Challenge generation system and method
By collecting and analyzing user game telemetry data, we generate challenge scenarios with selection relationships, solving the problems of user interest loss and content duplication in video games and achieving low-cost generation of new activities.
Patent Information
- Application Number
- CN202010165012.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2019-03-18
- Filing Date
- 2020-03-11
- Publication Date
- 2025-09-16
- Estimated Expiration
- 2040-11-04
AI Technical Summary
In existing video games, users may lose interest after completing the story mode, multiplayer experiences may be repetitive, and generating new content is expensive and users may not accept paid content.
By collecting game telemetry data from multiple users, identifying game parameter values associated with success, generating challenge scenarios, and using conditional reasoning trees to identify parameter values associated with low success rates, user challenges with selection relationships are generated.
Provide users with new activities to extend game playability, reduce the cost of generating new content, avoid the need to pay, and automatically generate challenges using user telemetry data.
Smart Images

Figure CN111701245B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a challenge generation system and method. Background Art
[0002] Many video games include different game modes, such as a single-player or "story" mode, or a multiplayer mode (whether these other players are real people or non-player characters (so-called "bots")), or a mixture of the two.
[0003] Such a mode allows for a wide variety of gameplay, but ultimately there's a risk that users might either complete the story mode and no longer feel the need to revisit it, or find the multiplayer experience repetitive.
[0004] This problem could be mitigated by developers producing more single-player or multiplayer content, but this can be expensive to produce and, if offered as paid content, might be prohibitive to users.
[0005] Therefore, there is a need to provide users with the ability to perform new activities with little or no further investment.
[0006] The present invention seeks to address or alleviate this need. Summary of the Invention
[0007] In a first aspect, a challenge generation method is provided, comprising the steps of: collecting game telemetry data including values of one or more game parameters from a plurality of users; selecting a game scenario for which the game telemetry data has been collected; for one or more selected game parameters: identifying, based on the values of the game parameters selected from the game telemetry data for the plurality of users, values for the selected game parameters that are associated with successful attempts in the game scenario; identifying, based on the values of the game parameters selected from the game telemetry data for the plurality of users, values for the selected game parameters that are not associated with a success ratio of the plurality of users in the game scenario that is at or above a predetermined threshold; and generating, while generating respective values for the one or more selected game parameters, a user challenge that will succeed in the game scenario, the value or each respective value having a respective selection relationship with the identified values of the one or more selected game parameters.
[0008] On the other hand, a challenge generation system is provided, comprising: a receiver operable to collect game telemetry data including values of one or more game parameters from a plurality of users; a scenario selection processor operable to select a game scenario for which the game telemetry data has been collected; a value selection processor operable to: for one or more selected game parameters, based on the values of the game parameters selected from the game telemetry data for the plurality of users, identify values for the selected game parameters that are associated with successful attempts in the game scenario; based on the values of the game parameters selected from the game telemetry data for the plurality of users, identify values for the selected game parameters that are not associated with a success ratio of the plurality of users in the game scenario that is at or above a predetermined threshold; a challenge generation processor operable to, while generating respective values for the one or more selected game parameters, also generate a user challenge that will succeed in the game scenario, the value or each respective value having a respective selection relationship with the identified values of the one or more selected game parameters.
[0009] Further aspects and features of the invention are defined in the accompanying claims. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Embodiments of the present invention will now be described by way of example with reference to the accompanying drawings, in which:
[0011] Figure 1 is a flowchart of a challenge generation method according to an embodiment of the present invention.
[0012] Figure 2 FIG. 1 is a schematic diagram of a challenge generation system according to an embodiment of the present invention.
[0013] Figure 3 is a schematic diagram of an entertainment device that may operate as a client or server of a challenge generation system according to an embodiment of the present invention.
[0014] Figure 4 is a schematic diagram of an entertainment device that can operate as a client or a server according to an embodiment of the present invention. DETAILED DESCRIPTION
[0015] Challenge generation systems and methods are disclosed. In the following description, certain specific details are set forth to provide a thorough understanding of embodiments of the present invention. However, it will be apparent to those skilled in the art that these specific details are not required to practice the present invention. Rather, certain details known to those skilled in the art have been omitted for clarity where appropriate.
