Systems and methods for configuring avatars in interactive physical enviornments
US-2024424412-A1 · Dec 26, 2024 · US
US2026034458A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2026034458-A1 |
| Application number | US-202519356704-A |
| Country | US |
| Kind code | A1 |
| Filing date | Oct 13, 2025 |
| Priority date | Aug 10, 2023 |
| Publication date | Feb 5, 2026 |
| Grant date | — |
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Techniques include storing user data indicating at least one of: (i) a pattern of in-game engagement or (ii) an in-game customization. The techniques further include receiving sensor data captured by a first user device during in-game engagement with a non-playable character in a game session, wherein the sensor data indicates a game play pattern. The techniques further include generating, based at least in part on the sensor data, instructions for a customization of the non-playable character during the game session, wherein the customization includes at least one of: an appearance, a manner of speech, a behavior, or a role for the non-playable character, and wherein the customization is presented by the first user device based at least in part on the user data.
Opening claim text (preview).
What is claimed is: 1 . A method comprising: storing user data indicating at least one of: (i) a pattern of in-game engagement or (ii) an in-game customization; receiving sensor data captured by a first user device during in-game engagement with a non-playable character in a game session, wherein the sensor data indicates a game play pattern; and generating, based at least in part on the sensor data, instructions for a customization of the non-playable character during the game session, wherein the customization includes at least one of: an appearance, a manner of speech, a behavior, or a role for the non-playable character, and wherein the customization is presented by the first user device based at least in part on the user data. 2 . The method of claim 1 , wherein the customization includes a change to the appearance based at least in part on the user data. 3 . The method of claim 1 , wherein the customization includes a change to the behavior based at least in part on the user data. 4 . The method of claim 1 , wherein the customization includes a change to the role based at least in part on the user data. 5 . The method of claim 1 , further comprising generating, based at least in part on the sensor data, instructions for the customization of the non-playable character during a subsequent game session. 6 . The method of claim 5 , wherein the subsequent game session is associated with a second user device that is different from the first user device. 7 . The method of claim 1 , wherein the non-playable character is generated by a model, and wherein the method further comprises: receiving, after presenting the non-playable character, feedback regarding the presentation of the non-playable character; and adjusting the model based at least in part on the feedback. 8 . The method of claim 1 , wherein the sensor data represents at least one image captured during the in-game engagement and that represents a physical user gesture. 9 . The method of claim 1 , wherein the sensor data represents a sound sensed during the in-game engagement. 10 . The method of claim 1 , further comprising aggregating subsets of the sensor data indicative of a similar attribute to be used for identifying a second pattern of engagement. 11 . A system comprising: one or more storage media storing first instructions; and one or more processors configured to execute the first instructions to cause the system to perform operations comprising: storing user data indicating at least one of: (i) a pattern of in-game engagement or (ii) an in-game customization; receiving sensor data captured by a first user device during in-game engagement with a non-playable character in a game session, wherein the sensor data indicates a game play pattern; and generating, based at least in part on the sensor data, second instructions for a customization of the non-playable character during the game session, wherein the customization includes at least one of an appearance, a manner of speech, a behavior, or a role for the non-playable character, and wherein the customization is presented by the first user device based at least in part on the user data. 12 . The system of claim 11 , wherein the execution of the first instructions causes the system to perform operations further comprising generating, based at least in part on the sensor data, third instructions for the customization of the non-playable character during a subsequent game session. 13 . The system of claim 11 , wherein the non-playable character is generated by a model, and wherein the execution of the first instructions causes the system to perform operations further comprising: receiving, after presenting the non-playable character, feedback regarding the presentation of the non-playable character; and adjusting the model based at least in part on the feedback. 14 . The system of claim 11 , wherein the sensor data represents at least one of: an image captured during the in-game engagement and that represents a physical user gesture or a sound sensed during the in-game engagement. 15 . The system of claim 11 , wherein the execution of the first instructions causes the system to perform operations further comprising aggregating subsets of the sensor data indicative of a similar attribute to be used for identifying a second pattern of engagement. 16 . One or more non-transitory computer-readable storage media storing first instructions that, upon execution by one or more processors of a system, cause the system to perform operations comprising: storing user data indicating at least one of: (i) a pattern of in-game engagement or (ii) an in-game customization; receiving sensor data captured by a first user device during in-game engagement with a non-playable character in a game session, wherein the sensor data indicates a game play pattern; and generating, based at least in part on the sensor data, second instructions for a customization of the non-playable character during the game session, wherein the customization includes at least one of an appearance, a manner of speech, a behavior, or a role for the non-playable character, and wherein the customization is presented by the first user device based at least in part on the user data. 17 . The computer-readable storage media of claim 16 , wherein the execution of the first instructions cause the system to perform operations further comprising generating, based at least in part on the sensor data, third instructions for the customization of the non-playable character during a subsequent game session. 18 . The computer-readable storage media of claim 16 , wherein the non-playable character is generated by a model, and wherein the execution of the first instructions cause the system to perform operations further comprising: receiving, after presenting the non-playable character, feedback regarding the presentation of the non-playable character; and adjusting the model based at least in part on the feedback. 19 . The computer-readable storage media of claim 16 , wherein the sensor data represents at least one of: an image captured during the in-game engagement and that represents a physical user gesture or a sound sensed during the in-game engagement. 20 . The computer-readable storage media of claim 16 , wherein the execution of the first instructions cause the system to perform operations further comprising aggregating subsets of the sensor data indicative of a similar attribute to be used for identifying a second pattern of engagement.
involving player-related data, e.g. identities, accounts, preferences or play histories · CPC title
comprising means for detecting acoustic signals, e.g. using a microphone · CPC title
comprising photodetecting means, e.g. cameras, photodiodes or infrared cells (A63F13/219 takes precedence) · 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
automatically by game devices or servers from real world data, e.g. measurement in live racing competition · CPC title
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