such as when a snapshot has been captured between two nodes of the universal graph (e.g., in the middle of a logical path). For example, snapshot node561may be captured between two nodes (corresponding to nodes560and562) in the universal node graph550.

Node graph530includes a plurality of snapshot nodes that define the various actual paths that a character has taken during the game play of a corresponding user. For example, path579is defined between snapshot nodes560and561. Path579is shown to have been taken in the game play of the user, as well as the game play of friend F1. Node graph530may show one or both of linear and non-linear paths, as defined in the game plays of one or more users.

Node graph530corresponds to snapshot images shown in timelines310b,320and330displayed in window350, in one embodiment. For example, snapshot node562corresponds to box340crepresenting the currently rendered image305of the user, snapshot node507corresponds to snapshot image360eof friend F1, snapshot node595corresponds to snapshot image370aof friend F2, and snapshot node565corresponds to snapshot image380dof friend F3. In that manner, the user is presented with at least two or more views of the video game that are related, such as snapshot images and the currently rendered image in the timelines and the snapshot nodes in node graph530. By cross referencing the currently rendered image305(along with its position in node graph530) with other snapshot images (and their positions in node graph530), the user is able to understand which paths are available to the user around a point in the video game associated with the currently rendered image. As such, the user is able to orient the character306within the universal node graph550and node graph530of the video game. In that manner, the user is able to navigate from one point to another point in the game. In one embodiment, though snapshot nodes are shown inFIG. 5C, node graph530may include nodes defining logical paths as defined by universal node graph550.

More particularly, the paths taken by the user playing character306are shown by the line A that is dotted with fine resolution. For instance, the user has traveled between snapshot nodes560,561and562. From snapshot node562, the character306of the user has taken a first route traveling up from snapshot node562through snapshot nodes563and564, and a second route traveling downwards from snapshot node562through snapshot nodes565to569(e.g., from node565to node566to node567to node568and to node569). The paths taken by the character308of friend F1 is shown by solid line B. For instance, character308of friend F1 has traveled along paths defined by snapshot nodes560,561,562,565,570,571,572,573, and574. Also, the paths taken by the character308of friend F2 is shown by line C that this dotted with coarse resolution. For instance, character308of friend F2 has traveled along paths defined by snapshot nodes595,596,597,598,599, and569. The paths taken by the character303of friend F3 is shown by line D, and shows that character303has traveled along paths defined by snapshot nodes560,581,582,583,565,584,585, and568.

In the progression of the video game, the user has taken paths that occur beyond or in the future of snapshot node562, which corresponds to a point in the video game associated with the currently rendered image305, but has returned back to snapshot node562. For example, the first route taken beyond snapshot node562and ending at snapshot node564may have reached a dead end. Also, the second route taken beyond snapshot node562and ending at node569may be unsatisfactory to the user. Snapshot images corresponding to snapshot nodes occurring beyond the currently rendered image305associated with the user are not shown in timeline310b, but may be shown in other embodiments.

The user has returned to node562in the game progression because the user may have heard rumors about an exciting part (encountering a bear) of the video game in this area, but has so far missed out on the action. The user believes that the exciting part is somehow reached through node562. Embodiments of the present disclosure provide a way for the user to discover alternative paths through the video game by previewing game plays of other users, and laying out a potential route to take in the video game to reach an exciting part of the video game. For example, the user may preview the snapshot images of friend F1 playing character308in timeline310b, and discover that the bear encounter occurs in association with snapshot node507, which corresponds to snapshot image360e. For reference, snapshot image360eis shown in box509. Without the introduction of snapshot images presented in timelines, and/or the node graphs, the user would have a hard time previewing and/or discovering these areas of interest.

In particular, the user may have discovered snapshot image360ethrough viewing snapshot images in timeline310b, or may have discovered it through exploring the node graph530. For example, tags507are shown next to snapshot node572in node graph530ofFIG. 5C, which may have caught the attention of the user. By interacting with node572in node graph530, a view of snapshot image360emay be presented to the user, such as in window520ofFIG. 5A. Also, by selecting snapshot node572in node graph530, the corresponding snapshot image360ein timeline310bmay be highlighted (e.g., bolded) for attention. In that manner, the user may roll over the corresponding thumbnail to view an enlarged version of snapshot image360e. As previously described. In another implementation, if the node graph530is presented in its own dominant window (e.g., full screen, or overlaid window300), interaction with snapshot node572may bring up snapshot image360ein another window (not shown).

After previewing game play of friend F1 and node graph530, the user may wish to further explore the video game corresponding to snapshot image360e, and more particularly the game play of friend F1. As previously described, embodiments of the present disclosure enable the user to jump into the game play of friend F1. In particular, further selection by the user of a snapshot image360evia timeline310bor node graph53enables the jump executing engine216of game processor210to access the snapshot corresponding to snapshot image360e, instantiate another instance of the video game based on the snapshot, and execute the video game beginning at a point (now identified as a jump point) in the video game corresponding to the snapshot and its snapshot image360e. In that manner, the user may fully experience the video game at node507(encountering the bear) through the game play of friend F1. That is, the user jumps into the character308of friend F1 at jump node572and plays an instantiation of the game play of friend F1 beginning at the point of the video game corresponding to jump node572(which corresponds to snapshot image360e). As such, the user is able to jump into the game play at the most exciting part.

The user may decide to try to navigate to the same snapshot node572(bear encounter) previously captured by the game play of friend F1 after experiencing the game play of friend F1. Node graph530provides a view into the route taken by friend F1 in order to reach snapshot node572from the current position of the user, which is node562that is associated with the currently rendered image305. For example, node graph shows that travel between nodes562and snapshot node572is possible via snapshot nodes565and570.

FIG. 6Ais an illustration of a cluster of snapshot nodes closely and linearly aligned with a selected snapshot node (e.g., the snapshot node572associated with snapshot image360e), wherein the snapshot node can be selected through a timeline310aor node graph530, in accordance with one embodiment of the present disclosure. In particular, timeline310aincludes snapshot images (340a,340b, . . . ) of game play by the user at points in the progression through the video game occurring before the currently rendered image305(as represented by blank thumbnail340c. Timeline310afurther includes snapshot images (360d,360e,360f, . . . ) corresponding to snapshots captured during the game play by friend F1, as previously described. Further, each of the snapshot images correspond to a snapshot node, such as those presented in node graph530.

Timeline310amay show selected snapshot images from the plurality of snapshots captured during the game play of the user and friend F1. The snapshots and snapshot images for friend F1 are used to illustrate the presentation of snapshot images with coarse and with higher resolution. For purposes of illustration, during the game play of friend F1 one-hundred snapshots are captured, and can be numbered1through100in the order that they were captured. The timeline310amay not have enough room to show all the snapshots images corresponding to the captured snapshots. As such, only a subset of snapshot images are presented in timeline310. Further, snapshot images presented side-by-side in timeline310amay not be consecutively and/or sequentially captured. For instance, as shown in timeline310aofFIG. 6A, snapshot image360eis numbered50in the captured order, and the snapshot image directly to the right is snapshot image360f, which is numbered60. As such, nine snapshot images were captured between snapshot image360eand snapshot image360f, but are not shown in timeline310a.

In one embodiment, a finer resolution of snapshot images may be generated and presented for display based on captured snapshots. In particular, further selection of a snapshot image, such as image360e, either through the timeline310aor through node graph530will enable the presentation of snapshot images with higher resolution. Further, in one embodiment, the snapshot images are presented in a node graph/tree configuration showing the paths that the user (e.g., friend F1) took during the game play. That is each snapshot image represents a node, and the snapshot images are presented in node graph configuration. For example, a window may display snapshot nodes via their corresponding images, wherein the snapshot nodes are captured sequentially before and/or after the snapshot corresponding to the selected snapshot image360e. Snapshot image360ecorresponds to the jump point selected by the user to initiate the game play of friend F1, as previously described. Before or after being selected as a jump point, the user may want to see various snapshot images associated with snapshot image360e.

As shown inFIG. 6A, a linear progression of snapshot images are presented in various thumbnails in relation to the selected snapshot image360e. The snapshot image360eand its corresponding snapshot are also referenced as the jump point (JP), as previously described. The selected snapshot image360eand JP is associated with the snapshot numbered50in the order of captured snapshots.FIG. 6Ashows that four snapshot images610,360e,615, and620are shown and correspond to one snapshot captured before JP (snapshot JP-1), JP, and two snapshots captured after JP (snapshot JP+1 and JP+2). That is, the snapshot images correspond to consecutively numbered snapshots49-52. For example, snapshot image610(JP−1), snapshot image360e(JP), snapshot image615(JP+1), and snapshot image620(JP+2) are consecutively ordered49-52. In that manner, the user is able to view at a higher resolution the action in the game play of friend F1 around snapshot image360ein a node graph configuration.

FIG. 6Bis an illustration of a cluster of snapshot nodes closely and non-linearly aligned with a selected snapshot node (e.g., snapshot node572corresponding to snapshot image360e), wherein the snapshot node can be selected through a timeline310aor node graph530as previously introduced in relation toFIG. 6A, in accordance with one embodiment of the present disclosure. WhileFIG. 6Ashows a linear progression through the video game around the jump point JP corresponding to snapshot image360e,FIG. 6Billustrates a non-linear progression through the video game around JP.

For example, the snapshot images are presented in a node graph/tree configuration showing the paths that friend F1 took during game play. That is each snapshot image represents a node, and the snapshot images are presented in node graph configuration. As shown inFIG. 6B, a non-linear progression of snapshot images are presented in various thumbnails in relation to the selected snapshot image360e, also referred to as JP with an order number of 50. Eight snapshot images are shown. In particular, snapshot image605corresponds to the snapshot node JP-2 with order48. Also, snapshot image610corresponds to snapshot node JP-1 with order49, wherein snapshot node JP-1 is a decision node showing a non-linear configuration. Two choices are available, as represented by order numbers50A-B. One choice stemming from snapshot node JP-1 goes to snapshot image613with order50B. The other choice stemming from snapshot node JP-1 routes to snapshot node JP, which corresponds to snapshot image360eand order number50A. This route continues through consecutively numbered snapshot JP+1 (related to snapshot image615and order number51) and snapshot JP+2 (related to snapshot image620and order number52).

FIG. 6C-Fare illustrations of snapshot images corresponding to a cluster of snapshot nodes closely aligned with a selected snapshot node and described in relation toFIGS. 6A-B, in accordance with one embodiment of the present disclosure. For example,FIG. 6Cillustrates snapshot image610and shows the character308used in the game play of friend F1 first encountering the bear as it exits its cave. Snapshot image610corresponds to a snapshot node JP-1 with order number49.FIG. 6Dillustrates snapshot image360e(related to snapshot node JP and order number50) and shows the character308engaging in close contact with the bear. The character308is shown handling a coiled rope that is presumably the only tool and/or weapon available to character308.FIG. 6Eillustrates snapshot image615(related to snapshot node JP+1 and order number51) and shows that the character308has subdued the bear by tying each of the legs of the bear to a tree using the rope.FIG. 6Fillustrates snapshot image620(related to snapshot node JP+2 and order number52) and shows the character308enjoying the fruits of her victory over the bear: a weapon and other reward items (e.g., coins, precious stones, etc.) are available for the taking.

FIG. 7is an illustration of snapshots captured during game play of a video game, and the storing of each of those snapshots as a separate master file of a data store750, in accordance with one embodiment of the present disclosure. These master files are not automatically erased or overwritten as the user progresses through the video game, as is typical in the industry. In that manner, information and metadata related to each snapshot can be readily accessed at any time in order to present snapshot images (e.g., in timelines), node graphs, and to enable jumping to a jump point in the game play of the same or other user.

For example, a plurality of snapshots is captured in relation to game play of a particular user. The snapshots are numbered consecutively in the order of capture (i.e., 1-N). As shown inFIG. 7, at least snapshot711(order20), snapshot712(order31), snapshot713(order32), and snapshot714(order33) are captured.