[0016] Embodiments of the present invention generate random challenges that are still achievable through gameplay. As described below, the randomness of the challenges is limited by what is achievable (i.e., possible) in the game, as determined by player telemetry. By using player telemetry to explore various possible approaches to the game, embodiments of the present invention identify player behaviors, such as actions and choices, that occur when a typical small number of players succeed in a game scenario (such as a map area, level, race, boss fight, quest, etc.). Typically, the fewer players involved, the more difficult (or novel) the challenge.
[0017] Therefore, now refer to Figure 1 ,provides a challenge generation method.
[0018] In a first step 110, game telemetry data including values of one or more game parameters is collected from a plurality of users.
[0019] Also refer to Figure 2 , each of the multiple users has a client device 100A, 100B, 100N, for example an entertainment device such as a Sony PlayStation 4®.
[0020] The client device records one or more game parameters during gameplay and sends these as game telemetry data to the challenge generation server 200 via a network such as the Internet 50 in any suitable manner.
[0021] Telemetry data can be sent in real time (i.e., game parameters are sent when they are created or their values are changed), or it can be sent periodically, such as when a game scenario is successfully completed. Alternatively, telemetry data can be sent as a mix of these. Alternatively, telemetry data sent in real time by the user (i.e., by their client device) to the challenge generation server can be collated, such as periodically when a game scenario is successfully completed.
[0022] The step of sending the game parameters as telemetry data is independent of the nature of the game parameters and may vary from game to game. However, non-limiting examples of such game parameters include performance of predetermined actions, damage inflicted, elapsed time, score, events, etc.
[0023] In turn, non-limiting examples of performance of predetermined actions include reaching one or more predetermined locations, collecting one or more predetermined items, using one or more predetermined weapons, interacting with one or more predetermined objects and / or non-player characters, and the like.
[0024] Similarly, non-limiting examples of damage inflicted include damage inflicted in a single action or cumulative actions, damage inflicted to a single target object and / or non-player character in a single action or cumulative actions, damage inflicted using a predetermined weapon, item, or move in a single action or cumulative actions, etc.
[0025] Similarly, non-limiting examples of elapsed time include the time taken to complete an entire game scene, or the time taken to reach predetermined criteria related to the other examples above (such as reaching a predetermined location, causing a predetermined amount of damage, or performing a predetermined number of actions).
[0026] Similarly, non-limiting examples of scores include treasure collected, distance traveled, enemies fought, rounds won, and the like.
[0027] Similarly, non-limiting examples of events include things that happen in the game as a result of the player's interaction with the game, rather than being parameterized descriptions of the game itself. Thus, non-limiting examples may include a guard detecting the player, the completion of a puzzle, the survival (or death) of a non-player companion, the player leveling up, the completion of a quest (where this is distinct from a game scenario that may itself be a quest), etc.
[0028] Other non-limiting examples of such game parameters include damage taken, in-game resource cost, etc. These parameters may indicate the effective penalty associated with successful completion of a game scenario, typically but optionally associated with one of the other parameters. Thus, for example, killing a boss with a sword may take more damage than killing it with a gun, as successfully using a sword is more difficult and may result in more damage.
[0029] Non-limiting examples of damage received include loss of health, or number of health units, or number of health regeneration units consumed, loss of shield strength, armor strength, magic power, or other damage resistance attributes, or number of corresponding units consumed or regeneration units, etc.
[0030] Non-limiting examples of in-game resource costs include the number of combat units lost, the amount of territory lost, the amount of treasure lost, the amount of influence or goodwill of non-player characters lost, in-game time spent, etc.
[0031] In the second step s120 of the method, a game scenario is selected for which telemetry data has been collected. As previously described, examples of game scenarios include, but are not limited to, map areas, levels, competitions, boss battles, quests, and the like. Game scenarios can be randomly selected, can be selected by the game developer or publisher, or can optionally be selected by the user for a group of friends. The target user group for a game scenario-based challenge can be all users, a geographic subset of users, an age subset of users, a group of friends maintained using friendship associations within or outside the game, a clan or alliance maintained using clan or alliance associations within or outside the game, a subset of users of a specific in-game character class or in-game skill level, a subset of users equipped with specific game items and / or abilities, or a single user.
[0032] In each case, selection may be restricted to game scenarios that have been accessed or are accessible by a threshold portion of the target user population, so that at least that threshold proportion has access to the generated challenge.
[0033] To provide a non-limiting example for subsequent explanation, a scenario in a game may be defeating a particular boss.
[0034] In a third step s130 of the method, it then comprises identifying values for one or more selected game parameters that do not prevent success in the game scenario.
