Realtime dynamic modification and optimization of gameplay parameters within a video game application
US-2018243656-A1 · Aug 30, 2018 · US
US10343069B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10343069-B2 |
| Application number | US-201715484564-A |
| Country | US |
| Kind code | B2 |
| Filing date | Apr 11, 2017 |
| Priority date | Apr 11, 2017 |
| Publication date | Jul 9, 2019 |
| Grant date | Jul 9, 2019 |
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A method for executing a training program based on player DNA is described. The method includes executing a video game and determining whether a skill level of a user is below a threshold level of play. The method includes generating a task that relates to a current level of play of the video game in which the skill level is below the threshold level and transitioning the video game to a training video game program having the task to increase the current level of play. The method includes executing the training video game program and monitoring the skill level for the task in the training video game program. The method includes determining whether the skill level for the task exceeds the threshold level. The method includes returning to an execution of the video game upon determining that the skill level for the task exceeds the threshold level.
Opening claim text (preview).
The invention claimed is: 1. A method comprising: executing a video game; determining, during the execution of the video game, whether a skill level of a user is below a threshold level of play; predicting a deterioration in the skill level for a plurality of tasks remaining to be performed in the video game; generating a current task that relates to a current level of play of the video game in which the skill level is below the threshold level; transitioning the video game to a training video game program having the current task to increase the current level of play, wherein said transitioning to the training video game program occurs upon said predicting the deterioration in the skill level; executing the training video game program; monitoring the skill level for the current task in the training video game program; determining, during the execution of the training video game program, whether the skill level for the current task exceeds the threshold level; and returning to an execution of the video game upon determining that the skill level for the current task exceeds the threshold level. 2. The method of claim 1 , further comprising continuing the training video game program upon determining that the skill level for the current task does not exceed the threshold level. 3. The method of claim 1 , further comprising pausing the video game upon determining that the skill level of the user is below the threshold level of play and before transitioning the video game to the training video game program. 4. The method of claim 3 , wherein returning to the execution of the video game is performed to a point in time before a state at which the video game is paused. 5. The method of claim 1 , further comprising determining whether to generate an additional task based on said predicting of the deterioration in the skill level, wherein the additional task is one of the plurality of tasks remaining to be performed in the video game after a time of said transitioning of the video game to the training video game program. 6. The method of claim 5 , wherein the training video game program has the additional task. 7. The method of claim 1 , wherein the threshold level is determined based on a comparison of the skill level of the user during execution of a game level of the video game with a plurality of skill levels of multiple users during execution of the game level of the video game. 8. The method of claim 1 , wherein during the execution of the training video game program, an intensity for performance of the task is increased. 9. The method of claim 1 , further comprising: receiving an indication of execution of the video game; determining whether a trait level of the user is below a pre-determined level of play; generating a plurality of additional tasks that relate to a play level in which the trait level is below the pre-determined level; executing a training video game program having the plurality of additional tasks to increase the play level; monitoring the trait level for the plurality of additional tasks in the training video game program; determining whether the trait level for the plurality of additional tasks is above the pre-determined level; and continuing the training video game program having the plurality of additional tasks upon determining that the trait level is below the pre-determined level. 10. The method of claim 9 , further comprising executing the video game upon determining that the trait level for the plurality of additional tasks is above the pre-determined level. 11. A server comprising: a processor configured to: execute a video game; determine, during the execution of the video game, whether a skill level of a user is below a threshold level of play; predict a deterioration in the skill level for a plurality of tasks remaining to be performed in the video game; generate a current task that relates to a current level of play of the video game in which the skill level is below the threshold level; transition the video game to a training video game program having the current task to increase the current level of play, wherein the transition to the training video game program occurs in response to the prediction of the deterioration in the skill level; execute the training video game program; monitor the skill level for the current task in the training video game program; determine, during the execution of the training video game program, whether the skill level for the current task exceeds the threshold level; and return to an execution of the video game upon determining that the skill level for the current task exceeds the threshold level; and a memory device coupled to the processor for storing the skill level and the threshold level. 12. The server of claim 11 , wherein the processor is configured to continue the training video game program upon determining that the skill level for the current task does not exceed the threshold level. 13. The server of claim 11 , wherein the processor is configured to pause the video game upon determining that the skill level of the user is below the threshold level of play and before the transition of the video game to the training video game program. 14. The server of claim 13 , wherein the processor is configured to return the execution of the video game to a point in time before a state at which the video game is paused. 15. The server of claim 11 , wherein the processor is configured to determine whether to generate an additional task based on the prediction of the deterioration in the skill level, wherein the additional task is one of the plurality of tasks remaining to be performed in the video game after a time of the transition of the video game to the training video game program. 16. The server of claim 15 , wherein the training video game program has the additional task. 17. The server of claim 11 , wherein the threshold level is determined based on a comparison of the skill level of the user during execution of a game level of the video game with a plurality of skill levels of multiple users during execution of the game level of the video game. 18. The server of claim 11 , wherein during the execution of the training video game program, an intensity for performance of the current task is increased. 19. The server of claim 11 , wherein the processor is configured to: receive an indication of execution of the video game; determine whether a trait level of the user is below a pre-determined level of play; generate a plurality of additional tasks that relate to a play level in which the trait level is below the pre-determined level; execute a training video game program having the plurality of additional tasks to increase the play level; monitor the trait level for the plurality of additional tasks in the training video game program; determine whether the trait level for the plurality of additional tasks is above the pre-determined level; and continue the training video game program having the plurality of additional tasks upon determining that the trait level is below the pre-determined level. 20. The server of claim 19 , wherein the processor is configured to execute the video game upon determining that the trait level for the plurality of additional tasks is above the pre-determined level. 21. A non-transitory computer-readable medium containing program instructions, wherein execution of the program instructions by one or more processors of a computer system causes the one or more process
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
Resuming a game, e.g. after pausing, malfunction or power failure · CPC title
Games, e.g. card games · CPC title
Controlling game characters or game objects based on the game progress · CPC title
Computing the game score · CPC title
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