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DIFF Subgroup
A63F 13/67

adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use

Introduced: January 2014

Full Title

Video games, i.e. games using an electronically generated display having two or more dimensions > Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor > adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use

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