[0035] The game challenge server will record the value of one or more selected game parameters and whether the user succeeds in the game scenario (optionally, the parameter value may be recorded only if the user succeeds in the game scenario).
[0036] Now also refer to Figure 3 , the server can then calculate what proportion of successful outcomes are associated with the corresponding values of the in-game parameters. Figure 3 Shown are values of game parameters related to the number of rockets fired by a user (e.g., from a bazooka) while fighting a boss in an example scenario.
[0037] These values may be identified, for example, using any suitable decision tree, such as a conditional inference tree that recursively performs a univariate split on a dependent variable (such as the number of rockets launched) based on the values of a set of covariates (such as success rate).
[0038] To provide a challenge, a threshold success rate can optionally be selected, such as 50%, 40%, 30%, 20%, or 10%. The smaller the threshold, the more difficult the challenge. In other words, a value is identified for one or more selected game parameters that is unrelated to the success rate in game scenarios at or above a predetermined threshold, or similarly, a value is identified that is associated with the success rate in game scenarios at or below a predetermined threshold.
[0039] exist Figure 3 In
[15] , it can be seen that users who launch 5 or more rockets succeed in defeating the boss 80% of the time. When the success rate is above a threshold, further exploration of this branch of the tree can optionally be curtailed.
[0040] Meanwhile, users who launched fewer than 5 rockets succeeded 33% of the time. Therefore, if the proportion is small at this level of the tree, it is okay to explore this branch further even if this success rate is above the threshold.
[0041] In this case, further segmentation shows that players who launched two to four rockets succeeded 33% of the time, while players who launched fewer than two rockets (i.e., one or zero rockets) never succeeded.
[0042] Thus, it can be seen that values with fewer than two rockets are associated with zero successes. Until a user succeeds with fewer than two rockets, these values are assumed to prevent success in the game scenario and are therefore not selected for the challenge. Obviously, if no parameter values for failed attempts are recorded, these values with fewer than two rockets will be automatically excluded from the tree. Therefore, in this latter case (or in any case not explicitly associated with zero successes), any value outside the range of valid parameter values associated with at least one success can optionally be assumed to prevent success.
[0043] If a threshold success rate is chosen, then the node on the tree closest to the threshold success rate may be selected, and optionally, if the threshold success rate is considered to be the minimum success rate, then the node closest to the success rate above the threshold may be selected.
[0044] Thus, for example, if the minimum success rate is set to 20%, it can be seen that the nodes corresponding to players launching between two and four rockets are the closest options above the minimum success rate; in this case, specifying a specific number of rockets to use may be considered too specific. However, if the threshold success rate is considered a target or a maximum success rate rather than a minimum success rate, then optionally specifying the use of exactly four rockets can get closer to that target as an appropriate challenge.
[0045] After identifying a node in a decision tree using any suitable technique (close to or optionally above a target value for success rate), or similarly identifying a correlation between a parameter value and success rate, the parameter value may form the basis for generating a user challenge. Figure 3 It will be appreciated that a "value" may be a specific value, or a range of values, as appropriate.
[0046] It should be understood that the success rate is the success rate of the player whose record value is being evaluated. As described above, scenarios can be selected in response to a specific subset of players. Therefore, the parameter values and success rates used to identify one or more parameter values can optionally be based on the corresponding subset of players. So, for example, if a challenge is set for players under the age of 12, the parameter values can optionally be selected based solely on the success of other players under the age of 12. Similarly, if a challenge is set for players of a specific character class, the parameter values can optionally be selected based solely on the success of other players of that character class. Finally, if a challenge is set for a specific individual player, the parameter values can optionally be based solely on the success of other players with a similar gaming profile to the individual player; in this case, the developer can select those profile elements that are important in defining player similarity; for example, character level or skill level may be important, while in-game wealth may not be important.
[0047] Thus, more generally, a user challenge may be generated for a target group of users based on telemetry data from a subset of a plurality of users, the subset being selected according to one or more similarity criteria with respect to the target group of users.
[0048] Subsequently, the fourth step s140 of the method is to generate a user challenge to succeed in the game scenario while the user generates respective values for one or more selected game parameters, and the value or respective values have respective selection relationships with the identification values of one or more selected game parameters.
[0049] In the explanatory example, for the number of launched rockets, the recognition value is 2 to 4. In this case, it can be understood that the set minimum threshold of 20% affects the recognition value, because this corresponds to the lowest success rate above the 20% threshold.
