Sony received 23 granted patents this quarter across 10 categories: AI & Machine Learning (12), Audio (2), Hardware (2), Graphics (1), Cloud Gaming (1), Streaming (1), UI/UX (1), Game Engines (1), Monetization (1), and Platforms (1).
The AI & Machine Learning category dominates with technologies for matchmaking based on voice sentiment analysis, real-time content personalization, automatic highlight generation from gameplay sessions, and systems that convert player feedback into training data for AI commentators and opponents. Audio patents cover voice-controlled NPC behavior and indoor positioning systems, while Hardware includes an accessible glove controller and Braille-via-vibration technology for visually impaired players. Additional patents span Cloud Gaming split-client architecture, Streaming asset optimization, Game Engines code generation tools, Platforms annotation systems, UI/UX ghost character overlays, Graphics conversion from 2D to 3D, and Monetization through blockchain-based item ownership.
The 12 AI & Machine Learning patents represent the largest concentration of activity this quarter. Sony patented a matchmaking system that analyzes voice patterns to detect personality and mood, pairing players based on compatibility rather than skill alone while filtering toxic Audio. Another patent uses crowd-sourced feedback from spectators who vote on gameplay clips, converting their engagement into training data for AI commentators without manual annotation. A related system lets viewers train game bots by approving or disapproving AI moves in real-time, applying reinforcement learning from human feedback to virtual opponents. Sony also patented content filtering that lets users define objectionable material and uses neural networks to detect and replace it with deepfake alternatives. A development tool uses large language models to generate cross-referenced JSON schemas and JavaScript code for game objects, reducing manual wiring of data structures. An emotion-sensing system adjusts virtual environments based on biometric feedback, creating a passive control layer that responds to player state without breaking immersion. Another patent auto-generates shareable highlight collages by training a personalized model on individual play style and using priority weighting to compose images. A ghost player system deploys AI that watches live gameplay and demonstrates solutions to challenges through a visible guide character controlled by real-time model output. Sony patented preference detection through kernel functions that analyze behavioral signals like time spent and control inputs, auto-adapting Audio, video, and gameplay settings without user surveys. A content modification system uses AI to adjust dialogue, visuals, and Audio during live gameplay based on context and accessibility needs. When Streaming from console to mobile, another patent applies computer vision to identify gameplay-critical assets and enhances them to remain visible across screen sizes. Finally, Sony patented a system that trains machine learning models using vector Graphics metadata alongside raster data, converting 2D art into 3D game assets with improved geometric reconstruction.
Two Audio patents explore environmental and emotional input methods. The first turns Audio signals into a game controller, extracting sentiment from spoken words and synchronizing ambient sound with NPC behavior so emotional tone and rhythm dynamically influence character interactions. The second uses stereo speakers and a microphone to track user position indoors, transmitting inaudible frequency-shifted signals that enable 2D location detection with only 2 speakers instead of the typical 3, processing arrival time differences and power ratios through a neural network for adaptive sound field control.
Sony's 2 Hardware patents focus on accessibility through customizable input methods. A wearable glove controller features repositionable contact pads that players can move to any location on the garment, with connectors providing both mechanical attachment and electrical connectivity for tool-free reconfiguration. The second patent maps Braille character encoding onto controller haptic vibration, converting game subtitles into tactile feedback and adjusting video playback speed to match the user's reading pace without requiring additional specialized peripherals.
The Graphics patent addresses depth perception by using trained object identification AI to infer spatial relationships from rendered 2D video output, enabling conversion to 3D-enhanced presentations without accessing original game engine depth buffers or modifying source assets.
Sony's cloud gaming patent introduces a split-client architecture that separates rendering and Streaming responsibilities, allowing service operators to modify Platforms UI and functionality entirely server-side without pushing updates to user Hardware.
The Streaming patent identifies exciting moments by clustering physiological data like heart rate from both players and spectators, automatically creating video highlights and demographic engagement insights without manual bookmarking or game-state analysis.
A UI/UX patent lets players create annotations anchored to game state data rather than video timestamps, so hints and commentary appear when others encounter the same situation regardless of their path through the game, with social sharing and ML-assisted generation features.
The game engine patent converts real-world photos and videos into game-ready 3D assets through automated or semi-automated image processing, reducing manual effort in traditional game art pipelines.
Sony's Monetization patent establishes a multi-blockchain architecture for in-game items that separates ownership tracking from content description, enabling decentralized player-controlled markets where no single publisher maintains control, with a weighted modulo system managing probabilistic item assignment.
The Platforms patent superimposes recorded gameplay onto live sessions as ghost characters at the operating system level, enabling competition with historical runs in any game without requiring native developer support, using video extraction and overlay compositing instead of engine-level synchronization.
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.