On device game engine architecture

US11806624B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-11806624-B2
Application numberUS-202016948502-A
CountryUS
Kind codeB2
Filing dateSep 21, 2020
Priority dateSep 21, 2020
Publication dateNov 7, 2023
Grant dateNov 7, 2023

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  1. Title

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  2. Abstract

    A short plain-language summary of the technical disclosure.

  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 game server receives data associated with gameplay of one or more user accounts, the one or more user accounts being used for playing a designated game. The game server computes, for the one or more user accounts, a player model representing previous in-game behavior of the one or more user accounts. The game server identifies, based on the player model, configuration values for the designated game. The configuration values represent data to specify operation of the designated game. The configuration values represent at least one of a game mechanics configuration and a game parameter configuration. The game server causes transmission of the configuration values to a client device. The configuration values cause the client device to adjust a game engine at the client device based on the previous in-game behavior of the one or more user accounts.

First claim

Opening claim text (preview).

What is claimed is: 1. A method implemented at a game server, the method comprising: receiving, at the game server, data associated with gameplay of a target subset of user accounts used for playing a designated game; computing, based on the received gameplay data, a player model representing previous in-game behavior of the target subset of user accounts; generating, based on the player model, custom configuration values for the designated game, wherein the custom configuration values represent data to specify operation of the designated game according to a variant game mechanics configuration uniquely customized for player behavior consistent with the player model; and causing transmission of the custom configuration values to a client device associated with a member of the target subset, the custom configuration values enabling implementation of the variant game mechanics configuration by a game engine at the client device. 2. The method of claim 1 , wherein the custom configuration values further comprise a custom game parameter configuration, and wherein the custom configuration values represent one or more of: a custom player configuration, a custom event configuration, a custom level configuration, and a custom scoring configuration. 3. The method of claim 1 , wherein the custom configuration values are transmitted to the client device in a standalone data payload over the air, the standalone data payload being transmitted directly from the game server to the client device, without passing through an application store server. 4. The method of claim 1 , wherein the client device stores the game engine, wherein the game engine is configurable using the custom configuration values, and wherein the custom configuration values do not modify software of the game engine and are stored externally to the software of the game engine. 5. The method of claim 1 , wherein the previous in-game behavior of the target subset of user accounts comprises playing the designated game. 6. The method of claim 1 , wherein the game engine is for playing, at the client device, a plurality of games including the designated game. 7. A method implemented at a client device, the method comprising: storing, in a memory of the client device, a game engine for playing a designated game; receiving, over a network, custom configuration values for the designated game, custom configuration values for the designated game, wherein the custom configuration values represent data to specify operation of the designated game according to a variant game mechanics configuration uniquely customized for player behavior consistent with a player model representative of historical in-game behaviour of a player subset of which a user account associated with the client device is a member; and adjusting game mechanics implemented by the game engine based on the received custom configuration values, thereby to implement the variant game mechanics configuration, without modifying software of the game engine. 8. The method of claim 7 , wherein the custom configuration values further comprise a custom game parameter configuration, and wherein the custom configuration values represent one or more of: a custom player configuration, a custom event configuration, a custom level configuration, and a custom scoring configuration. 9. The method of claim 7 , wherein the custom configuration values are received, at the client device, in a standalone data payload over the air, the standalone data payload being transmitted directly from a game server to the client device, without passing through an application store server. 10. The method of claim 9 , further comprising: receiving the game engine from the application store server. 11. The method of claim 7 , further comprising: storing, at the client device, the custom configuration values externally to the game engine. 12. The method of claim 7 , wherein the game engine for playing a plurality of games, including the designated game. 13. A non-transitory machine-readable medium storing instructions which, when executed by a game server, cause the game server to perform operations comprising: receiving, at the game server, data associated with gameplay of a target subset of user accounts used for playing a designated game; computing, based on the received gameplay data, a player model representing previous in-game behavior of the target subset of user accounts; generating, based on the player model, custom configuration values for the designated game, wherein the custom configuration values represent data to specify operation of the designated game according to a variant game mechanics configuration uniquely customized for player behavior consistent with the player model; and causing transmission of the custom configuration values to a client device associated with a member of the target subset, the custom configuration values enabling implementation of the variant game mechanics configuration by a game engine at the client device. 14. The machine-readable medium of claim 13 , wherein the custom configuration values further comprise a custom game parameter configuration, and wherein the custom configuration values represent one or more of: a custom player configuration, a custom event configuration, a custom level configuration, and a custom scoring configuration. 15. The machine-readable medium of claim 13 , wherein the custom configuration values are transmitted to the client device in a standalone data payload over the air, the standalone data payload being transmitted directly from the game server to the client device, without passing through an application store server. 16. The machine-readable medium of claim 13 , wherein the client device stores the game engine, wherein the game engine is configurable using the custom configuration values, and wherein the custom configuration values do not modify software of the game engine and are stored externally to the software of the game engine. 17. The machine-readable medium of claim 13 , wherein the previous in-game behavior of the target subset of user accounts comprises playing the designated game. 18. The machine-readable medium of claim 13 , wherein the game engine is for playing, at the client device, a plurality of games including the designated game.

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

  • Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client · CPC title

  • Controlling the progress of the video game · CPC title

  • involving player-related data, e.g. identities, accounts, preferences or play histories · CPC title

  • involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory · CPC title

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What does patent US11806624B2 cover?
A game server receives data associated with gameplay of one or more user accounts, the one or more user accounts being used for playing a designated game. The game server computes, for the one or more user accounts, a player model representing previous in-game behavior of the one or more user accounts. The game server identifies, based on the player model, configuration values for the designate…
Who is the assignee on this patent?
Zynga 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 Nov 07 2023 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 12 related publications on this page (citations in our corpus or others sharing the same primary CPC).