[0050] However, as noted above, it will be appreciated that the use of such a minimum target threshold is optional; for example, a minimum value that results in a non-zero success rate may be chosen (although it will be appreciated that this may create a very difficult challenge).
[0051] If multiple recognition values are used, a success rate is typically recognized for a combination of values from two parameters. For example, it might be a success rate for both the number of rockets and the amount of damage taken. In this case, for example, while 33% of players succeed when firing 2-4 rockets regardless of damage taken, only 10% succeed when taking no damage at all, and the remaining 23% succeed across a wide range of damage (from minimal damage to near-death).
[0052] Thus, you can find (e.g., by using a conditional inference tree) that, for example, 21% of players succeed when firing 3-5 rockets while taking less than 25% damage. You can then choose that as the combination of values that produces a success rate closest to the minimum threshold in your example.
[0053] It should be understood that, in principle, any parameter may be selected as the first or second parameter. However, optionally, the first parameter may be related to a specific behavior (such as the performance of a predetermined action, damage caused, elapsed time, score, event, etc.), while the second parameter may be related to a specific penalty (such as damage received, cost of in-game resources, etc.).
[0054] In either case, the challenge generation server then uses the challenge generation framework to create a challenge in a language readable by the user and in a form usable by the challenge generation server and / or client device, respectively.
[0055] Generating challenges in a readable language involves specifying library statements such as "in <scenario name>, use <relative selection relation> <identified parameter value> <parameter name> to <scenario result>".
[0056] In this example, this might result in the challenge statement "In <boss battle>, use <between><2-4><rockets> to <defeat the boss>" (the < and > tags simply delineate fields and do not appear in the final statement presented to the user).
[0057] In challenges based on variable values such as the examples above, different selection relationships may include, for example, "less than," "greater than," "between," and "exactly."
[0058] Meanwhile, in challenges based on other parameters, such as reaching a specific point or performing a specific action, the relative selection relationships may be binary, such as "reach" or "avoid" a location, or "perform" or "avoid" an action.
[0059] Therefore, it should be understood that different challenges will use different library statements. Therefore, different parameters may be associated with different statement types and different challenge types. Thus, for example, another library statement may be "Can you complete <scenario name> without losing <identifying parameter value> units of <parameter regarding penalty>?", which may generate "Can you complete <scenario name> without losing <identifying parameter value> units of <parameter regarding penalty>?" <25> Defeat <boss battle> with <health> of the unit? ".
[0060] It will also be appreciated that natural language substitutions may be used for certain parameter values; thus, for example, "without loss of <0> The unit's <Health> can be restated as "without losing any Health".
[0061] Once the developer has provided the library statements for the various parameter types, no further input is required to, for example, generate daily challenges for a targeted group of players. As mentioned above, the target group can include all players of the game, or any number of permutations down to individual players. It should be understood that it is not possible for the developer to manually create daily challenges for small groups or individual players.
[0062] The above examples relate to behaviors exhibited by less than a threshold percentage of users. However, this is not the only possible form of challenge.
[0063] More generally, challenges come in at least four basic formats;
[0064] i. The first is a behavior that is successfully performed by less than a threshold proportion of users.
[0065] ii. The second type is the successful avoidance of actions that are also avoided by less than a threshold proportion of users.
[0066] The first two formats involve replicating aspects of games that are typically presented by a small number of players.
[0067] iii. The third type is to successfully avoid behaviors that are also performed by users greater than a threshold proportion.
[0068] iv. The fourth type is a behavior that is successfully performed but also avoided (not performed) by a greater than threshold proportion of users.
[0069] The latter two formats involve rejecting aspects of the game that most players exhibit.
[0070] Therefore, optionally, although the step of generating a user challenge may include: requiring the user to reach or set corresponding identification values for one or more selected game parameters, wherein less than a threshold proportion of users who succeed in the game scenario reach or set the identification value, similarly optionally, the step of generating a user challenge may include: requiring the user not to reach or set corresponding identification values for one or more selected game parameters, wherein less than a threshold proportion of users who succeed in the game scenario do not reach or set the identification value.
[0071] Similarly optionally, although the step of generating a user challenge may include: requiring the user to not reach or set corresponding identification values for one or more selected game parameters, where a greater than a threshold proportion of users who succeed in the game scenario reach or set the identification value, similarly optionally, the step of generating a user challenge may include: requiring the user to reach or set corresponding identification values for one or more selected game parameters, where a greater than a threshold proportion of users who succeed in the game scenario do not reach or set the identification value.
