System, method and storage medium for contextual game play assistance

By identifying the participation of video game players and using the auxiliary server and the performance server to provide personalized situational game play assistance, it solves the problem in the existing technology that players are difficult to obtain personalized auxiliary information, and improves the game experience and player participation.

CN119327122APending Publication Date: 2025-01-21SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
CN202411296961.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2018-01-08
Filing Date
2018-10-31
Publication Date
2025-01-21

AI Technical Summary

Technical Problem

In existing video games, players find it difficult to obtain personalized auxiliary information when facing challenges in the game, which leads to some players feeling frustrated and affecting the game experience.

Method used

By identifying player participation, using auxiliary servers and performance servers, we collect and analyze player game data and biometric data in real time to provide personalized situational game play assistance, including tips, suggestions and strategy information.

Benefits of technology

It improves the efficiency of players in obtaining auxiliary information when facing game challenges, reduces player frustration, and improves game experience and player participation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a system, a method and a storage medium for contextual game play assistance. The system includes: an assistance server storing different types of assistance data, at least one type of assistance data including past gameplay data associated with gameplay achievements; and a performance server: receiving current gameplay data from a platform device associated with the game title, which is associated with a player playing the game title, evaluating the current gameplay data to determine that the current gameplay data does not satisfy a condition of a gameplay achievement, identifying assistance data associated with the gameplay achievement, and displaying the assistance data on the platform device. Identifying the assistance data based on the current gameplay data and player data about the player, retrieving the identified assistance data from the assistance server, where the retrieved assistance data includes past gameplay data associated with a gameplay achievement, compiling the retrieved assistance data, and displaying the compiled assistance data on the assistance server. And providing the compiled assistance data to a player device associated with the player.
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Description

[0001] This application is a divisional application of the invention patent application with application number 201880085650.7, application date October 31, 2018, and invention name “Identifying player engagement to generate situational game play assistance”. Technical Field

[0002] The present invention relates generally to video games. More specifically, the present invention relates to identifying player engagement to generate contextual game play assistance. Background Art

[0003] Video games have been around since the 1950s. They originally started out as simple games and simulations used by computer scientists for research purposes. Early video games, such as Pong, introduced the public to games consisting of simple gameplay mechanics. As the video game industry has grown, video games themselves have become more complex in their design and operation. Many of today's video games include different puzzles that need to be solved in order to overcome obstacles included in the game. For example, there may be a specific order of actions that need to be performed, specific objects that may need to be collected, or specific targets that need to be hit before overcoming an obstacle.

[0004] Because video games are often designed for a wide audience, a puzzle that is easy for some players may be difficult for other players. Because some puzzles may be critical to the progression of a video game, the inability to complete some puzzles may limit further enjoyment of the video game. This can lead to frustration among a portion of the video game player base and potentially negatively impact the player's experience of the game.

[0005] Although players do have access to information sources with tips and walkthroughs related to solving various challenges within video games, the use of the information may not be ideal. Often, players will need to consult sources (e.g., guides, websites) that take the user away from the current video game experience. Information will need to be searched, which requires time and effort on the part of the user. Sometimes the information is too detailed and the information requested by the player is only a hint in the right direction, or the information is insufficient and the user needs more detailed assistance. Other times, the inability to overcome a challenge can actually provide a negative experience, causing the user to no longer enjoy playing the video game.

[0006] In view of the foregoing, there is a need for systems and methods for identifying player engagement within a video game in order to provide contextual gameplay assistance specific to each user. Summary of the invention

[0007] The present invention claims a system for situational gameplay assistance, the system comprising: an assistance server, the assistance server storing a plurality of different types of assistance data, wherein at least one type of assistance data includes past gameplay data associated with one or more gameplay achievements; and a performance server, the performance server: receiving current gameplay data from a platform device associated with a game title, the current gameplay data associated with a player playing the game title, evaluating the current gameplay data to determine that the current gameplay data does not satisfy one or more conditions of a gameplay achievement within the game title, identifying one or more types of assistance data associated with the gameplay achievement, wherein identifying the type of assistance data is further based on the current gameplay data and player data about the player, retrieving the identified type of assistance data from the assistance server, wherein the retrieved type of assistance data includes past gameplay data associated with the gameplay achievement, compiling the retrieved type of assistance data, and providing the compiled assistance data to a player device associated with the player.