Each snapshot includes information and/or metadata sufficient to load and execute an instance of the video game beginning at a point in the video game corresponding to the snapshot. For example, each snapshot includes at least game state data stored in database145, snapshot image data stored in database146, random seed data stored in database143, and user saved data stored in database141, as previously described. In one embodiment, metadata includes input commands used to drive an instance of the video game at and between two consecutively ordered snapshots. Each snapshot is stored in a corresponding master file in data store750, wherein the master file corresponding to a particular snapshot may include pointers to each of these databases for related access. As shown, snapshot711is stored in master file751, snapshot712is stored in master file752, snapshot713is stored in master file753, and snapshot714is stored in master file754.

FIG. 8is an illustration of multiple segments of the game play of a user of a video game, including an interceding jump by that user into a separate jump game play based on a snapshot captured during another game play of the video game by the same or another user, in accordance with one embodiment of the present disclosure. For example, the user playing a game with character306of which the currently rendered image305is displayed on window300as previously described in relation toFIGS. 3-6may elect to jump into the game play of friend F1 (with character308) at a jump point (JP) defined by snapshot image360e. Timeline310aand/or310bprovides the user a preview of snapshot image360e. Further, node graph530gives context to the snapshot image within the video game, since the snapshot image360ecan be associated with its corresponding location at snapshot node572(e.g., through highlighting, etc.), as previously described. Initiation by the user of the jump into the game play of friend F1 and character308is enabled based on the snapshot captured at snapshot node572during the original game play of friend F1. The initiation of the jump may be enabled through further selection of the snapshot image360ein timeline310aor310b, or through selection of node572in node graph530. Support for initiation of the jump into the game play of the same or another user may be accomplished through any means or methods (e.g., jump selection window, etc.).

In one embodiment, a plurality of snapshots is captured in the jump game play. Further, a video recording of the jump game play may be captured and stored for later access. In that manner, any user may play the jump game play via any snapshot in the jump game play. In one embodiment, snapshot images of the jump game play are placed into a timeline, through which the jump game play may be instantiated, as previously described.

The interaction of the user with the video game may be described in relation to segments of game play830of the user. As shown, the game play830of the user includes a first segment831and a second segment832. In particular, the first segment831of game play830of the user defines a current or initial interaction of the user with the video game. As such, the currently rendered image305ofFIG. 3Amay be associated with the first segment831. For illustration, snapshot node graph810shows a portion of the node graph530previously described in relation toFIG. 5C. The route taken by a character306in the first segment831of the game play830of the user is shown by dotted line811and includes snapshot nodes560,561and562. Currently rendered image305is associated with snapshot node562and indicates the end of the first segment831for purposes of illustration and clarity, even though snapshot node graph810shows that character306has gone further to the right (e.g., progressed further) of snapshot node562to nodes563and564via one path812, and to nodes565and566via a second path813. This portion of the route (ending with snapshot node562) taken by character306is also repeated in node graph820, which illustrates the game play of the user using character306up to the end of the first segment831.

At snapshot node562, the user may choose to explore other points in the video game and elect to jump into the game play of friend F1 (e.g., further selection of snapshot image360e), as previously described. The game play of friend F1 is shown by the bolded, solid line899of snapshot node graph810. At this point, the first segment831of the game play830of the user is paused, and the user jumps into the game play of friend F1 at a point corresponding to snapshot node572. For illustration, the jump game play begins at a point where the character is closely engaged with a bear. In particular, the instance of the video game executing the game play830of the user is paused (e.g., end of first segment831), and the instance of the video game executing the jump game play of friend F1 beginning at the jump point (snapshot node572) is instantiated based on the corresponding snapshot captured at snapshot node572. A representation of the jump to node572is illustrated by curved arrow891. The jump game play is defined by jump segment840.

In another embodiment, the game play830of the user is saved and terminated at the end of the first segment831before beginning the jump game play. In that manner, the user may return to the video game in the future and resume from a point corresponding to snapshot node562(e.g., end of first segment831). That is, the user may effectively resume the paused game.

In one embodiment, the instance of the video game executing the game play830of the user is separate from the instance of the video game executing the jump game play through which the user interacts, wherein the jump game play is based on the original game play of friend F1. For illustration, snapshot node graph850shows the route taken by a character308in the jump segment840of the jump game play played by the user, wherein the character308in the jump game play was originally created and defined by the game play of friend F1. The route taken in the jump game play is illustrated through bolded and dotted line896.

The route taken by the character308in the jump game play as illustrated in node graph850begins at snapshot node572and continues to nodes851,852, and end node859consecutively. End node859indicates the termination of the instance of the video game executing the jump game play. It is important to note that the route taken by the character308in the jump game play (including nodes572,851,852, and859) as shown by dotted line896is different than the route897(including nodes572,573, and574) taken by the character308in the game play of friend F1 shown in node graph810. That is, the jump game play as executed by the user is different than the previously stored game play of friend F1 because the user is providing new input commands to direct the jump game play. For example, in the jump game play an unsuccessful encounter with the bear may occur because the user may be quickly previewing the game at this point to decide whether or not to play this part of the video game in his or her own game play830. On the other hand, the game play of the find F1 may show a successful encounter with the bear.

In one embodiment, during the jump game play, snapshots may be captured at each of the nodes illustrated in jump segment840(e.g., nodes572,851,852, and859). The jump game play and its associated snapshots may be stored for later access. For example, the user may wish to review and instantiate jump game plays created by the user and associated with the video game. In other embodiments, the user may wish to review and instantiate jump game plays associated with other video games, wherein the jump game plays were created by the user or other users.

After execution of the jump game play, the game play830of the user may be resumed. The user has now previewed the game play of the friend F1, and may wish to have his or her own character306reach snapshot node572that is associated with the jump point. In that manner, the game play830of the user may include a route that is directed towards the jump point so that the character in the game play of the user will have the same bear encounter.

Snapshot node graph820shows the route taken by a character in the game play830of the user that is now resumed. The resumption of game play830is defined by second segment832, wherein the resumed game play is defined by bolded and dotted line809. As such, the entirety of the game play830by user is illustrated by the first segment8310(dotted line811) and the second segment832(bold and dotted line809). In one embodiment, the second segment832of game play830continues the instance of the video game that is paused. In another embodiment, the second segment832of game play830is executed on a new instance of the video game beginning at the point of the video game associated with snapshot562, because the first segment831was terminated. The second segment832begins at snapshot node562, and continues to snapshot nodes821,822,823,824, and829consecutively.

In node graph820, snapshot node823roughly corresponds to the snapshot node572associated with the jump point. For example, the user would like to encounter the bear in his or her own game play830. In particular, navigation to snapshot node572in the game play of the user is possible by the user via snapshot node graph530and/or universal node graph550. In particular, the user is able to discover the possible paths available between snapshot node562and snapshot node572encountered by other users (e.g., friend F1) by reviewing the snapshot node graph530. Additionally, the user is able to discover the general logical paths available between snapshot node562and snapshot node572by reviewing the universal node graph550. In that manner, the user is able to navigate to a snapshot node823(e.g., via nodes821and822) and encounter the bear. It is important to note that nodes821and822roughly align with snapshot nodes565and570, originally captured during the game play of friend F1, but may not be identical.

Snapshot nodes823,824, and829, etc. show the route taken in the game play830of the user, in the second segment832, wherein the character306is now encountering and engaging with the bear. The route taken after the initial encounter with the bear at snapshot node823(including nodes824,829, etc.) may not be identical with the route in the jump game (e.g., nodes572,851,852, and859), nor may it be identical with the route in the game play of friend F1 (e.g., nodes572,573, and574). This is because the game play830of the user has its own unique input commands that drive the video game.

With the detailed description of the various modules of the gaming server and client device communicating over a network, a method for navigating through a gaming world of a video game executing over a gaming network is now described in relation to flow diagram900ofFIG. 9, in accordance with one embodiment of the present disclosure. Flow diagram900illustrates the process and data flow of operations involved at the game server side for purposes of generating information that is displayed over a network at a client device.

The method begins at operation910, and includes capturing a plurality of snapshots generated from a plurality of instances of a video game executed in association with a plurality of users. In particular, the instances of the video game are being executed by one or more game processors210of one or more game servers205ofFIG. 1. As each instance of the video game is being executed, one or more snapshots are captured, wherein a snapshot enables execution of an instance of the video game beginning from a point in said video game corresponding to that snapshot, as previously described.

In particular, the snapshot includes a snapshot image that comprises a rendered image generating by the instance of the video game that is executed in association with a game play of a corresponding user. The rendered image shows a scene of the video game corresponding to a point in the video game, wherein the point shows the progression in the game play of the user through the video game.

In addition, the snapshot also includes game state data that enables the generation of an environment corresponding to point in said video game. That is, based on the snapshot the corresponding scene and environment are generated, wherein the character is instructed to interact with the environment through the game play of the user.

Further, the snapshot includes random seed data providing additional features for the scene and environment, as previously described. For example, a cloud configuration and movement of one or more generic characters may be uniquely generated for inclusion into the scene and environment that is associated with the game play of the user. As such, the cloud configuration and movement of one or more generic characters may be different for each instance of the video game.

Also, the snapshot includes user saved data that enables generation of a character for the game play of the corresponding user. The character has a first state corresponding to point in video game at which the snapshot was captured. For example, the first state defines the look and type of the character, the clothing worn by the character, the level achieved for the character, the weaponry available to the character, the life status for the character at that point, etc.

At operation920, the method includes generating for display a first timeline of a first user playing the video game. The first timeline includes snapshot images of at least one user (the first user and/or other users) progressing through the video game. The snapshot images in the timeline are displayed in relation to a currently rendered image of a first instance of the video game executing in association with the first user. Each snapshot image can be cross-referenced to a corresponding snapshot. The currently rendered image is associated with a current point in the progression of the video game by the first user.

At operation930, the method includes generating for display in the first timeline a plurality of first thumbnails including a plurality of first snapshot images associated with the first user. That is, the first thumbnails show the progress through the video game of the first user. In particular, the plurality of first snapshots includes at least one rendered image showing past progress of the first user in comparison to the currently rendered image.

At operation940, the method includes generating for display in the first timeline a plurality of second thumbnails including a plurality of second snapshot images associated with a second user. That is, the second thumbnails show the progress through the video game of the second user. In particular, the plurality of second snapshot images includes at least one rendered image showing progress of the future progress of the second user at a point in the video game after the currently rendered image.

In other implementations the plurality of second snapshot images shows past and/or current progress of the second user. For example, the second snapshots includes at least one rendered image showing progress of the second user at a point in the video game before the currently rendered image generated for display at a client device of the first user.

In still other embodiments, additional timelines may be generated for display at the client device. For example, a second timeline of a third user is generated for display. The second timeline includes a plurality of third snapshot images of the third user. The second timeline includes a plurality of rendered images showing progress of the third user during game play of the video game at a plurality of points in the video game before and after the currently rendered image associated with the game play of the first user.

As previously described, a selected snapshot image enables the jump executing engine216of game processor210to access the snapshot corresponding to snapshot image, instantiate another instance of the video game based on the snapshot, and execute the video game beginning at a point (now identified as a jump point) in the video game corresponding to the snapshot. For example, the game processor210receives selection by the first user of a selected snapshot image from the plurality of second snapshots in the first timeline, wherein the selected snapshot image is associated with game play of the second user. Further, the game processor is configured to jump execution of a first instance of the video game executed in association with game play of the first user to a jump point in the video game associated with the selected snapshot image. In one implementation, the first instance of the video game is paused and/or terminated, and another instance of the video game, the jump game, is instantiated based on the snapshot of the selected snapshot image.

In that manner, the first user is able to jump into the game play of the second user. For instance, the first user is able to instruct the character used in the game play of the second user in the jump game. The corresponding snapshot of the selected snapshot image includes second user saved data enabling generation of the character used in the game play of the second user, and also used for a jump game play of the first user in the jump game. The second user saved data and the second character originate from the game play of the second user. As such, the first user creates a jump game play during execution of the jump game.

After the first user is finished with the jump game, the first instance of the video game may be resumed. That is, the second instance of the video game executing the jump game is terminated, and the first instance of the video game associated with the game play of the first user is resumed. In that manner, the first user may resume his or her own game play of the video game.