[0072] Likewise, in each case, a value was chosen that did not prevent success; thus, when challenging performance, the relevant parameter value should be associated with a non-zero level of success across multiple players (i.e., the challenge should not require a behavior that is associated with failure or assumes it is associated with failure). Conversely, when challenging avoidance, the relevant parameter value should not be associated with 100% success across multiple players (i.e., the challenge should not avoid a behavior that is essential for success or assumes it is essential for success).
[0073] As mentioned previously, challenge generation may require additional safeguards, such as setting a minimum threshold percentage of successful users. For example, using the first format, if only one node satisfies a challenge that succeeds with fewer rockets launched than 40% of the players, and 5% of the players succeed at that node, this could result in a more difficult challenge than intended. Therefore, a minimum threshold of, for example, 20% could also be set, in which case no candidate challenges would be generated.
[0074] As previously mentioned, the proportion of players who successfully perform a particular behavior or conversely avoid a particular behavior is indicative of the rarity or difficulty associated with the method.
[0075] Thus, a difficulty setting for a challenge can be created by defining a ratio (or more generally, a range of ratios) of multiple players that must succeed. Thus, one or more candidate challenges can be generated based on a value or range of values of a parameter in the game, where the ratio of successful players meets the defined ratio or range of ratios.
[0076] So, for example, three settings of increasing difficulty could be created by defining a 40-30% success range for an "easy" challenge, a 30-20% range for a "normal" challenge, and a 20-10% success range for a "hard" challenge. The specific ranges or values can be determined by the developer or publisher, or by whoever manages the challenge generation process.
[0077] Optionally, to provide variety, one or more in-game parameters may be randomly or sequentially selected for use in a challenge, and once used in a challenge, that parameter may be blocked from use for a period of time or in a certain number of subsequent challenges, or may be placed later in the sequence, or may be offset in the random selection.
[0078] This encourages using different aspects of the game for subsequent challenges.It will be appreciated that when the selected one or more in-game parameters comprise values that do not satisfy the difficulty range for a given challenge, the method may be advanced to the next parameter or combination of parameters.
[0079] In an embodiment of the present invention, the generated challenge can be associated with a unique identifier. This can then be used, for example, as a parameter in a URL to route the user to a specific discussion forum dedicated to the challenge. This allows members of the target group to discuss the challenge.
[0080] As described herein, the above-described methods and techniques and corresponding systems found in embodiments of the present invention provide a method for automatically generating new activities for a video game, thereby extending the playable life of the video game for the user. It should also be understood that the present methods and techniques are distinct from and independent of the actual activities generated, which generally reflect the nature of the video game to which the techniques are applied; thus, for example, a tournament game will result in different challenges than a chess game or a fighting game, despite applying the same techniques.
[0081] It will be appreciated that the methods and techniques described above may be performed on conventional hardware appropriately adapted by software instructions or by the inclusion or replacement of dedicated hardware, as applicable.
[0082] Thus, the required adaptations to existing portions of the legacy equivalent device may be implemented in the form of a computer program product comprising processor-implementable instructions stored on a non-transitory machine-readable medium such as a floppy disk, optical disk, hard disk, PROM, RAM, flash memory, or any combination of these or other storage media, or implemented in hardware as an ASIC (Application Specific Integrated Circuit) or FPGA (Field Programmable Gate Array) or other configurable circuit suitable for adapting the legacy equivalent device. Additionally, such a computer program may be transmitted via a data signal over a network such as an Ethernet network, a wireless network, the Internet, or any combination of these or other networks.
[0083] refer to Figure 4 An example of suitable hardware is the Sony PlayStation 4. The PlayStation 4® can operate as a client 100 or as a challenge generation server 200 according to provided software instructions.
[0084] In either case, a system unit 10 is provided, and optionally various peripheral devices connected to the system unit.
[0085] The system unit 10 includes an accelerated processing unit (APU) 20 , which is a single chip that in turn includes a central processing unit (CPU) 20A and a graphics processing unit (GPU) 20B. The APU 20 can access a random access memory (RAM) unit 22 .
[0086] APU 20 optionally communicates with bus 40 through I / O bridge 24 , which may be a separate component of APU 20 or part of APU 20 .
