US-20260124532-A1 - TACTILE/HAPTICS GENERATION
Abstract
Non-AV output of a game and specifically tactile/haptics output on a controller is automatically generated by AI based on player motion, game content, and a virtual/real environment. This helps developers and gives players real time feedback on how well they are doing.
Inventors
- Sergey Bashkirov
- Lakshmish Kaushik
- Xiaoyong Ye
Assignees
- SONY INTERACTIVE ENTERTAINMENT INC.
Dates
- Publication Date
- 20260507
- Application Date
- 20241105
Claims (20)
- 1 . An apparatus comprising: at least one processor system configured to: generate text describing computer game data and/or real world environment data and/or virtual world environment data and/or player motion data; input the text to at least one machine learning (ML) model; and using an output of the ML model, generate a tactile signal using a haptics generator.
- 2 . The apparatus of claim 1 , wherein the text describes computer game data.
- 3 . The apparatus of claim 1 , wherein the text describes real world environment data.
- 4 . The apparatus of claim 1 , wherein the text describes virtual world environment data.
- 5 . The apparatus of claim 1 , wherein the text describes player motion data.
- 6 . The apparatus of claim 1 , wherein the text describes at least two of computer game data, real world environment data, virtual world environment data, player motion data.
- 7 . The apparatus of claim 1 , wherein the text describes all of computer game data, real world environment data, virtual world environment data, player motion data.
- 8 . The apparatus of claim 1 , wherein the haptics generator is on a computer game controller.
- 9 . An apparatus comprising: computer memory that is not a transitory signal and that comprises instructions executable to: input text related to computer game play to at least one machine learning (ML) model; and generate at least one tactile signal based at least in part on output from the ML model.
- 10 . The apparatus of claim 9 , wherein the text describes computer game data.
- 11 . The apparatus of claim 9 , wherein the text describes real world environment data.
- 12 . The apparatus of claim 9 , wherein the text describes virtual world environment data.
- 13 . The apparatus of claim 9 , wherein the text describes player motion data.
- 14 . The apparatus of claim 9 , wherein the text describes at least two of computer game data, real world environment data, virtual world environment data, player motion data.
- 15 . The apparatus of claim 9 , wherein the text describes all of computer game data, real world environment data, virtual world environment data, player motion data.
- 16 . The apparatus of claim 1 , wherein the tactile signal is generated on a computer game controller.
- 17 . A method, comprising: inputting text to at least one machine learning (ML) model; and generating a tactile signal according to an output of the ML model.
- 18 . The method of claim 17 , wherein the text describes computer game data.
- 19 . The method of claim 17 , wherein the text describes real world and/or virtual world environment data.
- 20 . The method of claim 17 , wherein the text describes player motion data.
Description
FIELD The present application relates generally to Tactile/haptics generation for computer games. BACKGROUND As video games have become sophisticated and complex, in particular introducing the ability to provide more than simple audio and video of a game, the need has grown for effective generation of non-AV game output. SUMMARY An apparatus includes at least one processor system configured to generate text describing one or more of computer game data and/or real world environment data and/or virtual world environment data and/or player motion data. The processor system is configured to input the text to at least one machine learning (ML) model, and, using an output of the ML model, generate a tactile signal using a haptics generator. The haptics generator can be on a computer game controller. In another aspect, an apparatus includes computer memory that is not a transitory signal and that in turn includes instructions executable to input text related to computer game play to at least one machine learning (ML) model, and generate at least one tactile signal based at least in part on output from the ML model. In another aspect, a method includes inputting text to at least one machine learning (ML) model, and generating a tactile signal according to an output of the ML model. The details of the present application, both as to its structure and operation, can be best understood in reference to the accompanying drawings, in which like reference numerals refer to like parts, and in which: BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a block diagram of an example system in accordance with present principles; FIG. 2 illustrates an example specific system; FIG. 3 is a block diagram of present techniques; FIG. 4 illustrates example overall logic in example flow chart format; FIG. 5 illustrates example logic in example flow chart format for training a model to generate text from player motion signals; FIG. 6 illustrates example logic in example flow chart format for training a model to generate text from game content data; FIG. 7 illustrates example logic in example flow chart format for training a model to generate text from a virtual and/or real environment; and FIG. 8 illustrates example logic in example flow chart format for training a model to generate haptic signals from a text prompt. DETAILED DESCRIPTION This disclosure relates generally to computer ecosystems including aspects of consumer electronics (CE) device networks such as but not limited to computer game networks. A system herein may include server and client components which may be connected over a network such that data may be exchanged between the client and server components. The client components may include one or more computing devices including game consoles such as Sony PlayStation® or a game console made by Microsoft or Nintendo or other manufacturer, extended reality (XR) headsets such as virtual reality (VR) headsets, augmented reality (AR) headsets, portable televisions (e.g., smart TVs, Internet-enabled TVs), portable computers such as laptops and tablet computers, and other mobile devices including smart phones and additional examples discussed below. These client devices may operate with a variety of operating environments. For example, some of the client computers may employ, as examples, Linux operating systems, operating systems from Microsoft, or a Unix operating system, or operating systems produced by Apple, Inc., or Google, or a Berkeley Software Distribution or Berkeley Standard Distribution (BSD) OS including descendants of BSD. These operating environments may be used to execute one or more browsing programs, such as a browser made by Microsoft or Google or Mozilla or other browser program that can access websites hosted by the Internet servers discussed below. Also, an operating environment according to present principles may be used to execute one or more computer game programs. Servers and/or gateways may be used that may include one or more processors executing instructions that configure the servers to receive and transmit data over a network such as the Internet. Or a client and server can be connected over a local intranet or a virtual private network. A server or controller may be instantiated by a game console such as a Sony PlayStation®, a personal computer, etc. Information may be exchanged over a network between the clients and servers. To this end and for security, servers and/or clients can include firewalls, load balancers, temporary storages, and proxies, and other network infrastructure for reliability and security. One or more servers may form an apparatus that implement methods of providing a secure community such as an online social website or gamer network to network members. A processor may be a single-or multi-chip processor that can execute logic by means of various lines such as address lines, data lines, and control lines and registers and shift registers. A processor including a digital signal proces