[0008] The present invention claims a method for situational gameplay assistance, the method comprising: storing a plurality of different types of assistance data at an assistance server, wherein at least one type of assistance data includes past gameplay data associated with one or more gameplay achievements; receiving current gameplay data from a platform device associated with a game title, wherein the current gameplay data is associated with a player playing the game title, evaluating the current gameplay data to determine that the current gameplay data does not satisfy one or more conditions of a gameplay achievement within the game title, identifying one or more types of assistance data associated with the gameplay achievement, wherein identifying the type of assistance data is further based on the current gameplay data and player data about the player, retrieving the identified type of assistance data from the auxiliary server, wherein the retrieved type of assistance data includes past gameplay data associated with the gameplay achievement, compiling the retrieved type of assistance data, and providing the compiled assistance data to a player device associated with the player.

[0009] The present invention claims protection for a non-transitory computer-readable storage medium having a program executable by a processor to perform a method for situational gameplay assistance, the method comprising: storing a plurality of different types of assistance data at an assistance server, wherein at least one type of assistance data includes past gameplay data associated with one or more gameplay achievements; receiving current gameplay data from a platform device associated with a game title, wherein the current gameplay data is associated with a player playing the game title, evaluating the current gameplay data to determine that the current gameplay data does not satisfy one or more conditions of a gameplay achievement within the game title, identifying one or more types of assistance data associated with the gameplay achievement, wherein identifying the type of assistance data is further based on the current gameplay data and player data about the player, retrieving the identified type of assistance data from the assistance server, wherein the retrieved type of assistance data includes past gameplay data associated with the gameplay achievement, compiling the retrieved type of assistance data, and providing the compiled assistance data to a player device associated with the player. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] Figure 1 A system for identifying player engagement to generate contextual gameplay aids is shown.

[0011] Figure 2 is an exemplary gaming console for use in the context of a system for identifying player engagement to generate contextual gameplay aids.

[0012] Figure 3 Show Figure 1 An exemplary first-party platform of .

[0013] Figure 4 Show Figure 1 An exemplary auxiliary server of .

[0014] Figure 5 Show Figure 1 An exemplary performance server of .

[0015] Figure 6 A method for identifying player engagement to generate contextual gameplay aids is shown. DETAILED DESCRIPTION

[0016] The present disclosure describes methods and systems for identifying player engagement to generate situational gameplay aids. Specifically, user gameplay information is monitored so that tips, suggestions, or walkthroughs can be provided to the user regarding different obstacles found within a video game that the user may have problems with. The methods and systems of the present invention will monitor user gameplay information in order to identify what types of tips, suggestions, or walkthrough information can be provided to the user. The information can be based on the user's current level of frustration caused by the obstacle, such as caused by the user's repeated inability to overcome the obstacle.

[0017] The present disclosure also describes methods and systems that involve actively monitoring user gameplay information in order to identify what types of tips, suggestions, or strategy information can be provided to the user and providing the identified information before the user potentially becomes too frustrated to the point of giving up. To this end, the methods and systems process gameplay information about the user's performance within the game and information obtained from different sources (e.g., sensors, microphones, cameras) to determine the user's current temperament regarding the game. Using information associated with the user and / or information related to other users, different frustration thresholds can be identified, whereby different types of information can be supplied to the user to assist in overcoming obstacles in order to prevent the user from becoming too frustrated with the video game.

[0018] As described herein, failure relates to a user's performance (e.g., user attempt) with respect to a particular goal within a game, wherein the user fails to complete the goal (i.e., is unsuccessful). A goal may, for example, constitute a challenge, such as solving a puzzle or defeating an enemy within a predetermined time limit. A user fails to successfully attempt to complete a goal when the conditions for completing the goal are not met. In the above examples, this may involve: the user does not solve the puzzle within the predetermined time limit, or suffers too much damage before defeating the enemy or repeatedly dies from the same enemy. Failure may also be measured based on monitoring the number of consecutive attempts by the user to the same goal within a certain period of time in which little progress has been made or no progress has been made.

[0019] As cited herein, the type of assistance provided to a user by the present invention can be within the scope of the type and amount of information provided to the user about a specific challenge in a video game. For example, a challenge may include solving a puzzle, completing an exploration, or defeating an enemy in order to advance in the game. A prompt may generally refer to information that points the user in the general direction of how to solve a puzzle. For example, a prompt may involve identifying important features or mechanisms about a puzzle. Suggestions may generally identify what a user has previously done in the past (through gameplay data), and provide information that guides the user to try different strategies. For example, a suggestion may involve providing a proposed alternative at a specific point in a puzzle (at which the user may always choose the wrong choice), and the proposed alternative may guide the user to solve the puzzle. Finally, strategy information may generally refer to a step-by-step guide that guides the user how to overcome a challenge. This information may include, for example, providing a text-based instruction or an accompanying video that describes how to overcome a challenge. In some embodiments, strategy information may include an in-game avatar (i.e., a ghost) that a user may imitate in order to overcome a challenge. These are only examples of usable auxiliary information characterization types. Different categories and tags may be associated with auxiliary information that can be provided to users who need assistance in a video game.