The first user may also select a snapshot image in the prior game play of the first user. For example, the game processor may be configured to receive selection of a selected snapshot image in the plurality of first snapshot images associated with the prior game play. Execution of the first instance of the video game is jumped to a jump point in the video game associated with the selected snapshot image. In one implementation jumping is enabled through another instance of the video game based on the snapshot corresponding to the selected snapshot image. In another implementation, jumping is enabled through the first instance of the video game.

In addition, a node graph may be generated for display at the client device. The node graph includes a plurality of snapshot nodes corresponding to snapshot images displayed in the timeline, as previously described. The plurality of snapshot nodes defines a plurality of paths, wherein the paths and nodes are associated with game plays of the first user and the second user. Each node in the node graph is associated with a corresponding snapshot.

Further, the node graph may allow for jumping by the first user into the game play of the same or another user. For example, the game processor is configured to receive selection of a selected snapshot node in the node graph. The snapshot node is associated with a corresponding snapshot. A selected snapshot image corresponding to the selected snapshot node may optionally be generated for display at the client device. In particular, selection of the selected snapshot node and/or corresponding snapshot image enables jumping of the execution of the first instance of the video game executed in association with game play of the first user to a jump point in the video game associated with the selected node.

Game Play Access Via Video Recording

Generally speaking, the various embodiments of the present disclosure describe systems and methods providing for a user to jump into the stored game play of a player participating in a gaming application via a streamed video recording of the stored game play, particularly when executed on a cloud-based gaming system. The video recording includes or references a plurality of snapshots that were originally captured during the game play, wherein a snapshot includes metadata and/or information enabling the instantiation of an instance of the gaming application at the point corresponding to snapshot capture. The snapshot allows any requesting user to instantiate and direct the instance of the gaming application, even though the requesting user may not be player generating the stored game play. The video recording may be selectable through a timeline including one or more snapshot images of the stored game play, wherein each snapshot image corresponds to a snapshot, and wherein the snapshot images are displayed in a manner giving the viewer a sense of the progression of the player in the gaming application. The timeline may be presented when a user is playing the gaming application, thereby giving the user a sense of the possibilities in the game play of the user by previewing the game play of other players. Selection of a video frame in the streamed video recording identifies a jump point, wherein the selected video frame is associated with a corresponding snapshot which is used to instantiate a jump game play. The selected video frame may not correspond to a snapshot, and may be located at, or near, or between one or more snapshots. The jump game play is automatically executed to replay the game play of the player until reaching the jump point using saved input commands previously used to direct the game play of the player, after which the jump game play becomes live for the requesting user (i.e., the jump game play is directed by user input commands).

Embodiments of the present disclosure providing for a user to jump into the stored game play of a player participating in a gaming application via a video recording may be implemented within the systems ofFIGS. 1-2previously described.

FIG. 10illustrates components of a system used for game play access via a video recording streamed to a client device, which allows a user to jump into the stored game play of any player participating in a gaming application based on snapshots generated and captured during the game play of the player by the system, in accordance with one embodiment of the present disclosure. For example, in some embodiments components used for game play access via a streamed video recording may be included within the game processor210of game server205, previously introduced inFIG. 1. Further, the game server205is included within the game cloud system (GCS)201ofFIG. 2, such that GCS201is configurable to provide game play access via a video recording, in other embodiments.

In particular, game processor210includes various components configured to instantiate an instance of a gaming application based on a snapshot captured during a previous game play of a player participating in a gaming application. Game processor210was previously introduced inFIG. 1, and included game executing engine211, snapshot generator212, timeline generator213, node graph generator214, AI overlay module215, and jump game executing engine216. In addition, as shown inFIG. 10game processor210further includes video player1010configured to stream a video recording to a client device, replay engine1015, jump game input manager1020, replay start point selector1025, ghosting engine1030, and guiding engine1035. One or more components of game processor210, taken alone or in combination, are configurable to provide for jumping into the stored game play of a player participating in a gaming application via a streamed video recording of the stored game play. Further, one or more components of game processor210provide for game play access via a video recording within a cloud-based gaming system, such as GCS201, in other embodiments of the disclosure.

In particular, system10ofFIG. 1includes a game server205executing game processor module210that provides access to a plurality of interactive video games or gaming applications, and more particularly provides interactive access to a stored game play of a gaming application via a video recording of the game play that is streamed to a client device, for example. As shown inFIG. 1, client device100is configured for requesting access to a particular game play of a player in the form of a jump game play. The request for access may be made via a video recording of the game play of the player that is streamed to the client device, such that an associated snapshot included and/or referenced through the video recording is used to instantiate the jump game play. In particular, the game server2015executes the instance of the gaming application to instantiate the jump game play based on the snapshot, and generates rendered images that are delivered to the client device100for display.

For instance, video player1010is configured for generating a plurality of video frames when playing a video recording of a selected game play of a player participating in a gaming application. Video player1010may work independently of or in cooperation with the video recorder271to generate, save, access, and/or play a recording (e.g., video, audio, etc.) of the game play, along with any game metrics corresponding to that game play. In one embodiment, a video recording of the stored game play is selectable through one or more snapshot images of the stored game play presented through a timeline that is rendered for display on client device100, wherein the snapshot images are presented to show progression of the game play in the gaming application. That is, selection of one of the snapshot images captured during the game play provides for selection and play of the video recording of the stored game play. Image frames of the video recording are streamed and/or delivered over a network to the client device of a user for display.

Further, the video recording includes or references a plurality of snapshots captured during the game play, wherein a snapshot includes metadata and/or information enabling the instantiation of an instance of the gaming application at the point in the game play corresponding to the snapshot capture. As such, selection of a jump point in the video recording (e.g., via a video frame) provides for the instantiation of a jump game play beginning at the jump point. In particular, replay engine1015is configured to create and execute an instance of the gaming application to instantiate the jump game play. The instance of the gaming application is instantiated based on an associated snapshot determined through the selection of the jump point, wherein the jump point may directly correspond to the associated snapshot, or wherein the jump point is located near to the associated snapshot, or between the associated snapshot and another snapshot. As such, the associated snapshot is used to instantiate the jump game play. In one implementation, the replay engine1015works independently of, or in cooperation with the jump game executing engine216to provide interactive access to a stored game play.

In particular, the replay start point selector1025is configured to determine the start point of the replay portion of the jump game play. That is, after selection of the jump point, an appropriate and associated initiating snapshot is selected to initiate and/or instantiate the instance of the gaming application that is used to execute the game play of the player, wherein the jump point may not correspond to a point in the game play where the initiating snapshot was captured. During the replay portion of the jump game play, the stored game play is automatically replayed up to the jump point from the point in the game play where the initiating snapshot was captured to the jump point, after which the jump game play becomes live for the requesting user, such that the replay engine1015and/or the jump game executing engine216handles input commands from the client device100of the requesting user.

In particular, during the replay portion of the jump game play, the jump game input manager1020determines and accesses a plurality of input commands used for execution by the instance of the gaming application. The plurality of input commands was previously used to direct the recorded or stored (used interchangeably) game play of the player. The plurality of input commands were captured and stored (e.g., in database1040of datastore140ofFIG. 1) in association with one or more snapshots generated during the stored game play of the player. For example, a snapshot may store input commands used up to, and may include, the point at which the corresponding snapshot was captured, and may be collected beginning at a point associated with the previous and nearest snapshot. That is, the stored input commands for a corresponding snapshot bring the game play from a previous snapshot to the corresponding snapshot. Also, a snapshot may store input commands used at and/or after the point at which the corresponding snapshot was captured, ending at a point associated with the next and/or nearest snapshot. That is, the stored input commands for a corresponding snapshot bring the game play from the corresponding snapshot to the next snapshot. In another implementation, a snapshot may store input commands used previous to and after the point at which the corresponding snapshot was captured.

With the detailed description of the various modules of the gaming server205and client device10communicating over a network150, a method for gaming is now described in relation to flow diagram1100, in accordance with one embodiment of the present disclosure. In particular, flow diagram1100illustrates steps in a method that provide interactive access to a stored game play of a player participating in a gaming application, such as through a video recording of the game play that is streamed to a client device of a user. More specifically, the method of flow diagram1100discloses a method that provides for a user to jump into the stored game play based on a snapshot generated and captured during the game play, wherein the snapshot is selectable through a video recording of the stored game play that is streamed to a client device. Flow diagram1100illustrates the process and data flow of operations involved at the game server205side of a cloud-based gaming system201(e.g., GCS201) for purposes of generating information that is displayed over a network150at a client device200.

Operation1105in the method includes receiving from a client device associated with a user selection of a video recording of game play of a player for a gaming application. For example, the video recording may be a video clip of a portion of the game play of the player. The player may determine that the portion of the game play is important (e.g., contains relevant information, involves beating a boss, etc.), and may elect to generate and store that portion of the game play in a video recording. The video recording may be stored in a database, thereby allowing other users to view the recorded or stored game play of the player. That is, other users and/or players may access (e.g., through streaming) and play the video recording on a corresponding client device. The database may store a plurality of video recordings associated with a plurality of game plays of a plurality of gaming applications, thereby creating a repository of stored game plays accessible by multiple users.

In one embodiment, the video recording is selected through a timeline that includes one or more snapshot images of the game play. The timeline may be presented simultaneously with the game play of the user while participating in the gaming application, as previously described in relation toFIGS. 1-9. That is, while the user is playing the gaming application, the user may wish to preview a game play of another player through a video recording of that game play that is streamed to the client device of the user, and further through interactive access of the stored game play of the other player. Also, while the user is playing the gaming application, the user may wish to review his game play, through a video recording of stored game play of the user that is also streamed to the client device of the user, and further through interactive access of the stored game play of the user. That is, the snapshot images in the timeline provide an association with and access to the corresponding video recording and/or interactive access to the stored game play in the form of a jump game play.

Operation1110in the method includes streaming the video recording including the recorded or stored game play over a network to the client device associated with the user. The stored game play is for a player participating in a gaming application. The user gains access to the stored game play for viewing, wherein the game play may be of a player other than the user, or may be a player that is the user.

At1120, the method includes receiving from the client device selection of a jump point in the stored game play via the video recording. That is, a selected point in the video recording defines a jump point, from which a requesting user would like to begin interactive access with a jump game play that is based on the game play of the player. In other words the requesting user desires to gain interactive access to the game play of the player, via the jump game play.

At1130, the method includes instantiating and/or initiating an instance of the gaming application based on a snapshot, such as an initiating snapshot. The instance of the gaming application instantiates a jump game play. In particular, the video recording is associated with one or more snapshots captured during the game play of the player, including the initiating snapshot that is captured at a first point in the game play of the player. In one embodiment, the video recording is associated with at least a beginning snapshot captured at a beginning point in the recorded game play (i.e., the beginning of the video recording), and an end snapshot captured at an end point in the stored and/or recorded game play (i.e., the end of the video recording). In embodiments, the initiating snapshot may correspond to one of the beginning snapshot or the end snapshot, or to a snapshot located between the beginning snapshot and end snapshot, or to a snapshot captured at a point in the game play that is outside of but still associated with the recorded game play of the video recording. A snapshot includes metadata and/or information enabling the instantiation and/or initiation of an instance of the gaming application at the point corresponding to the snapshot capture. For example, a snapshot includes a snapshot image comprising a rendered image generated by a first instance of the gaming application executed in association with the game play of the player. The snapshot image corresponds to a video frame that corresponds to a point in the game play of the player.

For illustration, the initiating snapshot includes a first snapshot image, which corresponds to a first video frame of the video recording that further corresponds to the first point of the game play. The snapshot also includes game state data enabling the generation of an environment corresponding to the first point in the game play, as previously described. The snapshot also includes random seed data that provides additional features for the environment, as previously described. The snapshot also includes user saved data enabling generation of a character for the game play of said player, wherein the character has a first state corresponding to the first point in the game play. For example the user saved data may include the game difficulty selected by the player, game level, character attributes, character location, number of lives left, the total possible number of lives available, armor, trophy, time counter values, etc. The snapshot also includes at least one input command of the sequence of input commands, wherein input commands associated with the snapshot (e.g., leading up to or leading away from the snapshot) are captured and stored.

