Screen activity moderation in a skill wagering interleaved game
US-2016117890-A1 · Apr 28, 2016 · US
US9675889B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9675889-B2 |
| Application number | US-201414546865-A |
| Country | US |
| Kind code | B2 |
| Filing date | Nov 18, 2014 |
| Priority date | Sep 10, 2014 |
| Publication date | Jun 13, 2017 |
| Grant date | Jun 13, 2017 |
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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 calculates a player skill level for a player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player and a reference rate of progression. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference rate of progression.
Opening claim text (preview).
What is claimed is: 1. A computer-implemented method, comprising: calculating, via at least one hardware processor, a player skill level for a player based at least on a plurality of game moves in a first game level completed by the player; prior to detecting game play of the player in the second game level, modifying, based on the player skill level, a first attribute and a second attribute of a second game level, the first attribute comprising a number of instances of a particular type of a virtual object available for presentation to the player during game play in the second game level, the second attribute comprising a rate of appearance of the particular type of the virtual object; detecting game play of the player in the second game level; identifying a difference between a current rate of progression of the player through the second game level and a reference rate of progression for the second game level; and due to the difference, causing display during game play of the player in the second game level of at least one of the number of instances of the particular type of the virtual object according to the rate of appearance. 2. The computer-implemented method of claim 1 , comprising: calculating the reference rate of progression based at least on one or more game moves of a plurality of players in the second game level, wherein the reference rate of progression comprises a threshold range of a desirable rate of progression towards at least one of: a conclusion of the second game level and a second game level purchase decision. 3. The computer-implemented method of claim 1 , wherein modifying the second attribute of the second game level further comprises: modifying a rate of appearance that a barrel-type virtual object appears, wherein the receipt of a differing type of a virtual object by the barrel-type object eliminates all instances of the differing type of the virtual object from a game state of the second game level. 4. The computer-implemented method of claim 1 , wherein calculating a player skill level for a player based at least on a plurality of game moves in a first game level completed by the player comprises: calculating the player skill level based on at least one of: (1) an extent of a difference between the player's number of attempts for a game goal and a reference number of attempts for the game goal, (2) an extent of a difference between a pattern of virtual objects selected by the player and a reference pattern of virtual objects and (3) an extent of a difference between an amount of in-game points earned by the player and a reference amount of in-game points. 5. A non-transitory computer-readable medium storing executable instructions thereon, which, when executed by a processor, cause the processor to perform operations including: calculating a player skill level for a player based at least on a plurality of game moves in a first game level completed by the player; prior to detecting game play of the player in the second game level, modifying, based on the player skill level, a first attribute and a second attribute of a second game level, the first attribute comprising a number of instances of a particular type of a virtual object available for presentation to the player during game play in the second game level, the second attribute comprising a rate of appearance of the particular type of the virtual object; detecting game play of the player in the second game level; identifying a difference between a current rate of progression of the player through the second game level and a reference rate of progression for the second game level; and due to the difference, causing display during game play of the player in the second game level of at least one of the number of instances of the particular type of the virtual object according to the rate of appearance. 6. The non-transitory computer-readable medium of claim 5 , wherein the operations further include: calculating the reference rate of progression based at least on one or more game moves of a plurality of players in the second game level, wherein the reference rate of progression comprises a threshold range of a desirable rate of progression towards at least one of: a conclusion of the second game level and a second game level purchase decision. 7. The non-transitory computer-readable medium of claim 5 , wherein modifying the second attribute of the second game level further comprises: modifying a rate of appearance that a barrel-type virtual object appears, wherein the receipt of a differing type of a virtual object by the barrel-type object eliminates all instances of the differing type of the virtual object from a game state of the second game level. 8. The non-transitory computer-readable medium of claim 5 , wherein calculating a player skill level for a player based at least on a plurality of game moves in a first game level completed by the player comprises: calculating the player skill level based on at least one of: (1) an extent of a difference between the player's number of attempts for a game goal and a reference number of attempts for the game goal, (2) an extent of a difference between a pattern of virtual objects selected by the player and a reference pattern of virtual objects and (3) an extent of a difference between an amount of in-game points earned by the player and a reference amount of in-game points. 9. 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: calculating a player skill level for a player based at least on a plurality of game moves in a first game level completed by the player; modifying at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level; prior to detecting game play of the player in the second game level, modifying, based on the player skill level, a first attribute and a second attribute of a second game level, the first attribute comprising a number of instances of a particular type of a virtual object available for presentation to the player during game play in the second game level, the second attribute comprising a rate of appearance of the particular type of the virtual object; detecting game play of the player in the second game level; identifying a difference between a current rate of progression of the player through the second game level and a reference rate of progression for the second game level; and due to the difference, causing display during game play of the player in the second game level of at least one of the number of instances of the particular type of the virtual object according to the rate of appearance. 10. The computer system of claim 9 , wherein the operations further comprise: calculating the reference rate of progression based at least on one or more game moves of a plurality of players in the second game level, wherein the reference rate of progression comprises a threshold range of a desirable rate of progression towards at least one of: a conclusion of the second game level and a second game level purchase decision. 11. The computer system of claim 9 , wherein modifying the second attribute of the second game level further comprises: modifying a rate of appearance that a barrel-type virtual object appears, wherein the receipt of a differing type of a virtual object by the barrel-type object eliminates all instances of the differing type of the virtual object from a game state of the second game level. 12. The computer system of claim 9 , wherein modifying at least one attribute of
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
using wireless networks, e.g. Wi-Fi® or piconet · CPC title
involving player-related data, e.g. identities, accounts, preferences or play histories · CPC title
using Internet · CPC title
Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers · CPC title
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