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DIFF Subgroup
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

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 > 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

No child classifications to compare. This is a leaf node in both IPC and CPC.

Top Applicants

Top Applicants (IPC)

Class A63,2013–2023, worldwide · Source: EPO PATSTAT

  1. SANKYO 23,899
  2. SANYO PRODUCT COMPANY 23,718
  3. DAIICHI SHOKAI COMPANY 13,338
  4. KYORAKU SANGYO 10,447
  5. UNIVERSAL ENTERTAINMENT CORPORATION 9,545
  6. SANEI R & D COMPANY 9,135
  7. SAMMY CORPORATION 7,126
  8. NEWGIN CORPORATION 5,651
  9. NETEASE 4,877
  10. HEIWA CORPORATION 3,938

Top Applicants (CPC)

Class A63,2013–2023, worldwide · Source: EPO PATSTAT

  1. NETEASE 4,324
  2. TENCENT TECHNOLOGY (SHENZHEN) COMPANY 3,255
  3. SONY INTERACTIVE ENTERTAINMENT JP 2,643
  4. TENCENT TECHNOLOGY (SHENZHEN) COMPANY CN 2,353
  5. UNIVERSAL CITY STUDIOS US 2,005
  6. KARSTEN MANUFACTURING CORPORATION US 1,883
  7. ACUSHNET COMPANY US 1,495
  8. MICROSOFT TECHNOLOGY LICENSING US 1,272
  9. NINTENDO COMPANY JP 1,260
  10. SONY CORPORATION JP 1,169