Methods and systems for generating tailored game challenges
US-9272208-B1 · Mar 1, 2016 · US
US10315114B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10315114-B2 |
| Application number | US-201715652800-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jul 18, 2017 |
| Priority date | Sep 10, 2014 |
| Publication date | Jun 11, 2019 |
| Grant date | Jun 11, 2019 |
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A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device.
Opening claim text (preview).
What is claimed is: 1. A computer-implemented method, comprising: creating, at a server computing device, a game variant model for a version of an online game, the game variant model corresponding to game-related data of a plurality of players associated with a type of client computing device, the creating of the game variant model including: identifying a plurality of player segments, each respective player segment including players that share at least one common attribute and use a common type of client device; and defining at least one desired player activity in the online game, which defining includes defining a desired type of transaction request to be received from respective type of client computing device that corresponds with a particular player segment; generating, at the server computing device, one or more rules for building a respective instance of a game variant based on the game variant model; receiving an indication that a physical instance of the type of client computing device is requesting access to the online game; generating an instance of the game variant based on the one or more rules; and sending, from the server computing device, the instance of the game variant to the physical instance of the client computing device for instantiation. 2. The computer-implemented method of claim 1 , wherein defining the at least one desired player activity in the game further comprises: defining a desired increase in a number of additional players of the online game, wherein each additional player has a respective social network connection with a current player of the online game. 3. The computer-implemented method of claim 1 , wherein identifying the plurality of player segments comprises: for each player segment: identifying previous instances of the at least one desired activity that have occurred in one or more game sessions played by one or more players who belong to the respective player segment; identifying at least one setting of an adjustable feature of the game present during the one or more game sessions during which the previous instances of the desired activity occurred; and incorporating the at least one setting of the adjustable feature as part of the game variant model for the respective player segment. 4. The computer-implemented method of claim 3 , comprising: upon sending the instance of the game variant to the physical instance of the client computing device for instantiation: receiving game performance data of the first player after an instantiation of the instance of the game variant for the first player's respective player segment; and incorporating the game performance data of the first player into the game related data. 5. The computer-implemented method of claim 4 , wherein creating, at a server a game variant model comprises: updating the game variant model for the first player's player segment based on the game performance data of the first player. 6. A non-transitory computer-readable medium storing executable instructions thereon, which, when executed by a processor, cause the processor to perform operations including: creating a game variant model for a version of an online game, the game variant model corresponding to game-related data of a plurality of players associated with a type of client computing device, the creating of the game variant model including: identifying a plurality of player segments, each respective player segment including players that share at least one common attribute and use a common type of client device; and defining at least one desired player activity in the online game, which defining includes defining a desired type of transaction request to be received from respective type of client computing device that corresponds with a particular player segment; generating one or more rules for building a respective instance of a game variant based on the game variant model; receiving an indication that a physical instance of the type of client computing device is requesting access to the online game; generating an instance of the game variant based on the one or more rules; and sending the instance of the game variant to the physical instance of the client computing device for instantiation. 7. The non-transitory computer-readable medium of claim 6 , wherein defining the at least one desired player activity in the game further comprises: defining a desired increase in a number of additional players of the online game, wherein each additional player has a respective social network connection with a current player of the online game. 8. The non-transitory computer-readable medium of claim 6 , wherein identifying the plurality of player segments comprises: for each player segment: identifying previous instances of the at least one desired activity that have occurred in one or more game sessions played by one or more players who belong to the respective player segment; identifying at least one setting of an adjustable feature of the game present during the one or more game sessions during which the previous instances of the desired activity occurred; and incorporating the at least one setting of the adjustable feature as part of the game variant model for the respective player segment. 9. The non-transitory computer-readable medium of claim 8 , comprising: upon sending the instance of the game variant to the physical instance of the client computing device for instantiation: receiving game performance data of the first player after an instantiation of the instance of the game variant for the first player's respective player segment; and incorporating the game performance data of the first player into the game related data. 10. The non-transitory computer-readable medium of claim 9 , wherein creating a game variant model comprises: updating the game variant model for the first player's player segment based on the game performance data of the first player. 11. A computer system comprising: a processor; a memory device holding an instruction set executable on the processor to cause the computer system to perform operations comprising: creating a game variant model for a version of an online game, the game variant model corresponding to game-related data of a plurality of players associated with a type of client computing device, the creating of the game variant model including: identifying a plurality of player segments, each respective player segment including players that share at least one common attribute and use a common type of client device; and defining at least one desired player activity in the online game, which defining includes defining a desired type of transaction request to be received from respective type of client computing device that corresponds with a particular player segment; generating one or more rules for building a respective instance of a game variant based on the game variant model; receiving an indication that a physical instance of the type of client computing device is requesting access to the online game; generating an instance of the game variant based on the one or more rules; and sending the instance of the game variant to the physical instance of the client computing device for instantiation. 12. The computer system of claim 11 , wherein defining the at least one desired player activity in the game further comprises: defining a desired increase in a number of additional players of the online game, wherein each additional player has a respective social network connection with a current player of the online game. 13. The computer system of claim 11 , wherein identifying the plurality of player s
using indicators, e.g. showing the condition of a game character on screen · CPC title
Word games, e.g. scrabble (electric A63F3/0421; two-dimensional puzzles with rotating rings or discs A63F9/0811, A63F9/0819) · CPC title
using wireless networks, e.g. cellular phone networks · CPC title
involving player-related data, e.g. identities, accounts, preferences or play histories · CPC title
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
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