AI modeling for video game coaching and matchmaking

US11065549B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-11065549-B2
Application numberUS-201916355543-A
CountryUS
Kind codeB2
Filing dateMar 15, 2019
Priority dateMar 15, 2019
Publication dateJul 20, 2021
Grant dateJul 20, 2021

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

A method is provided, including the following operations: recording gameplay data from a first session of a video game, the first session defined for interactive gameplay of a user; training a machine learning model using the gameplay data, wherein the training causes the machine learning model to imitate the interactive gameplay of the user; after the training, determining a classification of the machine learning model by exposing the machine learning model to one or more scenarios of the video game, and evaluating actions of the machine learning model in response to the one or more scenarios; using the classification of the machine learning model to assign the user to a second session of the video game.

First claim

Opening claim text (preview).

What is claimed is: 1. A method, comprising: recording gameplay data from a first session of a video game, the first session defined for interactive gameplay of a user; training a machine learning model using the gameplay data, wherein the training causes the machine learning model to imitate the interactive gameplay of the user; after the training, determining a classification of the machine learning model by exposing the machine learning model to one or more scenarios of the video game, and evaluating actions of the machine learning model in response to the one or more scenarios; using the classification of the machine learning model to assign the user to a second session of the video game, the second session defined for control of interactive gameplay by the user, the control of interactive gameplay including controlling in-game actions of a character or entity by the user during the second session. 2. The method of claim 1 , wherein the gameplay data includes video of the first session and user inputs during the interactive gameplay. 3. The method of claim 2 , wherein training the machine learning model uses the video and the user inputs to cause the machine learning model to respond to a given portion of the video by generating inputs similar to the user inputs that were generated in response to the given portion of the video during the first session. 4. The method of claim 3 , wherein the given portion of the video is defined by one or more image frames of the video. 5. The method of claim 2 , wherein the user inputs are defined from a controller device operated by the user during the first session. 6. The method of claim 1 , wherein the machine learning model is a neural network. 7. The method of claim 1 , wherein the one or more scenarios of the video game are defined by one or more image frames of the video game, that are not defined from the first session. 8. The method of claim 1 , wherein the gameplay data includes game state data from the first session of the video game. 9. The method of claim 1 , wherein the classification identifies a level of skill of the user; and wherein using the classification to assign the user to the second session includes, identifying levels of skill of one or more other users, and configuring the second session to include one or more of the other users having levels of skill that are similar to the level of skill of the user. 10. The method of claim 1 , wherein the classification identifies a skillset of the user; and wherein using the classification to assign the user to the second session includes, identifying skillsets of one or more other users, and configuring the second session to include one or more of the other users having skillsets that are complementary to the skillset of the user. 11. The method of claim 1 , wherein assigning the user to the second session of the video game includes, inserting an AI bot into the second session, the AI bot using the trained machine learning model to perform gameplay in the second session. 12. A method, comprising: recording gameplay data from user sessions of a video game, the user sessions defined for interactive gameplay of the video game by a user; using the gameplay data to train a machine learning model to mimic tendencies of the user in the interactive gameplay; after the training, performing an evaluation of the trained machine learning model by exposing the trained machine learning model to predefined scenarios of the video game, and analyzing responses to the predefined scenarios by the trained machine learning model; using the evaluation of the machine learning model to assign the user to a new session of the video game, the new session defined for control of interactive gameplay by the user, the control of interactive gameplay including controlling in-game actions of a character or entity by the user during the second session. 13. The method of claim 12 , wherein the gameplay data includes video and user inputs from the user sessions of the video game. 14. The method of claim 12 , wherein the tendencies of the user in the interactive gameplay are defined by activity and non-activity of the user in the interactive gameplay. 15. The method of claim 12 , wherein performing the evaluation of the trained machine learning model is configured to determine a skill level of the user, and wherein assigning the user to the new session is based on the determined skill level of the user. 16. The method of claim 12 , wherein performing the evaluation of the trained machine learning model is configured to determine a skill set of the user, and wherein assigning the user to the new session is based on the determined skill set of the user. 17. The method of claim 12 , wherein the machine learning model is a neural network.

Assignees

Inventors

Classifications

  • A63F13/67Primary

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

  • A63F13/798Primary

    for assessing skills or for ranking players, e.g. for generating a hall of fame · CPC title

  • Classification techniques · CPC title

  • Generating training patterns; Bootstrap methods, e.g. bagging or boosting · CPC title

  • Convolutional networks [CNN, ConvNet] · CPC title

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Frequently asked questions

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What does patent US11065549B2 cover?
A method is provided, including the following operations: recording gameplay data from a first session of a video game, the first session defined for interactive gameplay of a user; training a machine learning model using the gameplay data, wherein the training causes the machine learning model to imitate the interactive gameplay of the user; after the training, determining a classification of …
Who is the assignee on this patent?
Sony Interactive Entertainment Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/67. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jul 20 2021 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 11 related publications on this page (citations in our corpus or others sharing the same primary CPC).