EA filed 5 patents across 3 categories: AI & Machine Learning (1), Graphics (3), and Game Mechanics (1).
The Graphics patents cover per-pixel color blending for mesh particles, neural network prediction of cloth deformation to avoid physics simulation, and neural rendering for game spectating. The AI & Machine Learning patent describes an imitation learning agent that automatically tests and fixes level design by playing through content and identifying unreachable objectives. The Game Mechanics patent addresses dynamic field scaling and player management in sports games, including handling disconnections and adjusting to varying player counts.
The single AI and machine learning patent describes a system in which an imitation learning agent plays through a game level, generates state and action data, and uses that information to place assets and reshape terrain. The same agent then replays the modified level to check whether goals remain reachable, closing a loop that iterates between content generation, testing, and correction. Instead of relying on manual designer adjustments or fixed rule sets, the approach derives level layout directly from predicted player behavior in each state.
Graphics work spans 3 patents that tackle rendering challenges through neural networks and per-pixel techniques. One applies distance-based color blending to portions of mesh particles, assigning a first color, a second color, or a blend depending on each pixel's proximity to a defined point on a moving entity. Another replaces traditional cloth physics simulation by training a neural network to predict both compressed mesh geometry and compressed texture representations from character pose, then selecting pre-computed normal maps via nearest-neighbor lookup at runtime. The third enables game spectating by Streaming simulation state packets to a client that runs a neural renderer locally, allowing visual modifications and multiple viewpoints without requiring full game assets or high-bandwidth video streams.
A single game mechanics patent handles dynamic field scaling and player reassignment in sports titles. The system adjusts field dimensions based on active player count, with length and width shrinking at different rates, and continuously reassigns every character model to a zone by evaluating live positions, nearby objects, and control type. When a player disconnects, the system hands that character to limited CPU control and displays filtered quick prompts to remaining players, folding disconnect handling and contextual overlays into the same state-driven assignment loop rather than treating them as separate subsystems.
All data sourced from USPTO patent filings. Google Patents may take several weeks to index recent publications. If a link is unavailable, search for the patent number at USPTO Patent Public Search.