As such, the gaming application is started at the point corresponding to the capture of the initiating snapshot, and is based on a gaming environment previously defined by the stored game play (e.g., scene, character, etc.) of the player. For example, the initiating snapshot enables the instantiation and/or initiation of an instance of the gaming application beginning at the first point in the game play of the player.

In one embodiment, the jump point may correspond to a captured snapshot, wherein the captured snapshot may be used to instantiate and/or initiate the jump game play, as previously described. For example, when the jump point directly corresponds to the initiating snapshot (and the first point), the initiating snapshot may be used to instantiate and/or initiate the jump game play beginning at the jump point, and wherein the jump game play immediately becomes live for the requesting user through execution of input commands from the requesting user.

In another embodiment, the jump point may not correspond to a snapshot that is used to instantiate the jump game play. That is, the jump game play is instantiated and executed by the instance of the gaming application based on the initiating snapshot, but the jump point may not directly correspond with the first point in the game play of the player, wherein the first point corresponds directly with the initiating snapshot. However, the jump point is associated with the initiating snapshot (e.g., nearest snapshot to the jump point) that is used to instantiate and/or initiate the jump game play, such that the jump game play may be used to reach the jump point. In particular, the jump game play includes a replay portion and a live portion. As such, the jump game play may be automatically executed through the replay portion to reach the jump point (e.g., using saved input commands from the stored game play), after which the jump game play becomes live for the requesting user through execution of input commands from the requesting user.

Specifically during the replay portion, at operation1140the method includes accessing a plurality of and/or sequence of input commands associated with the initiating snapshot and/or the jump point. The input commands were used to previously direct the stored and/or recorded game play of the player.

During the replay portion, the input commands when executed by the instance of the gaming application instantiating the jump game play replays the stored game play of the player from the first point to the jump point. Specifically, at operation1150, the method includes generating at the instance of the gaming application a plurality of image frames based on the sequence of input commands for rendering at the client device. The plurality of image frames replays the game play of the player (in the jump game play) from the first point to the jump point. For example, the plurality of image frames includes a first image frame corresponding to a first video frame of the first point in the game play of the player, and a second image frame corresponding to a second video frame of the jump point. The replay portion generates image frames between the first image frame corresponding to the first point and the second image frame corresponding to the jump point.

In one embodiment, the method includes forwarding through the game play of the player that is replayed and/or recreated during the replay portion of the jump game play. That is, the sequence of input commands is executed in forward order in the instance of the gaming application, wherein input commands can be sequentially ordered for purposes of directing the original execution of the stored game play. In another embodiment, the method includes rewinding through the game play of the player that is replayed and/or recreated during the replay portion of the jump game play. That is, the sequence of input commands is executed in reverse order in the instance of the gaming application, wherein input commands can be sequentially ordered for purposes of directing the original execution of the stored game play

In one embodiment, the method includes overclocking execution of the sequence of input commands That is, the replay portion of the jump game play is played in fast motion, such that the game play is shown fast forwarding from the first point to the jump point, or the game play is shown quickly rewinding from the first point to the jump point, as will be further described below in relation toFIG. 13A. In one embodiment, during the replay portion, additional content may be shown to the user (e.g., advertising, music videos, news clips, other video recordings, etc.).

After the replay portion, the jump game play proceeds to the live portion. Specifically, at operation1160, the method includes handling input commands received from the client device and executed at the instance of the gaming application beginning from the jump point. Previously, during the replay portion of the jump game play input commands received from the client device were blocked from being handled by the instance of the gaming application.

In one embodiment, access is provided to current game play, which is actively being generated and stored in real-time. In particular, instead of a video recording, streaming live video is delivered over a network to the client device. That is, in flow diagram1100, the content that is delivered in operation1110is a live streaming video of a live game play of a player participating in a gaming application. In that manner, snapshots captured during the live game play may be selectable to allow for the user to experience the live game play via a jump game play. That is, the user is able to select via a video frame of the streaming live video a snapshot captured during the live game play to initiate an instance of the gaming application to execute the jump game play.

FIG. 12Ais an illustration of a plurality of rendered video frames in a video recording1201of a stored game play of a player participating in a gaming application, wherein the video recording is used for interactive access to stored game play, in accordance with one embodiment of the present disclosure. In one implementation, the video recording1201is used in the selection of a jump point1290as described in operation1120ofFIG. 11, and for initiating an instance of the gaming application to instantiate a jump game play as described in operation1130. For purposes of illustration, video recording1201is shown as a bar representative of the length of the recording, and the approximate locations of each video frame within the video recording1201.

In particular, video recording1201includes a plurality of video frames that when rendered at a client device is sequentially displayed. The video recording1201was generated during the game play of a player participating in a gaming application as previously described, and may be of a selectable length. For purposes of illustration, the video recording includes at least video frames1210-1214located at various points as shown in the navigation bar1201. It is understood that one or more additional video frames may be located between any two of the video frames shown inFIG. 12A.

In addition, each of the video frames can be associated with at least one snapshot captured during the game play of the player. For purposes of illustration,FIG. 12Ashows a close correlation between a video frame and a snapshot, such that the video frames1210-1214are shown because snapshots were captured at or near the points in the game play where the video frames were generated. It is important to note that a particular video frame may not directly correspond to a snapshot, but may be closely associated to a snapshot. For example, a video frame may be associated with the nearest captured snapshot. In that manner, the relationship between a video frame/video recording and a snapshot allows selection by association. For instance, by selecting a snapshot, its associated video frame and/or video recording is known. Also, by selecting a video frame within a video recording, its associated snapshot is known.

In one embodiment, the video recording1201is associated with at least two snapshots, including a beginning snapshot (e.g., SS-1 associated with video frame1210, which can be stored as a snapshot image610) captured at a beginning point in the stored game play (i.e., the beginning of the video recording1210), and an end snapshot (e.g., SS-2 associated with video frame1214which can be stored as a snapshot image620) captured at an end point in the stored game play (i.e., the end of the video recording1210). In another embodiment, a video recording is associated with a snapshot that is captured outside of the stored game play of the video recording. For example, video recording1202includes jump point1290, but is located between two snapshots (e.g., SS-1 associated with snapshot image610and SS-2 associated with snapshot image620) captured during the game play of the player, but outside of the stored game play of video recording1202.

In particular, video recording1201includes video frame1210that closely correlates to a captured snapshot SS-1 and its snapshot image610. In particular video frame1210and snapshot image610show a point in the game play where the character308(woman protagonist) first comes upon a bear loitering in front of a cave located in the forest. In addition, video recording1201includes video frame1212that closely correlates to a captured snapshot SS-2 and its snapshot image360e. In particular video frame1212and snapshot image360eshow a point in the game play where the character308is actively engaging or battling with an aggressive bear, wherein character308is shown with a coiled rope used as a weapon. Video recording1201includes video frame1213that closely correlates to a captured snapshot SS-3 and its snapshot image615. In particular video frame1213and snapshot image615show a point in the game play where the character308has successfully subdued the bear and has tied up the limbs of the bear using the coiled rope. Further, video recording1201includes video frame1214that closely correlates to a captured snapshot SS-4 and its snapshot image620. In particular video frame1214and snapshot image620show a point in the game play where the character has won a reward after the successful battle with the bear, to include a treasure chest full of coins as well as a rifle that can be used for subsequent battles.

In addition, video recording1201includes video frame1211that is located between video frame1210(e.g., SS-1) and video frame1212(e.g., SS-2). That is, video frame1211is located at a point in the game play of the player that is between two snapshots SS-1 and SS-2. A close association can be made between video frame1211and at least one of the two snapshots SS-1 and SS-2, such that either snapshot SS-1 or SS-2 can be used to provide interactive access to the game play of the player. Specifically, embodiments of the present invention provide for the selection of video frame1211(as shown by arrow that is located between two snapshots SS-1 and SS-2 as a mid-snapshot jump point, and using either snapshot SS-1 or SS-2 to initiate a jump game play. The jump game play includes a replay portion and a live portion, such that the jump game play may be automatically executed through the replay portion to reach the jump point (e.g., using saved input commands from the stored game play), after which the jump game play becomes live for the requesting user by handling input commands from the user.

FIG. 12Bis an illustration of a timeline310adisplayed during game play of a gaming application by a user, wherein passive or active interaction with the timeline310aprovides for display of a streamed video recording of a stored game play of a player, and wherein further passive or active interaction with the streamed video recording provides for interactive access with the game play of the player, in accordance with one embodiment of the present disclosure. In one implementation, the timeline310ais used in the selection of a video recording as described in operation1110ofFIG. 11, for selection of a jump point1290as described in operation1120ofFIG. 11, and for initiating an instance of the gaming application to instantiate a jump game play as described in operation1130.

As previously described, window300shows the currently rendered image305of the game play of the gaming application by a user. Timeline310aincludes snapshot images includes snapshot images (e.g.,360d,360e,360f, . . . ) of game play by the player (e.g., friend F1 playing character308) at points in the progression through the gaming application occurring after the currently rendered image305. The snapshot images may be presented in timeline310avia thumbnails, for example. Active or passive selection of thumbnail provides for enlargement of the corresponding snapshot image, such as is shown by window410that is generated and displayed approximately in the same area of the selected thumbnail.

In one embodiment, active or passive interaction with the timeline310aprovides for selection of the video recording1201of the game play of the player. In particular, further active or passive selection (e.g., via cursor490a) of a snapshot image360ein timeline310aprovides for the selection of video recording1201of the game play of the player. For example, selection of snapshot image360emay be through active or passive selection of window410. The video recording1201may be shown in window1212(e.g., through streaming) concurrent with currently displayed image305, in one implementation. In other implementations, window1212may be shown independently of window300, such as in a full screen mode. The video recording1201corresponds roughly to a point in the game play associated with the selected snapshot image360e. For example, the clip shown in video recording1201may be focused on the boss battle between the character308and the bear, and begin with video frame1210where the character308first comes up on the bear, and ends with video frame1214where the character308examines the loot after successfully battling the boss bear. As such, the video recording1201may begin play with video frame1210, or may begin play with any video frame within video recording1201through user selection, such as a video frame near the selected snapshot360e.

Furthermore, the video recording1201shown in window1212may display any video frame that is shown by and selectable through navigation bar1260. For example, moveable locator1265shows the approximate location of the video frame1211within the video recording1201. Also, moveable locator1265may be directed to any point and/or video frame within the video recording1201. As such, the video recording1201may play through video frames (e.g., forward, reverse, fast, slow), or pause on a particular video frame. For instance, after viewing the entirety of the video recording1201, the user may elect to go back to video frame1211by moving locator1265to the appropriate location on navigation bar1260. That is, the user is intrigued with the contents of the video recording1201, and would like to interactively access the stored game play of the player, as described below. As an illustration, the user would like to experience the boss battle with the bear, and would like to begin the battle at video frame1211, where the bear is aggressively approaching character308.

In particular, further active or passive selection of the video recording provides interactive access to the stored game play. More specifically, further active or passive selection of a video frame (e.g., frame1211) in the video recording1201defines a jump point1290, and instantiates an instance of the gaming application to execute a jump game play based on an associated snapshot (e.g., SS-1 or SS-2) captured during game play of the player so that the jump game play is playable by the requesting user beginning from the selected jump point1290. As previously described, the jump game play includes a replay portion and a live portion, such that the jump game play may be automatically executed through the replay portion to reach the jump point1290(e.g., using saved input commands from the stored game play), after which the jump game play becomes live for the requesting user by handling input commands from the user. Though the associated snapshot (e.g., SS-1 or SS-2) is shown having a corresponding video frame within the video recording1201, in other embodiments the associated snapshot may not correspond to or be associated with a video frame of video recording1201. That is, the associated snapshot may be outside of the video recording1201. In any case, the associated snapshot provides for interactive access to the stored game play in a jump game play, and allows the user to begin interactive play with the jump game play beginning at the jump point1290.