[0087] Connected to bus 40 are data storage components such as hard disk drive 37 and Blu-ray drive 36 operable to access data on compatible optical disk 36A. Additionally, RAM unit 22 may be in communication with bus 40.
[0088] Optionally, also connected to bus 40 is an auxiliary processor 38. Auxiliary processor 38 may be provided to run or support an operating system.
[0089] The system unit 10 communicates appropriately with peripheral devices via an audio / video input port 31, an Ethernet port 32, a Bluetooth wireless link 33, a Wi-Fi wireless link 34, or one or more Universal Serial Bus (USB) ports 35. Audio and video can be output via an AV output 39, such as an HDMI port.
[0090] Peripheral devices may include a monoscopic or stereoscopic camera 41, such as a PlayStation Eye; a stick-style video game controller 42, such as a PlayStation Move and a traditional handheld video game controller 43, such as a DualShock 4; a portable entertainment device 44, such as a PlayStation Portable and a PlayStation Vita; a keyboard 45 and / or a mouse 46; a media controller 47, such as in the form of a remote control; and a headset 48. Other peripheral devices are similarly contemplated, such as a printer or a 3D printer (not shown).
[0091] GPU 20B, optionally in conjunction with CPU 20A, generates video images and audio for output via AV output 39. Optionally, audio may be generated in conjunction with or by an audio processor (not shown).
[0092] The video and audio (optionally) can be presented to a television 51. The video can be stereoscopic if supported by the television. The audio can be presented to a home theater system 52 in one of a variety of formats, such as stereo, 5.1 surround sound, or 7.1 surround sound. The video and audio can also be presented to a head-mounted display unit 53 worn by a user 60.
[0093] In operation, the entertainment device defaults to an operating system such as a variant of FreeBSD 9.0. The operating system may run on the CPU 20A, the auxiliary processor 38, or a combination of the two. The operating system provides the user with a graphical user interface, such as the PlayStation dynamic menu. This menu allows the user to access operating system functions and select games and optionally other content.
[0094] It should be understood that a general purpose computer or server may similarly act as the client 100 or the challenge generation server 200 .
[0095] Thus, in an embodiment of the present invention, a challenge generation system (10, 200) includes: a receiver (such as an Ethernet® port 32, together with a CPU 20A operating under appropriate software instructions) operable to collect game telemetry data including values of one or more game parameters from a plurality of users. The system also includes: a scenario selection processor (such as the CPU 20A) operable (e.g., under appropriate software instructions) to select a game scenario for which telemetry data has been collected. The system also includes: a value selection processor (such as the CPU 20A) operable (e.g., under appropriate software instructions) to identify values for one or more selected game parameters that do not prevent success in the game scenario. Furthermore, the system includes: a challenge generation processor (such as the CPU 20A) operable (e.g., under appropriate software instructions) to generate a user challenge that will succeed in the game scenario while generating respective values for the one or more selected game parameters, the value or each respective value having a respective selected relationship with the identified value of the one or more selected game parameters.
[0096] It should be clear to those skilled in the art that variations in the components and operations of the above-described systems, and corresponding variations in the methods and techniques described and claimed herein, are considered to be within the scope of the present invention, including but not limited to:
[0097] a challenge generation processor operable to generate a user challenge for a target group of users based on telemetry data from a subset of the plurality of users, the subset being selected based on one or more similarity criteria with respect to the target group of users;
[0098] a challenge generation processor operable to define the difficulty of the challenge in terms of a proportion of a plurality of users who succeed in a game scenario while generating respective values for one or more selected game parameters, the or each respective value having a respective selected relationship to an identified value of the one or more selected game parameters;
[0099] a challenge generation processor operable to generate a plurality of challenges of increasing difficulty;
[0100] a challenge generation processor operable to generate a user challenge requiring a user to achieve or set respective identified values of one or more selected game parameters, wherein less than a threshold proportion of users successfully achieve or set the identified values in a game scenario;
[0101] a challenge generation processor operable to generate a user challenge requiring a user to fail to achieve or set respective identification values for one or more selected game parameters, wherein less than a threshold proportion of users who succeed in a game scenario fail to achieve or set the identification values;
[0102] a challenge generation processor operable to generate a user challenge requiring a user to not reach or set respective identification values of one or more selected game parameters, wherein greater than a threshold proportion of users successfully reach or set the identification values in a game scenario;
[0103] a challenge generation processor operable to generate a user challenge requiring a user to achieve or set respective identified values of one or more selected game parameters, wherein greater than a threshold proportion of users who succeed in a game scenario fail to achieve or set the identified values;
[0104] The first selected parameter comprises one of a list consisting of: performance of a predetermined action, damage inflicted, time elapsed, score, and event; and
[0105] The first or second selected parameter comprises one of a list consisting of: damage taken and in-game resource cost.