[0020] Figure 1 A system 100 for identifying player engagement to generate situational gameplay assistance is shown. The system 100 is intended to characterize the state of a user (e.g., mood / frustration level) and the user's progress within a video game (e.g., position, time spent, experience) based on gameplay information from the video game in order to provide appropriate assistance within the video game. Users may also be assigned different thresholds that provide different degrees of assistance based on the user's current state, so that users may be provided with different types of information.

[0021] Figure 1 The system includes a first party platform 110 associated with a video game 115 being played by a user. As described herein, the first party platform 110 may be consistent with a network that supports playing the video game 115 on various game consoles 120 through which the users will participate. Some of these video games 115 may be played from each user console 120 through a single player experience. In the case where the video game 115 involves multiple users (e.g., multi-player), the first party platform 110 may facilitate the implementation of networking features, which allows multiple users to participate in the same instance of the video game 115.

[0022] The first party platform 110 may include various application programming interfaces (APIs) and related software that facilitate the present invention. For example, the first party platform 110 may include an application that tracks / monitors a video game 115 associated with gameplay information associated with the first party platform 110. The gameplay information would include user location, progress, and statistics that could be used to identify types of assistance (e.g., tips, suggestions, walkthroughs) that would be of interest to the user.

[0023] The tracking features of the first-party platform 110 may also be used to collect information from other users. The information collected from other users may be used to compile the types of assistance information (e.g., tips, suggestions, walkthroughs) that may be used by others. For example, other users may provide commentary or video recordings about various challenges within a video game that may be provided to the first-party platform 110. Based on past achievements, some users may be characterized as 'experienced' or 'professional', and the associated gameplay information and / or commentary supplied by these users may be highlighted as possible assistance information that may be provided to users who need assistance in overcoming the same in-game challenges.

[0024] Auxiliary information provided by other users playing the same video game as the user may be processed and stored in an auxiliary server 130 associated with the video game 115. The type of information may be characterized based on the level of detail of the information. Short comments may be labeled as "tips" or "suggestions," while recorded gameplay or longer comments may be labeled as "strategies." Based on the type of assistance requested by the user, the corresponding auxiliary information may be retrieved from the auxiliary server 130. This auxiliary server 130 may be associated with the first-party platform 110, or may be supervised and managed by a third party. Figure 4 Additional details regarding the auxiliary server 130 are provided.

[0025] The first party platform 110 will be associated with a plurality of different video games 115. Information related to these video games 115 may be stored with the first party platform 110. In some embodiments, the video games 115 may also be stored in a separate database accessible by the first party platform 110. In any case, the first party platform 110 will be able to access the necessary information about the video games 115 in order to facilitate the user to participate in the video games together with other users, each using their user computing device 120 (e.g., console). For the time when the user only participates by himself (and therefore does not need the ability of the first party platform 110 to connect with other users), the first party platform 110 may retrieve the necessary information and transmit it to the appropriate user computing device 120 that the user is using. Such video game-related information transmitted to the user computing device 120 by the first party platform 110 may include the actual information required to run the game, such as updates / patches that provide additional content to the user or solve problems within the video game.

[0026] As shown, the user computing device 120 promotes user participation in the video game 115 associated with the first-party platform 110. The exemplary computing device 120 described herein includes a game console. Other computing devices, such as laptop computers, desktop computers, smart phones, tablet computers, and various other mobile / handheld computing devices, may also be used in different embodiments. In order to promote the identification of user participation and generate situational game assistance, the user computing device 120 will generate information based on video games, and the information based on video games will characterize the user progress in the game. For example, such gameplay information may include the user's location in the game, what event / challenge / obstacle the user is currently participating in, how long the user has currently participated in the event / challenge / obstacle, and the current statistics of the user's role / avatar in the game.

[0027] Gameplay information obtained from the user computing device 120 may be used to characterize the user's performance. In some embodiments, characterization of the user's performance may be performed by the first party platform 110, by the video game itself 115, or by a third party. Gameplay information will provide assistance in identifying the types of tips, suggestions, or walkthrough information that will be of interest to the user, as well as specific information that will assist the user in overcoming the current event / challenge / obstacle. For example, if a user has been stuck on the same event / challenge / obstacle for 5 minutes, the type of information provided may be different than if the same user is still stuck after 30 minutes.