FIG. 13Ais an illustration of a plurality of input commands1330previously used to direct a stored game play1310of a player participating in a gaming application, wherein a portion of the input commands (e.g., a sequence) is used to implement a replay portion of the jump game play, in accordance with one embodiment of the present disclosure. In particular, the stored game play1310includes a plurality of snapshots, including at least SS-1 and SS-2, wherein a snapshot includes metadata and/or information enabling the instantiation of an instance of the gaming application at a point corresponding to snapshot capture, as previously described. Snapshots SS-1 and SS-2 are shown at their approximate locations defining capture points during the game play1310of the player.

In addition, the stored game play1310includes the plurality of input commands1330. Purely for illustration, these input commands may include directional commands issued through a toggle, left front button, right front button, up, down, right, left, and other selectable commands corresponding defined by symbols (e.g., box, triangle, cross, etc.) or letters, etc. These input commands were previously used to direct the stored game play1310. As shown, the input commands may be ordered sequentially with or without periodic spacing between commands, in one embodiment. In other embodiments, the input commands may not be ordered, and/or may not be sequential. For example, multiple input commands may be simultaneously issued across different controllers to direct multiple objects, wherein the order may not be important.

As shown inFIG. 13A, a jump point1290is defined within the context of the game play1310. For example, selection of a video frame (e.g., video frame1211) defines the jump point1290both within the context of game play1310, and within the context of the jump game play newly instantiated. For example, the jump point may be defined between SS-1 and SS-2, and is selectable through a corresponding video frame1211of video recording1201, as an example. More particularly, the plurality of input commands1330includes a sequence of input commands1335that were issued between SS-1 and the jump point1290. Also, the plurality of input commands1330includes a sequence of input commands1337that were issued between jump point1290and SS-2. These sequences1335and1337are used to implement and describe the replay portion of the jump game play, as will be further described below. Additional input commands are shown both before SS-1 and after SS-2.

Active or passive selection of the video recording, and more specifically video frame1211, provides for the instantiation of the jump game play using an associated snapshot, such as SS-1 or SS-2, as previously described. Depending on which snapshot is selected, the jump game play will forward through a sequence of input commands to reach the jump point1290, or rewind through a sequence of input commands to reach the jump point1290.

Jump game play1340shows the determination that SS-1 is the associated snapshot used to initiate the instance of the gaming application to instantiate jump game play1340. As shown, jump game play1340includes a replay portion defined by section A, and a live portion defined by section B. In the replay portion of section A, the jump game play1340automatically executes the game play1310of the player between SS-1 and jump point1290using the saved input commands from the stored game play1310(e.g., the sequence of input commands1335). In this case, the sequence of input commands1335is executed in forward fashion to reach the jump point1290. In one embodiment, the execution of the sequence1335is overclocked to quickly reach the jump point. After reaching the jump point1290in the replay portion, a transition is made from the replay portion of section A to the live portion shown by section B, where the jump game play1340becomes live by handling input commands from the user, such that the user is interactively directing the jump game play1340. It is important to note that the live portion extends as long as the user wishes to play the jump game, and in one embodiment can extend beyond any point in the stored game play of the player.

Jump game play1345shows the determination that SS-2 is the associated snapshot used to initiate the instance of the gaming application to instantiate jump game play1345. As shown, jump game play1345includes a replay portion defined by section C, and a live portion defined by section D. In the replay portion of section C, the jump game play1345automatically executes the game play1310of the player between SS-2 and jump point1290using the saved input commands from the stored game play1310(e.g., the sequence of input commands1337). In this case, the sequence of input commands1337is executed in reverse fashion to reach the jump point1290. In one embodiment, the execution of the sequence1337is overclocked to quickly reach the jump point. After reaching the jump point1290in the replay portion of section C, a transition is made from the replay portion of section C to the live portion shown by section D, where the jump game play1345becomes live by handling input commands from the user, such that the user is interactively directing the jump game play1345.

In still another embodiment, during the replay portion, as the jump game play1345is executing additional or auxiliary content may be displayed in a separate window (not shown). In one embodiment, the auxiliary content may be overlaid the image frames being generated for display in the replay portion. For example, the auxiliary content may include an advertisement that is shown as the jump game play1345is executing during the replay portion. Further, in another embodiment, the auxiliary content may be responsive to user input. For example, the auxiliary content may be another jump game play.

FIG. 13Bis an illustration of an image frame1311in a jump game play shown in window1390, wherein selection of a video frame of a video recording instantiates an instance of a gaming application to execute the jump game play based on an associated snapshot captured during game play of the player, so that the jump game play is playable by the requesting user, in accordance with one embodiment of the disclosure. As shown, the image frame1311roughly corresponds to the jump point1290that is associated with video frame1211of the video recording1201. That is, image frame1311shows that the bear is acting aggressively by turning and walking towards the character308. As such, the user is able to interactively direct the jump game play shown in window1390beginning approximately from image frame1311, which roughly corresponds to the jump point1290, in a live portion of the jump game play.

In various embodiments, window1390may be independent of or shown simultaneously with window300, wherein window300shows the current game play of the user participating in the gaming application. In that manner, the jump game play may be shown simultaneously with the current game play of the user (e.g., in a window overlay shown by window1212), or the jump game play may be shown independently, such as in a full screen mode. The current game play of the user and the jump game play may be of the same gaming application, or different gaming applications, in embodiments.

In one embodiment, the jump game play is separately recorded and stored in a video recording. In addition, a plurality of snapshots may be captured during the jump game play at any point during the execution of the jump game play. For example, snapshot SS-00 is captured in the live jump game play, as is shown in progress bar1395, where future/anticipated progress to the right of snapshot SS-00 is shown in a dotted manner In that manner, any user can experience the jump game play via a captured snapshot, and through a secondary jump game play that is newly instantiated. In particular, a selected snapshot captured during the jump game play can be used to instantiate an instance of a gaming application to execute a secondary jump game play based on the selected snapshot captured during the primary jump game play. In that manner, the user is able to experience any previous jump game play created by the same user, or may be able to experience stored jump game plays of other players.

FIG. 14is an illustration of a sequence of input commands presented during a jump game play that is instantiated based on a snapshot captured during game play of a player participating in a gaming application, in accordance with one embodiment of the present disclosure. By displaying the sequence of input commands, additional functionality may be provided to the user. In one embodiment, the displayed sequence of input commands may provide a guiding feature that helps guide the user to the jump point. In another embodiment, the displayed sequence of input commands may be used as for purposes of ghosting, wherein the user attempts to mimic the sequence of input commands in the correct and with the same timing, for example. A running score1460may be provided that indicates how closely the user is able to mimic the original game play.

As shown, window1410displays the jump game play via one or more image frames, including image frame1405. In one embodiment, the replay portion of the jump game play is displayed in window1410. For example, object1420is displayed as an executable of the replay portion of the jump game play, wherein the sequence of input commands1450is automatically executed to replay the game play of the player up to a jump point after which the jump game play becomes live by handling input commands from the requesting user. Object1420was originally generated in the game play of the player. The sequence of input commands1450used to direct the game play of the player is also shown. The sequence1450may be provided in an ordered sequence, wherein the input commands are presented in the order they were generated by a client device. For example, the sequence1450is overlaid on each of a plurality of image frames generated during the replay portion of the jump game play. Locator1435on progress bar1430indicates the current input command (e.g., down) corresponding to the image frame1405. In one implementation, the locator1435is static as the sequence of input commands1450scrolls from right to left, or left to right. In another implementation, the locator1435also moves in relation to the sequence of input commands1450, as long as the locator1435gives a relationship between the currently displayed image frame1405and the corresponding input command Other implementations are supported, such as displaying the sequence1450in a top down fashion, etc.

In one embodiment, the requesting user can mimic the sequence of input commands to direct a ghost object that is presented along with the original and corresponding object in corresponding image frames. In particular, the ghost object1425is responsive to a plurality of mimicked input commands (not shown). The ghost object1425overlays the image frame1405showing object1420, and may be presented in a manner that does not interfere with object1420or other objects in the image frame1405. The mimicked commands are generated at a client device of the user, and attempt to follow the sequence of input commands1450. Depending on how closely the mimicked commands follow the sequence of input commands1450will determine the location and movement of ghost object1425. The closer the mimicked commands follow the sequence1450, the closer the alignment will be between the ghost object1425and the object1420.

A score1460may be generated based on how closely the mimicked commands follow the sequence of input commands1450in terms of commands, order of commands, and/or timing of commands, etc. The score may overlay the image frame1405. For illustration,FIGS. 15A-15Eshow the relationship and/or alignment between the object1420and the ghost object1425throughout various images frames as the user provides mimicked commands following the sequence of input commands1450. As shown, the alignment between the objects becomes closer throughout the progress of the image frames. While image frame1501inFIG. 15ashows a coarse alignment (i.e., not closely aligned) between object1420and ghost object1425, image frame1505inFIG. 15Eshows a finer alignment (i.e., closely aligned) between the objects.

In another embodiment, the sequence of input commands1450is presented in the form of a tutorial. That is, the input commands instruct the user on how to proceed through a particular portion of the game play. For example, during the jump game play, control of the replay portion may actually be directed by the user, instead of automatically replaying the original game play. A ghost object1425may or may not be shown inFIG. 14during the tutorial. As such, during the replay portion, input commands from the client device may be handled and used to control at least object1420. The sequence of input commands is displayed and may help to direct the user towards the jump point. Further, in an effort to bring the jump game play to the jump point, an input command from the client device may be restricted in terms of handling, wherein the restricted input command does not follow a path to the jump point, and may unavoidably lead away from the jump point, for example. As such, an input command may be provided as guidance to the user (e.g., through the sequence of input commands) to bring the jump game play to the jump point.

FIG. 16is an illustration of feature used to guide a player to a jump point in a jump game play that is instantiated based on a snapshot captured during the stored game play associated with a player participating in a gaming application, in accordance with one embodiment of the present disclosure. As shown, a sequence of input commands1620may be displayed that when executed help guide the character308in a direction that leads to a jump point. For example, image frame1610closely corresponds with snapshot image360d, which occurs before the jump point1290associated with video frame1211(an aggressive bear that is turning towards and walking towards character308). The user may elect to start the jump game play at a point that occurs way before SS-1 corresponding to video frame1210(showing the bear in front of a cave), such as when character308is walking through the forest. The guiding feature will help lead the character308to the jump point1290by displaying the sequence of input commands1620used by the player in the stored game play. In addition, an aid, such as arrow1630(a visual aid), may be presented to help point the character308in the right direction (e.g., across the river).

FIG. 17is flow diagram1700illustrating steps in a method for gaming, and more particularly a method that allows a user to jump into the stored game play of a player participating in a gaming application based on snapshots generated and captured during the game play, in accordance with one embodiment of the present disclosure. Flow diagram1700may be implemented by the various modules of gaming serve205and client device10that are communicating over a network150. In particular, flow diagram1700illustrates steps in a method that provides interactive access to a stored game play of a player participating in a gaming application. More specifically, the method of flow diagram1100discloses a method that provides for a user to jump into the stored game play based on a snapshot generated and captured during the game play. Flow diagram1100illustrates the process and data flow of operations involved at the game server205side of a cloud-based gaming system201(e.g., GCS201) for purposes of generating information that is displayed over a network150at a client device200.

At operation1710, the method includes initiating an instance of a gaming application based on an initiating snapshot captured at a first point in a game play of a player. The instance of the gaming application instantiates a jump game play. The initiating snapshot includes metadata and/or information enabling the instantiation and/or initiation of an instance of the gaming application at the point corresponding to where the initiating snapshot was captured in the game play.

The initiating snapshot may be selectable through a video recording of the game play. In one implementation, the video recording is a live streaming video, such that the stored game play is considered a live game play that is also concurrently stored in real-time. Video frames in the video recording can be associated with one or more snapshots generated and captured during the game play of the player, including the initiating snapshot that is captured at a first point in the game play of the player. For example, a snapshot includes a snapshot image comprising a rendered image generated by a first instance of the gaming application executed in association with the game play of the player. The snapshot image corresponds to a video frame that corresponds to a point in the game play of the player, and may be used to initiate a jump game play beginning at that point.

