In the business of video games, intellectual property is critical to success, and Patents, Copyrights, and Trademarks are the bricks with which your IP portfolio is built. The Patent Arcade is the web’s primary resource for video game IP law, news, cases, and commentary.

U.S. Patent No. 11,040,285: Secure anti-cheat system


Issued June 22, 2021 to Electronic Arts Inc.
Filed/Priority to September 18, 2019


This Electronic Arts patent is yet another great example of the ways in which companies try to implement anti-cheat systems for video games.



Overview:

U.S. Patent No. 11,040,285 (the ‘285 patent) relates to an anti-cheat system. The ‘285 patent details a method of implementing an anti-cheat system within a first computing system under a user’s control. In response to the execution of a static loader of a game application in the computer's volatile memory, a dynamic cheat detection module is obtained from a second computing system, independent from that of the user. The dynamic cheat detection module is loaded directly into a portion of the volatile memory of the first system, allocated to the first application. The module is then executed, sending a heartbeat signal to the second computing system which indicates that the dynamic cheat detection model is running. The dynamic cheat module then loads a set of cheat signatures into the volatile memory and compares the volatile memory to the signatures to detect whether a second, independent application is executing on the system, enabling cheating in the first application. The ‘285 patent could provide game security by detecting cheating on systems locally for some games.

Abstract:

An anti-cheat system may be accessed over a network and stored directly into volatile memory of a user computing system. In some embodiments, this anti-cheat system may scan, or access portions of, the volatile memory of the user computing system to detect whether cheat software or other unauthorized software that may interact with a game application is detected on the user computing system. The accessed portions of the volatile memory may be compared with one or more signatures that are associated with the execution of cheat software on a computing system. The anti-cheat system may be prevented from being stored within non-volatile memory, thereby preventing malicious users from modifying the anti-cheat system.

Illustrative Claim:

  1. A computer-implemented method comprising: as implemented by a first computing system under the control of a user, the first computing system comprising one or more hardware processors configured to execute specific computer-executable instructions, executing a static loader included as part of a first application executing within a volatile memory of the first computing system; responsive to executing the static loader, obtaining a dynamic cheat detection module from a second computing system under the control of an entity that is independent from the user; loading the dynamic cheat detection module directly into a portion of the volatile memory of the first computing system allocated to the first application; executing the dynamic cheat detection module stored within the volatile memory of the first computing system; using the dynamic cheat detection module, sending a heartbeat signal to the second computing system indicating that the dynamic cheat detection module is executing; using the dynamic cheat detection module, loading a set of cheat signatures into the volatile memory without storing the set of cheat signatures in a non-volatile memory of the first computing system; and comparing portions of the volatile memory to a cheat signature of the set of cheat signatures to detect whether a second application that is independent of the first application is executing on the first computing system, wherein the second application enables cheating in the first application.

U.S. Patent No. 11,011,142: Information processing system and goggle apparatus


Issued May 18, 2021, to Nintendo Co Ltd
Filed: February 5, 2020 (claiming priority to February 27, 2019)


This Nintendo patent appears to relate to the Nintendo LABO virtual reality goggles kit.



Overview:


U.S. Patent No. 11,011,142 (the ‘142 patent) relates to a connectable goggle apparatus, which connects with an information processing system having a touchscreen display to create virtual reality (VR) goggles. The ‘142 patent details an attachable and detachable goggle apparatus which uses a first lens configured to cause a left eye of a user to visually confirm a first area of the touch screen, when attached to the information processing apparatus. A second lens does the same for the right eye. There is also an opening portion of the goggle, positioned at the nose of the user, to allow the user to touch a third area of the screen.


To achieve VR, a left eye image is displayed in the first area of the touch screen, a right eye image having parallax with the left eye image is displayed in the second touch screen area. If the third area is touched, the information processing apparatus executes a process. This allows the goggles to be used for VR with the information processing apparatus, the third section allowing a user to exit the VR mode of the display. The ‘142 patent is likely one of several patents relating to an aspect of the Nintendo LABO, particularly the virtual reality goggles one can build with the kit.


