DIFF Subgroup
A63F 13/55 Controlling game characters or game objects based on the game progress
Introduced: January 2014
Full Title
Video games, i.e. games using an electronically generated display having two or more dimensions > Controlling game characters or game objects based on the game progress
IPC and CPC are identically structured here. All 3 subcodes exist in both systems.
1 shared codes have differing titles between IPC and CPC.
IPC defines codes here since 2014.
Child Classifications
Navigate with arrow keys, Enter to open
- A63F 13/56 Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding since 2014 IPC+CPC Available in IPC and CPC
- A63F 13/57 Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game (A63F13/56 takes precedence) since 2014 IPC+CPC Available in IPC and CPC
- A63F 13/58 by computing conditions of game characters, e.g. stamina, strength, motivation or energy level since 2014 IPC+CPC Available in IPC and CPC
Top Applicants
Top Applicants (IPC)
Class A63,2013–2023, worldwide · Source: EPO PATSTAT
- SANKYO 23,899
- SANYO PRODUCT COMPANY 23,718
- DAIICHI SHOKAI COMPANY 13,338
- KYORAKU SANGYO 10,447
- UNIVERSAL ENTERTAINMENT CORPORATION 9,545
- SANEI R & D COMPANY 9,135
- SAMMY CORPORATION 7,126
- NEWGIN CORPORATION 5,651
- NETEASE 4,877
- HEIWA CORPORATION 3,938
Top Applicants (CPC)
Class A63,2013–2023, worldwide · Source: EPO PATSTAT
- NETEASE 4,324
- TENCENT TECHNOLOGY (SHENZHEN) COMPANY 3,255
- SONY INTERACTIVE ENTERTAINMENT JP 2,643
- TENCENT TECHNOLOGY (SHENZHEN) COMPANY CN 2,353
- UNIVERSAL CITY STUDIOS US 2,005
- KARSTEN MANUFACTURING CORPORATION US 1,883
- ACUSHNET COMPANY US 1,495
- MICROSOFT TECHNOLOGY LICENSING US 1,272
- NINTENDO COMPANY JP 1,260
- SONY CORPORATION JP 1,169