At operation1720, the method includes accessing a sequence of input commands associated with the initiating snapshot, wherein the sequence of input commands were previously used to direct the stored game play of the player.

At operation1730, the method includes generating at the instance of the gaming application a plurality of image frames based on the sequence of input commands for rendering at a client device of a user. In particular, the plurality of image frames replays the game play from the first point in the game play. At this point, the replay portion of the jump game play is executing. In one embodiment, the replay portion executes until reaching a jump point, which can be defined through active or passive selection of a video frame of the video recording.

In another embodiment, the jump point is actively defined during the replay portion. In particular, at operation1740, the method includes receiving an initiation request to begin the live portion of the jump game play at a selected image frame in the plurality of image frames. For example, as the plurality of image frames are being displayed during the replay portion, active or passive interaction with a first image frame provides the initiation request to begin the live portion, after which the jump game play becomes live for the user through the handling of input commands from the client device of the user. Further, the replay portion is deactivated, such that remaining input commands in the sequence that have not been executed are blocked from execution at the instance of the gaming application instantiating the jump game play. In this manner, the jump point may be selectable during the replay portion, such that a previously defined jump point (selected via a video frame of the video recording) may be redefined during the replay portion. For example, the user may eagerly want to begin active interaction within the jump game play. In another implementation, the jump point may be initially defined through interaction with the replay portion of the jump game play.

While specific embodiments have been provided to demonstrate the generation and capture of snapshots of points in game plays of a video game for of multiple users that are used for previewing and/or jumping to a previously executed game play of the same or another user via a video recording of the game play, these are described by way of example and not by way of limitation. Those skilled in the art having read the present disclosure will realize additional embodiments falling within the spirit and scope of the present disclosure.

It should be noted, that access services, such as providing access to games of the current embodiments, delivered over a wide geographical area often use cloud computing. Cloud computing is a style of computing in which dynamically scalable and often virtualized resources are provided as a service over the Internet. Users do not need to be an expert in the technology infrastructure in the “cloud” that supports them. Cloud computing can be divided into different services, such as Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS). Cloud computing services often provide common applications, such as video games, online that are accessed from a web browser, while the software and data are stored on the servers in the cloud. The term cloud is used as a metaphor for the Internet, based on how the Internet is depicted in computer network diagrams and is an abstraction for the complex infrastructure it conceals.

A Game Processing Server (GPS) (or simply a “game server”) is used by game clients to play single and multiplayer video games. Most video games played over the Internet operate via a connection to the game server. Typically, games use a dedicated server application that collects data from players and distributes it to other players. This is more efficient and effective than a peer-to-peer arrangement, but it requires a separate server to host the server application. In another embodiment, the GPS establishes communication between the players and their respective game-playing devices to exchange information without relying on the centralized GPS.

Dedicated GPSs are servers which run independently of the client. Such servers are usually run on dedicated hardware located in data centers, providing more bandwidth and dedicated processing power. Dedicated servers are the preferred method of hosting game servers for most PC-based multiplayer games. Massively multiplayer online games run on dedicated servers usually hosted by a software company that owns the game title, allowing them to control and update content.

Users access the remote services with client devices, which include at least a CPU, a display and I/O. The client device can be a PC, a mobile phone, a netbook, a PDA, etc. In one embodiment, the network executing on the game server recognizes the type of device used by the client and adjusts the communication method employed. In other cases, client devices use a standard communications method, such as html, to access the application on the game server over the internet.

Embodiments of the present disclosure may be practiced with various computer system configurations including hand-held devices, microprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers and the like. The disclosure can also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a wire-based or wireless network.

It should be appreciated that a given video game may be developed for a specific platform and a specific associated controller device. However, when such a game is made available via a game cloud system as presented herein, the user may be accessing the video game with a different controller device. For example, a game might have been developed for a game console and its associated controller, whereas the user might be accessing a cloud-based version of the game from a personal computer utilizing a keyboard and mouse. In such a scenario, the input parameter configuration can define a mapping from inputs which can be generated by the user's available controller device (in this case, a keyboard and mouse) to inputs which are acceptable for the execution of the video game.

In another example, a user may access the cloud gaming system via a tablet computing device, a touchscreen smartphone, or other touchscreen driven device. In this case, the client device and the controller device are integrated together in the same device, with inputs being provided by way of detected touchscreen inputs/gestures. For such a device, the input parameter configuration may define particular touchscreen inputs corresponding to game inputs for the video game. For example, buttons, a directional pad, or other types of input elements might be displayed or overlaid during running of the video game to indicate locations on the touchscreen that the user can touch to generate a game input. Gestures such as swipes in particular directions or specific touch motions may also be detected as game inputs. In one embodiment, a tutorial can be provided to the user indicating how to provide input via the touchscreen for gameplay, e.g. prior to beginning gameplay of the video game, so as to acclimate the user to the operation of the controls on the touchscreen.

In some embodiments, the client device serves as the connection point for a controller device. That is, the controller device communicates via a wireless or wired connection with the client device to transmit inputs from the controller device to the client device. The client device may in turn process these inputs and then transmit input data to the cloud game server via a network (e.g. accessed via a local networking device such as a router). However, in other embodiments, the controller can itself be a networked device, with the ability to communicate inputs directly via the network to the cloud game server, without being required to communicate such inputs through the client device first. For example, the controller might connect to a local networking device (such as the aforementioned router) to send to and receive data from the cloud game server. Thus, while the client device may still be required to receive video output from the cloud-based video game and render it on a local display, input latency can be reduced by allowing the controller to send inputs directly over the network to the cloud game server, bypassing the client device.

In one embodiment, a networked controller and client device can be configured to send certain types of inputs directly from the controller to the cloud game server, and other types of inputs via the client device. For example, inputs whose detection does not depend on any additional hardware or processing apart from the controller itself can be sent directly from the controller to the cloud game server via the network, bypassing the client device. Such inputs may include button inputs, joystick inputs, embedded motion detection inputs (e.g. accelerometer, magnetometer, gyroscope), etc. However, inputs that utilize additional hardware or require processing by the client device can be sent by the client device to the cloud game server. These might include captured video or audio from the game environment that may be processed by the client device before sending to the cloud game server. Additionally, inputs from motion detection hardware of the controller might be processed by the client device in conjunction with captured video to detect the position and motion of the controller, which would subsequently be communicated by the client device to the cloud game server. It should be appreciated that the controller device in accordance with various embodiments may also receive data (e.g. feedback data) from the client device or directly from the cloud gaming server.

It should be understood that the embodiments described herein may be executed on any type of client device. In some embodiments, the client device is a head mounted display (HMD).

FIG. 18, a diagram illustrating components of a head-mounted display1850is shown, in accordance with an embodiment of the disclosure. The head-mounted display1850includes a processor1800for executing program instructions. A memory1802is provided for storage purposes, and may include both volatile and non-volatile memory. A display1804is included which provides a visual interface that a user may view. A battery1806is provided as a power source for the head-mounted display1850. A motion detection module1808may include any of various kinds of motion sensitive hardware, such as a magnetometer1810, an accelerometer1812, and a gyroscope1814.

An accelerometer is a device for measuring acceleration and gravity induced reaction forces. Single and multiple axis models are available to detect magnitude and direction of the acceleration in different directions. The accelerometer is used to sense inclination, vibration, and shock. In one embodiment, three accelerometers1812are used to provide the direction of gravity, which gives an absolute reference for two angles (world-space pitch and world-space roll).

A magnetometer measures the strength and direction of the magnetic field in the vicinity of the head-mounted display. In one embodiment, three magnetometers1810are used within the head-mounted display, ensuring an absolute reference for the world-space yaw angle. In one embodiment, the magnetometer is designed to span the earth magnetic field, which is ±80 microtesla. Magnetometers are affected by metal, and provide a yaw measurement that is monotonic with actual yaw. The magnetic field may be warped due to metal in the environment, which causes a warp in the yaw measurement. If necessary, this warp can be calibrated using information from other sensors such as the gyroscope or the camera. In one embodiment, accelerometer1812is used together with magnetometer1810to obtain the inclination and azimuth of the head-mounted display1850.

A gyroscope is a device for measuring or maintaining orientation, based on the principles of angular momentum. In one embodiment, three gyroscopes1814provide information about movement across the respective axis (x, y and z) based on inertial sensing. The gyroscopes help in detecting fast rotations. However, the gyroscopes can drift overtime without the existence of an absolute reference. This requires resetting the gyroscopes periodically, which can be done using other available information, such as positional/orientation determination based on visual tracking of an object, accelerometer, magnetometer, etc.

A camera1816is provided for capturing images and image streams of a real environment. More than one camera may be included in the head-mounted display1850, including a camera that is rear-facing (directed away from a user when the user is viewing the display of the head-mounted display1850), and a camera that is front-facing (directed towards the user when the user is viewing the display of the head-mounted display1850). Additionally, a depth camera1818may be included in the head-mounted display1850for sensing depth information of objects in a real environment.

In one embodiment, a camera integrated on a front face of the HMD may be used to provide warnings regarding safety. For example, if the user is approaching a wall or object, the user may be warned. In one embodiment, the use may be provided with an outline view of physical objects in the room, to warn the user of their presence. The outline may, for example, be an overlay in the virtual environment. In some embodiments, the HMD user may be provided with a view to a reference marker, that is overlaid in, for example, the floor. For instance, the marker may provide the user a reference of where the center of the room is, which in which the user is playing the game. This may provide, for example, visual information to the user of where the user should move to avoid hitting a wall or other object in the room. Tactile warnings can also be provided to the user, and/or audio warnings, to provide more safety for when the user wears and plays games or navigates content with an HMD.

The head-mounted display1850includes speakers1820for providing audio output. Also, a microphone1822may be included for capturing audio from the real environment, including sounds from the ambient environment, speech made by the user, etc. The head-mounted display1850includes tactile feedback module1824for providing tactile feedback to the user. In one embodiment, the tactile feedback module1824is capable of causing movement and/or vibration of the head-mounted display1850so as to provide tactile feedback to the user.

LEDs1826are provided as visual indicators of statuses of the head-mounted display1850. For example, an LED may indicate battery level, power on, etc. A card reader1828is provided to enable the head-mounted display1850to read and write information to and from a memory card. A USB interface1830is included as one example of an interface for enabling connection of peripheral devices, or connection to other devices, such as other portable devices, computers, etc. In various embodiments of the head-mounted display1850, any of various kinds of interfaces may be included to enable greater connectivity of the head-mounted display1850.

A WiFi module1832is included for enabling connection to the Internet via wireless networking technologies. Also, the head-mounted display1850includes a Bluetooth module1834for enabling wireless connection to other devices. A communications link1836may also be included for connection to other devices. In one embodiment, the communications link1836utilizes infrared transmission for wireless communication. In other embodiments, the communications link1836may utilize any of various wireless or wired transmission protocols for communication with other devices.

Input buttons/sensors1838are included to provide an input interface for the user. Any of various kinds of input interfaces may be included, such as buttons, touchpad, joystick, trackball, etc. An ultra-sonic communication module1840may be included in head-mounted display1850for facilitating communication with other devices via ultra-sonic technologies.

Bio-sensors1842are included to enable detection of physiological data from a user. In one embodiment, the bio-sensors1842include one or more dry electrodes for detecting bio-electric signals of the user through the user's skin.

The foregoing components of head-mounted display1850have been described as merely exemplary components that may be included in head-mounted display1850. In various embodiments of the disclosure, the head-mounted display1850may or may not include some of the various aforementioned components. Embodiments of the head-mounted display1850may additionally include other components not presently described, but known in the art, for purposes of facilitating aspects of the present disclosure as herein described.

It will be appreciated by those skilled in the art that in various embodiments of the disclosure, the aforementioned handheld device may be utilized in conjunction with an interactive application displayed on a display to provide various interactive functions. The exemplary embodiments described herein are provided by way of example only, and not by way of limitation.