 


Abstract:


In a goggle apparatus, an opening portion is formed, and in a state where an information processing apparatus is attached to the goggle apparatus, a touch operation can be performed on a third area different from a first area and a second area of a touch screen. Then, a left-eye image is displayed in the first area of the touch screen, and a right-eye image having parallax with the left-eye image is at least displayed in the second area of the touch screen. If a touch operation is performed on a position in the third area of the touch screen, a process is executed.


 


Illustrative Claim:



  1. An information processing system including an information processing apparatus having a touch screen configured to display an image, and a goggle apparatus to and from which the information processing apparatus is attachable and detachable, the goggle apparatus comprising: a first lens configured to, if the information processing apparatus is attached to the goggle apparatus, cause a left eye of a user wearing the goggle apparatus to visually confirm a first area of the touch screen; a second lens configured to, if the information processing apparatus is attached to the goggle apparatus, cause a right eye of the user wearing the goggle apparatus to visually confirm a second area different from the first area of the touch screen; and an opening portion configured to, in a state where the information processing apparatus is attached to the goggle apparatus, enable the user to perform a touch operation on a third area different from the first area and the second area of the touch screen, wherein the opening portion is formed at a position of a nose of the user in a state where the user wears the goggle apparatus, and the information processing apparatus comprising a computer configured to: display a left-eye image in the first area of the touch screen and at least display a right-eye image having parallax with the left-eye image in the second area of the touch screen; and if a touch operation is performed on a position in the third area of the touch screen, execute a process.



U.S. Patent No. 9,814,983: Methods and/or systems for designing virtual environments


Issued November 14, 2017, to Nintendo Co. Ltd.
Filed: July 30, 2014 (claiming priority to June 14, 2011)


This Super Mario Maker-related patent allows you to design and edit virtual structures (like game levels), presumably to invent new and fun ways to frustrate your friends.



Overview:

U.S. Patent No. 9,814,983 (the ‘983 patent) relates to designing and editing virtual structures meant to be traversed by virtual characters. The ‘983 patent describes a method of designing virtual structures in a virtual environment by first selecting a starting point based on a first input, which is connected to an already existing virtual structure, then, based on the starting point, determining and displaying at least one end point. This is to ensure  a continuous structure for a virtual character to traverse, having a starting and ending point.

The ‘983 patent might be familiar as the popular game Super Mario Maker, which allows players to create and share their own level designs. Interestingly, the game actually started as a prototype for a game development tool and is something Takashi Tezuka (assistant director to the original Super Mario Bros. and producer of Super Mario Maker 2) wished he had for game development in the 1980’s.

Abstract:

In an editor a plurality of valid start points are determined. Based on this plurality of start points a user may select one of the points. When a user selects one of the points, the editor determines at least one valid end point. The user may then draw a line between the selected point and a valid end point. As a result of the connection between the two points a new environment is created in the editor.

Illustrative Claim:

  1. A computer implemented method for designing virtual structures that are to be traversed by animated game characters in a virtual environment, the virtual environment including existing virtual structure, the method comprising: receiving, via an input device coupled to a computing system, a first input; selecting, based on the first input, a start point from among a plurality of connection points that are associated with an existing virtual structure to begin a new virtual structure; responsive to selection of the start point, determining and displaying at least one valid end point from among the plurality of connection points based on the start point wherein each of the valid end points form a connection of the new virtual structure from the valid end point to the selected start point such that the new virtual structure that would be created based on the connection does not intersect with the existing virtual structure; after selecting the start point, receiving a second input and selecting an end point from among the determined and displayed at least one valid end point based on the second input, the selected start point and the selected end point forming a valid connection of the new virtual structure between two portions of the existing virtual structure of the virtual environment; incorporating the new virtual structure into the virtual environment between the two portions of the existing virtual structure in accordance with the selection of the start point and selection of the end point; and outputting the virtual environment that includes the incorporated new virtual structure to a display.


Subscribe

Enter your email address to be notified about new posts (average 1-2 emails/wk).

Loading


Lawsuit Updates

View All

Patent Spotlight

View All

Read the Book!

The Patent Arcade’s editors also have literally written the book on video game law. Get your copy today!

Latest News

Read More
GET THE APP ON IOS

Follow Us On
The Web’s Best IP Law Resources
Recognized By

DISCLAIMER

The information on this site is provided for informative and educational use only and should not be relied on as legal advice.  No attorney-client relationship exists by virtue of you reading our blog.  Always consult an attorney if you need specific legal guidance.