Claims
1. A challenge generation method comprising the steps of: collecting gaming telemetry data including values of one or more gaming parameters from a plurality of users; Select the game scenario for which game telemetry data has been collected; For one or more selected game parameters: identifying, based on the values of the selected gaming parameters from the gaming telemetry data for the plurality of users, a value for the selected gaming parameter that is associated with a success rate for the plurality of users in the gaming scenario that is at or below a predetermined threshold, or identifying a value for the selected gaming parameter that is not associated with a success rate for the plurality of users in the gaming scenario that is at or above a predetermined threshold; as well as A user challenge is generated to be successful in the game scenario while generating respective values for the one or more selected game parameters, each of the respective values having a respective selection relationship with the identified value of the one or more selected game parameters.
2. The method according to claim 1, wherein The step of generating a user challenge that will succeed in the game scenario includes requiring users to achieve or set respective identification values for one or more selected game parameters, wherein less than a threshold proportion of users who succeed in the game scenario achieve or set the identification values.
3. The method according to claim 1, wherein The step of generating a user challenge that will succeed in the game scenario includes requiring the user to not reach or set respective identification values for one or more selected game parameters, wherein less than a threshold proportion of users who succeed in the game scenario do not reach or set the identification values.
4. The method according to claim 1, wherein The step of generating a user challenge that will succeed in the game scenario includes requiring the user to not reach or set respective identification values for one or more selected game parameters, wherein greater than a threshold proportion of users who succeed in the game scenario reach or set the identification values.
5. The method according to claim 1, wherein The step of generating a user challenge that will succeed in the game scenario includes requiring users to achieve or set respective identification values for one or more selected game parameters, wherein greater than a threshold proportion of users who succeed in the game scenario fail to achieve or set the identification values.
6. The method according to claim 1, wherein The first or second selected parameter comprises one of a list consisting of: i. Performance of the intended action; ii. the damage caused; iii. Elapsed time; iv. scoring; and v. event.
7. The method according to claim 6, wherein: The first or second selected parameter comprises one of a list consisting of: i. the harm suffered; and ii. Resource costs in the game.
8. The method according to claim 1, wherein A user challenge is generated for a target group of users based on telemetry data from a subset of the plurality of users, the subset being selected according to one or more similarity criteria with respect to the target group of users.
9. The method according to claim 1, wherein While generating respective values for said one or more selected game parameters, the difficulty of the challenge is defined by said proportion of said plurality of users who succeed in said game scenario, each said respective value having said respective selection relationship with said identified value of said one or more selected game parameters.
10. The method according to claim 9, wherein: The step of generating user challenges that will succeed in the game scenario includes generating a plurality of challenges of increasing difficulty.
11. A computer-readable medium having computer-executable instructions adapted to cause a computer system to perform the method of claim 1.
12. A challenge generation system comprising: a receiver operable to collect gaming telemetry data including values of one or more gaming parameters from a plurality of users; a scene selection processor operable to select a game scene for which game telemetry data has been collected; A value selection processor operable to select one or more of the following game parameters: identifying, based on the values of the selected gaming parameters from the gaming telemetry data for the plurality of users, a value for the selected gaming parameter that is associated with a success rate for the plurality of users in the gaming scenario that is at or below a predetermined threshold, or identifying a value for the selected gaming parameter that is not associated with a success rate for the plurality of users in the gaming scenario that is at or above a predetermined threshold; A challenge generation processor is operable to generate respective values for said one or more selected game parameters and to generate a user challenge to be successful in said game scenario, each said respective value having a respective selected relationship to said identified values of said one or more selected game parameters.
13. The challenge generation system according to claim 12, wherein: The challenge generation processor is operable to generate a user challenge for a target group of users based on telemetry data from a subset of the plurality of users, the subset being selected according to one or more similarity criteria with respect to the target group of users.
14. The challenge generation system according to claim 12 or 13, wherein: The challenge generation processor defines the difficulty of the challenge using the proportion of the multiple users who succeeded in the game scenario while generating respective values for the one or more selected game parameters, each of the respective values having the respective selection relationship with the identification value of the one or more selected game parameters.
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