FIG. 19is a block diagram of a Game System1900, according to various embodiments of the disclosure. Game System1900is configured to provide a video stream to one or more Clients1910via a Network1915. Game System1900typically includes a Video Server System1920and an optional game server1925. Video Server System1920is configured to provide the video stream to the one or more Clients1910with a minimal quality of service. For example, Video Server System1920may receive a game command that changes the state of or a point of view within a video game, and provide Clients1910with an updated video stream reflecting this change in state with minimal lag time. The Video Server System1920may be configured to provide the video stream in a wide variety of alternative video formats, including formats yet to be defined. Further, the video stream may include video frames configured for presentation to a user at a wide variety of frame rates. Typical frame rates are 30 frames per second, 60 frames per second, and 1920 frames per second. Although higher or lower frame rates are included in alternative embodiments of the disclosure.

Clients1910, referred to herein individually as1910A,1910B, etc., may include head mounted displays, terminals, personal computers, game consoles, tablet computers, telephones, set top boxes, kiosks, wireless devices, digital pads, stand-alone devices, handheld game playing devices, and/or the like. Typically, Clients1910are configured to receive encoded video streams (i.e., compressed), decode the video streams, and present the resulting video to a user, e.g., a player of a game. The processes of receiving encoded video streams and/or decoding the video streams typically includes storing individual video frames in a receive buffer of the client. The video streams may be presented to the user on a display integral to Client1910or on a separate device such as a monitor or television. Clients1910are optionally configured to support more than one game player. For example, a game console may be configured to support two, three, four or more simultaneous players. Each of these players may receive a separate video stream, or a single video stream may include regions of a frame generated specifically for each player, e.g., generated based on each player's point of view. Clients1910are optionally geographically dispersed. The number of clients included in Game System1900may vary widely from one or two to thousands, tens of thousands, or more. As used herein, the term “game player” is used to refer to a person that plays a game and the term “game playing device” is used to refer to a device used to play a game. In some embodiments, the game playing device may refer to a plurality of computing devices that cooperate to deliver a game experience to the user. For example, a game console and an HMD may cooperate with the video server system1920to deliver a game viewed through the HMD. In one embodiment, the game console receives the video stream from the video server system1920, and the game console forwards the video stream, or updates to the video stream, to the HMD for rendering.

Clients1910are configured to receive video streams via Network1915. Network1915may be any type of communication network including, a telephone network, the Internet, wireless networks, powerline networks, local area networks, wide area networks, private networks, and/or the like. In typical embodiments, the video streams are communicated via standard protocols, such as TCP/IP or UDP/IP. Alternatively, the video streams are communicated via proprietary standards.

A typical example of Clients1910is a personal computer comprising a processor, non-volatile memory, a display, decoding logic, network communication capabilities, and input devices. The decoding logic may include hardware, firmware, and/or software stored on a computer readable medium. Systems for decoding (and encoding) video streams are well known in the art and vary depending on the particular encoding scheme used.

Clients1910may, but are not required to, further include systems configured for modifying received video. For example, a client may be configured to perform further rendering, to overlay one video image on another video image, to crop a video image, and/or the like. For example, Clients1910may be configured to receive various types of video frames, such as I-frames, P-frames and B-frames, and to process these frames into images for display to a user. In some embodiments, a member of Clients1910is configured to perform further rendering, shading, conversion to 3-D, or like operations on the video stream. A member of Clients1910is optionally configured to receive more than one audio or video stream. Input devices of Clients1910may include, for example, a one-hand game controller, a two-hand game controller, a gesture recognition system, a gaze recognition system, a voice recognition system, a keyboard, a joystick, a pointing device, a force feedback device, a motion and/or location sensing device, a mouse, a touch screen, a neural interface, a camera, input devices yet to be developed, and/or the like.

The video stream (and optionally audio stream) received by Clients1910is generated and provided by Video Server System1920. As is described further elsewhere herein, this video stream includes video frames (and the audio stream includes audio frames). The video frames are configured (e.g., they include pixel information in an appropriate data structure) to contribute meaningfully to the images displayed to the user. As used herein, the term “video frames” is used to refer to frames including predominantly information that is configured to contribute to, e.g. to effect, the images shown to the user. Most of the teachings herein with regard to “video frames” can also be applied to “audio frames.”

Clients1910are typically configured to receive inputs from a user. These inputs may include game commands configured to change the state of the video game or otherwise affect gameplay. The game commands can be received using input devices and/or may be automatically generated by computing instructions executing on Clients1910. The received game commands are communicated from Clients1910via Network1915to Video Server System1920and/or Game Server1925. For example, in some embodiments, the game commands are communicated to Game Server1925via Video Server System1920. In some embodiments, separate copies of the game commands are communicated from Clients1910to Game Server1925and Video Server System1920. The communication of game commands is optionally dependent on the identity of the command Game commands are optionally communicated from Client1910A through a different route or communication channel that that used to provide audio or video streams to Client1910A.

Game Server1925is optionally operated by a different entity than Video Server System1920. For example, Game Server1925may be operated by the publisher of a multiplayer game. In this example, Video Server System1920is optionally viewed as a client by Game Server1925and optionally configured to appear from the point of view of Game Server1925to be a prior art client executing a prior art game engine. Communication between Video Server System1920and Game Server1925optionally occurs via Network1915. As such, Game Server1925can be a prior art multiplayer game server that sends game state information to multiple clients, one of which is game server system1920. Video Server System1920may be configured to communicate with multiple instances of Game Server1925at the same time. For example, Video Server System1920can be configured to provide a plurality of different video games to different users. Each of these different video games may be supported by a different Game Server1925and/or published by different entities. In some embodiments, several geographically distributed instances of Video Server System1920are configured to provide game video to a plurality of different users. Each of these instances of Video Server System1920may be in communication with the same instance of Game Server1925. Communication between Video Server System1920and one or more Game Server1925optionally occurs via a dedicated communication channel. For example, Video Server System1920may be connected to Game Server1925via a high bandwidth channel that is dedicated to communication between these two systems.

Video Server System1920comprises at least a Video Source1930, an I/O Device1945, a Processor1950, and non-transitory Storage1955. Video Server System1920may include one computing device or be distributed among a plurality of computing devices. These computing devices are optionally connected via a communications system such as a local area network.

Video Source1930is configured to provide a video stream, e.g., streaming video or a series of video frames that form a moving picture. In some embodiments, Video Source1930includes a video game engine and rendering logic. The video game engine is configured to receive game commands from a player and to maintain a copy of the state of the video game based on the received commands. This game state includes the position of objects in a game environment, as well as typically a point of view. The game state may also include properties, images, colors and/or textures of objects.

The game state is typically maintained based on game rules, as well as game commands such as move, turn, attack, set focus to, interact, use, and/or the like. Part of the game engine is optionally disposed within Game Server1925. Game Server1925may maintain a copy of the state of the game based on game commands received from multiple players using geographically disperse clients. In these cases, the game state is provided by Game Server1925to Video Source1930, wherein a copy of the game state is stored and rendering is performed. Game Server1925may receive game commands directly from Clients1910via Network1915, and/or may receive game commands via Video Server System1920.

Video Source1930typically includes rendering logic, e.g., hardware, firmware, and/or software stored on a computer readable medium such as Storage1955. This rendering logic is configured to create video frames of the video stream based on the game state. All or part of the rendering logic is optionally disposed within a graphics processing unit (GPU). Rendering logic typically includes processing stages configured for determining the three-dimensional spatial relationships between objects and/or for applying appropriate textures, etc., based on the game state and viewpoint. The rendering logic produces raw video that is then usually encoded prior to communication to Clients1910. For example, the raw video may be encoded according to an Adobe Flash® standard, .wav, H.264, H.263, On2, VP6, VC-1, WMA, Huffyuv, Lagarith, MPG-x, Xvid, FFmpeg, x264, VP6-8, realvideo, mp3, or the like. The encoding process produces a video stream that is optionally packaged for delivery to a decoder on a remote device. The video stream is characterized by a frame size and a frame rate. Typical frame sizes include 800×600, 1280×720 (e.g., 720p), 1024×768, although any other frame sizes may be used. The frame rate is the number of video frames per second. A video stream may include different types of video frames. For example, the H.264 standard includes a “P” frame and a “I” frame. I-frames include information to refresh all macro blocks/pixels on a display device, while P-frames include information to refresh a subset thereof. P-frames are typically smaller in data size than are I-frames. As used herein the term “frame size” is meant to refer to a number of pixels within a frame. The term “frame data size” is used to refer to a number of bytes required to store the frame.

In alternative embodiments Video Source1930includes a video recording device such as a camera. This camera may be used to generate delayed or live video that can be included in the video stream of a computer game. The resulting video stream optionally includes both rendered images and images recorded using a still or video camera. Video Source1930may also include storage devices configured to store previously recorded video to be included in a video stream. Video Source1930may also include motion or positioning sensing devices configured to detect motion or position of an object, e.g., person, and logic configured to determine a game state or produce video-based on the detected motion and/or position.

Video Source1930is optionally configured to provide overlays configured to be placed on other video. For example, these overlays may include a command interface, log in instructions, messages to a game player, images of other game players, video feeds of other game players (e.g., webcam video). In embodiments of Client1910A including a touch screen interface or a gaze detection interface, the overlay may include a virtual keyboard, joystick, touch pad, and/or the like. In one example of an overlay a player's voice is overlaid on an audio stream. Video Source1930optionally further includes one or more audio sources.

In embodiments wherein Video Server System1920is configured to maintain the game state based on input from more than one player, each player may have a different point of view comprising a position and direction of view. Video Source1930is optionally configured to provide a separate video stream for each player based on their point of view. Further, Video Source1930may be configured to provide a different frame size, frame data size, and/or encoding to each of Client1910. Video Source1930is optionally configured to provide 3-D video.

I/O Device1945is configured for Video Server System1920to send and/or receive information such as video, commands, requests for information, a game state, gaze information, device motion, device location, user motion, client identities, player identities, game commands, security information, audio, and/or the like. I/O Device1945typically includes communication hardware such as a network card or modem. I/O Device1945is configured to communicate with Game Server1925, Network1915, and/or Clients1910.

Processor1950is configured to execute logic, e.g. software, included within the various components of Video Server System1920discussed herein. For example, Processor1950may be programmed with software instructions in order to perform the functions of Video Source1930, Game Server1925, and/or a Client Qualifier1960. Video Server System1920optionally includes more than one instance of Processor1950. Processor1950may also be programmed with software instructions in order to execute commands received by Video Server System1920, or to coordinate the operation of the various elements of Game System1900discussed herein. Processor1950may include one or more hardware device. Processor1950is an electronic processor.

Storage1955includes non-transitory analog and/or digital storage devices. For example, Storage1955may include an analog storage device configured to store video frames. Storage1955may include a computer readable digital storage, e.g. a hard drive, an optical drive, or solid state storage. Storage1915is configured (e.g. by way of an appropriate data structure or file system) to store video frames, artificial frames, a video stream including both video frames and artificial frames, audio frame, an audio stream, and/or the like. Storage1955is optionally distributed among a plurality of devices. In some embodiments, Storage1955is configured to store the software components of Video Source1930discussed elsewhere herein. These components may be stored in a format ready to be provisioned when needed.

Video Server System1920optionally further comprises Client Qualifier1960. Client Qualifier1960is configured for remotely determining the capabilities of a client, such as Clients1910A or1910B. These capabilities can include both the capabilities of Client1910A itself as well as the capabilities of one or more communication channels between Client1910A and Video Server System1920. For example, Client Qualifier1960may be configured to test a communication channel through Network1915.

Client Qualifier1960can determine (e.g., discover) the capabilities of Client1910A manually or automatically. Manual determination includes communicating with a user of Client1910A and asking the user to provide capabilities. For example, in some embodiments, Client Qualifier1960is configured to display images, text, and/or the like within a browser of Client1910A. In one embodiment, Client1910A is an HMD that includes a browser. In another embodiment, client1910A is a game console having a browser, which may be displayed on the HMD. The displayed objects request that the user enter information such as operating system, processor, video decoder type, type of network connection, display resolution, etc. of Client1910A. The information entered by the user is communicated back to Client Qualifier1960.

Automatic determination may occur, for example, by execution of an agent on Client1910A and/or by sending test video to Client1910A. The agent may comprise computing instructions, such as java script, embedded in a web page or installed as an add-on. The agent is optionally provided by Client Qualifier1960. In various embodiments, the agent can find out processing power of Client1910A, decoding and display capabilities of Client1910A, lag time reliability and bandwidth of communication channels between Client1910A and Video Server System1920, a display type of Client1910A, firewalls present on Client1910A, hardware of Client1910A, software executing on Client1910A, registry entries within Client1910A, and/or the like.

Client Qualifier1960includes hardware, firmware, and/or software stored on a computer readable medium. Client Qualifier1960is optionally disposed on a computing device separate from one or more other elements of Video Server System1920. For example, in some embodiments, Client Qualifier1960is configured to determine the characteristics of communication channels between Clients1910and more than one instance of Video Server System1920. In these embodiments the information discovered by Client Qualifier can be used to determine which instance of Video Server System1920is best suited for delivery of streaming video to one of Clients1910.

It should be understood that the various embodiments defined herein may be combined or assembled into specific implementations using the various features disclosed herein. Thus, the examples provided are just some possible examples, without limitation to the various implementations that are possible by combining the various elements to define many more implementations. In some examples, some implementations may include fewer elements, without departing from the spirit of the disclosed or equivalent implementations.

Embodiments of the present disclosure may be practiced with various computer system configurations including hand-held devices, microprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers and the like. Embodiments of the present disclosure can also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a wire-based or wireless network.

With the above embodiments in mind, it should be understood that embodiments of the present disclosure can employ various computer-implemented operations involving data stored in computer systems. These operations are those requiring physical manipulation of physical quantities. Any of the operations described herein that form part of embodiments of the present disclosure are useful machine operations. Embodiments of the disclosure also relate to a device or an apparatus for performing these operations. The apparatus can be specially constructed for the required purpose, or the apparatus can be a general-purpose computer selectively activated or configured by a computer program stored in the computer. In particular, various general-purpose machines can be used with computer programs written in accordance with the teachings herein, or it may be more convenient to construct a more specialized apparatus to perform the required operations.

The disclosure can also be embodied as computer readable code on a computer readable medium. The computer readable medium is any data storage device that can store data, which can be thereafter be read by a computer system. Examples of the computer readable medium include hard drives, network attached storage (NAS), read-only memory, random-access memory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes and other optical and non-optical data storage devices. The computer readable medium can include computer readable tangible medium distributed over a network-coupled computer system so that the computer readable code is stored and executed in a distributed fashion.

Although the method operations were described in a specific order, it should be understood that other housekeeping operations may be performed in between operations, or operations may be adjusted so that they occur at slightly different times, or may be distributed in a system which allows the occurrence of the processing operations at various intervals associated with the processing, as long as the processing of the overlay operations are performed in the desired way.

Although the foregoing disclosure has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications can be practiced within the scope of the appended claims. Accordingly, the present embodiments are to be considered as illustrative and not restrictive, and embodiments of the present disclosure is not to be limited to the details given herein, but may be modified within the scope and equivalents of the appended claims.

Claims

  1. A method for gaming, comprising: receiving from a client device associated with a user selection of a video recording of game play of a player for a gaming application;streaming said video recording to said client device, wherein said video recording is associated with a snapshot captured at a first point in said game play of said player;receiving from said client device selection of a jump point in said video recording;initiating an instance of said gaming application based on said snapshot, wherein said instance instantiates a jump game play;accessing a sequence of input commands associated with said snapshot and used to direct said game play;generating at said instance of said gaming application a plurality of image frames based on said sequence of input commands for rendering at said client device, wherein said plurality of image frames replays said game play from said first point to said jump point;blocking execution of input commands received from said client device at said instance of said gaming application during replay of said game play using said sequence of input commands;and handling input commands from said client device at said instance of said gaming application beginning from said jump point.
  1. The method of claim 1 , wherein said plurality of image frames replays said game play beginning from a first image frame corresponding to a first video frame of said first point to a second image frame corresponding to a second video frame of said jump point.
  2. The method of claim 1 , wherein said generating a plurality of image frames comprises: forwarding through said game play that is recreated by executing input commands in said sequence of input commands in forward order.
  3. The method of claim 3 , further comprising: during said replay of said game play, handling input commands from said client device at said instance of said gaming application beginning from a point before said jump point to instantiate said jump game play;and during said jump game play, restricting execution of a first input command that does not facilitate a path leading to said jump point.
  4. The method of claim 1 , wherein said video recording is associated with a beginning snapshot captured at a beginning point in said video recording and an end snapshot captured at an end point in said video recording, and wherein said first point is associated with said beginning snapshot or said end snapshot.
  5. The method of claim 1 , wherein said generating a plurality of image frames comprises: rewinding through said game play that is recreated by executing input commands in said sequence of input commands in reverse order.
  6. The method of claim 1 , wherein said generating a plurality of image frames comprises: overclocking execution of said sequence of input commands.
  7. The method of claim 1 , wherein said snapshot comprises: a first snapshot image comprising a rendered image generated by a first instance of said gaming application executed in association with said game play of said player, wherein said first snapshot image corresponds to a first video frame;game state data enabling the generation of an environment corresponding to said first point in said game play;random seed data providing additional features for said environment;user saved data enabling generation of a character for said game play of said player, wherein said character has a first state corresponding to said first point in said game play;and at least one input command of said sequence of input commands.
  8. The method of claim 8 , further comprising: receiving selection of said video recording through interaction with a timeline of said user playing said gaming application, wherein said timeline includes a plurality of snapshot images of said game play of said player.
  9. The method of claim 1 , wherein said receiving from said client device selection of a jump point in said game play comprises: receiving selection of a video frame in said video recording as said jump point.
  10. The method of claim 1 , wherein said snapshot is associated with a video frame of said video recording.
  11. The method of claim 1 , wherein said jump point comprises said first point.
  12. The method of claim 1 , further comprising: overlaying auxiliary content in said plurality of image frames.
  13. The method of claim 1 , wherein said delivering a video recording comprises: streaming live video over a network to said client device, wherein said video recording comprises said live video.
  14. A method for gaming, comprising: initiating an instance of a gaming application based on an initiating snapshot captured at a first point in a game play of a player;accessing a sequence of input commands associated with said initiating snapshot and used to direct said game play;generating at said instance of said gaming application a plurality of image frames based on said sequence of input commands for rendering at a client device of a user, wherein said plurality of image frames replays said game play from said first point in said game play;blocking execution of input commands received from said client device at said instance of said gaming application during replay of said game play using said sequence of input commands;receiving an initiation request to begin a jump game from said client device corresponding to a first image frame in said plurality of image frames, wherein said first image frame corresponds to a jump point in said game play;and handling input commands from said client device at said instance of said gaming application beginning from said jump point.
  15. The method of claim 15 , wherein said initiating snapshot comprises: a first snapshot image comprising a rendered image generated by a first instance of said gaming application executed in association with said game play of said player, wherein said first snapshot image corresponds to a first video frame;game state data enabling the generation of an environment corresponding to said first point in said game play;random seed data providing additional features for said environment;user saved data enabling generation of a character for said game play of said player, wherein said character has a first state corresponding to said first point in said game play;and at least one input command of said sequence of input commands.
  16. The method of claim 15 , further comprising: generating for display a timeline including a plurality of snapshot images of said game play of said player, wherein said plurality of snapshot images corresponds to a plurality of snapshots captured at a plurality of points during said game play;receiving selection of a selected snapshot image corresponding to a selected snapshot;and determining said initiating snapshot based on said selected snapshot.
  17. The method of claim 15 , further comprising: streaming over a network to said client device a video recording of said game play of said player, wherein said video recording is associated with said initiating snapshot;receiving from said client device selection of a video frame of said video recording as said initiation request, wherein said video frame corresponds to said jump point in said game play.
  18. The method of claim 18 , further comprising: generating for display a timeline including a plurality of snapshot images of said game play of said player, wherein said plurality of snapshot images corresponds to a plurality of snapshots captured at a plurality of points during said game play;receiving selection of said video recording through interaction with said timeline.
  19. A game cloud system for gaming, comprising: a game server configured to manage a plurality of virtual gaming engines configured to execute a plurality of instances of a video game in association with a plurality of users playing said video game, wherein said virtual gaming engines are configured to capture a plurality of snapshots of rendered images generated from executing said plurality of instances, and to capture information related to each of said plurality of snapshots, wherein information related to a corresponding snapshot enables execution of an instance of said video game beginning from said corresponding snapshot;a snapshot datastore for storing said plurality of snapshots;a user datastore for storing said information;a virtual gaming engine configured to: receive from a client device associated with a user selection of a video recording of game play of a player for a gaming application;streaming said video recording to said client device, wherein said video recording is associated with a snapshot captured at a first point in said game play of said player;receive from said client device selection of a jump point in said video recording;initiate an instance of said gaming application based on said snapshot, wherein said instance instantiates a jump game play;access a sequence of input commands associated with said snapshot and used to direct said game play;generate at said instance of said gaming application a plurality of image frames based on said sequence of input commands for rendering at said client device, wherein said plurality of image frames replays said game play from said first point to said jump point;and handle input commands from said client device at said instance of said gaming application beginning from said jump point, wherein said virtual gaming engine is configured to block execution of input commands received from said client device at said instance of said gaming application during replay of said game play using said sequence of input commands.
  20. The system of claim 20 , wherein said video recording is associated with a beginning snapshot captured at a beginning point in said video recording and an end snapshot captured at an end point in said video recording, and wherein said first point is associated with said beginning snapshot or said end snapshot.
  21. The system of claim 20 , wherein said plurality of image frames replays said game play beginning from a first image frame corresponding to a first video frame of said first point to a second image frame corresponding to a second video frame of said jump point.
  22. The system of claim 20 , wherein said virtual gaming engine is configured to forward through said game play that is recreated by executing input commands in said sequence of input commands in forward order.
  23. The system of claim 20 , wherein said snapshot comprises: a first snapshot image comprising a rendered image generated by a first instance of said gaming application executed in association with said game play of said player, wherein said first snapshot image corresponds to a first video frame;game state data enabling the generation of an environment corresponding to said first point in said game play;random seed data providing additional features for said environment;user saved data enabling generation of a character for said game play of said player, wherein said character has a first state corresponding to said first point in said game play;and at least one input command of said sequence of input commands.
  24. A method for gaming, comprising: streaming over a network to a client device associated with a user a video recording of game play of a player for a gaming application, wherein said video recording is associated with a snapshot captured at a first point in said game play of said player;receiving from said client device selection of a jump point in said video recording;initiating an instance of said gaming application based on said snapshot, wherein said instance instantiates a jump game play;accessing a sequence of input commands associated with said snapshot and used to direct said game play;generating at said instance of said gaming application a plurality of image frames based on said sequence of input commands for rendering at said client device, wherein said plurality of image frames replays said game play from said first point to said jump point;blocking execution of input commands received from said client device at said instance of said gaming application during replay of said game play using said sequence of input commands;and handling input commands from said client device at said instance of said gaming application beginning from said jump point.
  25. A method for gaming, comprising: receiving from a client device associated with a user selection of a video recording of game play of a player for a gaming application;streaming said video recording to said client device, wherein said video recording is associated with a snapshot captured at a first point in said game play of said player;receiving from said client device selection of a jump point in said video recording;initiating an instance of said gaming application based on said snapshot, wherein said instance instantiates a jump game play;accessing a sequence of input commands associated with said snapshot and used to direct said game play;generating at said instance of said gaming application a plurality of image frames based on said sequence of input commands for rendering at said client device, wherein said plurality of image frames replays said game play from said first point to said jump point;rewinding through said game play that is recreated by executing input commands in said sequence of input commands in reverse order;and enabling input commands from said client device at said instance of said gaming application beginning from said jump point for live game play by the user.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.