[0028] Thresholds for identifying when auxiliary information should be supplied / provided to a user and / or what type of auxiliary information should be supplied / provided to a user can be established in many different ways. A user can establish thresholds for different types of auxiliary information, which can be preset or customized over time based on the user's response to events / challenges / obstacles within the video game. Although three different types of auxiliary information (e.g., tips, suggestions, walkthroughs) are described herein as examples, there may be different representations and types of auxiliary information and therefore corresponding thresholds for supplying / providing these auxiliary information may also be established.

[0029] The type of auxiliary information provided to the user (e.g., tips, suggestions, strategy information) can be customized by the user. For example, the user can request only specific types of auxiliary information (e.g., only tips) or indicate that a specific type of auxiliary information should not be provided (e.g., no strategy information). The user may also be able to identify preferred sources of auxiliary information. For example, if a particular third party or other user provides auxiliary information, the user may be able to identify which sources (if available) the auxiliary information should preferably come from. In some cases, a video game may include auxiliary information associated with the video game. In this case, the user may indicate that if relevant information for providing assistance to the user to overcome a particular event / challenge / obstacle is available, this set of information is preferred.

[0030] In other embodiments, additional information may be used to characterize the user's performance within the game. Figure 1 As shown, the user can use input devices (e.g., controller 122, sensor 125, and / or camera 127) to provide user input to console 120. The input device can be used to facilitate user control within the video game. However, the input device can also be used to track / monitor user performance with respect to events / challenges / obstacles. For example, controller 122 and / or sensor 125 may include features that can be used to detect biometric characteristics of the user (e.g., heartbeat, temperature) while the user is participating in the game. Microphones and / or cameras can be used to capture gestures, facial features, and / or voice input from the user.

[0031] There may be key identifiers (e.g., specific words, gestures, facial expressions) that may be associated with increased frustration when an event / challenge / obstacle occurs. For example, during initial participation in an event, a user may provide little or no response when failing. However, continued failure of the same event may, for example, detect an increase in the frequency of certain words (e.g., emotional words), an increase in heart rate, and certain facial expressions / gestures that may indicate an increase in the user's frustration level. When these identifiers are found, this may indicate that some auxiliary information should be provided to the user (or at least auxiliary information should be made available / supplied) so that the user can get assistance when overcoming the event. Auxiliary information may be retrieved from the auxiliary server 130 when the user's frustration level reaches certain thresholds or when the user makes a request for information through a user input (e.g., a button on the controller 122 that specifically requests assistance). However, it may also be possible to actively download the associated auxiliary information to the user's game console 120 so that the information is immediately available upon the user's request. What auxiliary information is provided to the game console 120 may be based on the current event the user is participating in and the user's current level of frustration. Actively downloading the auxiliary information will allow the information to be immediately available upon request, thereby eliminating or at least minimizing the delay in providing the auxiliary information to the user. Since some players may stop playing the game upon receiving a certain level of frustration, the goal is to allow the user to utilize some form of auxiliary information to overcome the event, reducing the level of frustration and allowing the user to continue to participate in and enjoy the video game.

[0032] Information that can be provided to the user to assist the user in overcoming the event can be requested as needed. Actual information from the assistance server 130 can be requested when the frustration level reaches a certain level. First party platform 110.

[0033] There may be many different ways to identify when to supply / provide key indicators of assistance to users, because each user can show frustration and handle frustration differently. For example, common facial expressions, gestures, and voice expressions can be monitored to predict when a user begins to feel frustrated. In addition, tracking the behavior of users over time can also provide adaptive indications of when a specific user feels frustrated. The system can first establish baseline measurements for frustration identifiers (e.g., biometric information, facial expressions, voice expressions) in non-frustrating parts of the game, such as during title titles, cutscenes, or menus. These measurements indicate the user's physical and behavioral state when the user does not feel frustrated. Once the baseline measurement has been established, the deviation from the baseline can be correlated with the frustrating situation in the game to establish a pattern that identifies how a specific user expresses frustration. Cameras and / or other sensors can capture these reactions, associate them with specific users as custom indicators of the user's frustration. For example, when a user fails to complete a goal in a game, his heart rate may soar and his facial expression may indicate anger. In the same situation, different users may express frustration by shouting out. The system can learn the frustration indicators of each individual user and provide assistance content to a specific user based on the known frustration indicators of that user. In addition, the user can also enter his own identifier and confirm and / or modify the existing association of the user's frustration indicators when appropriate, so that the system can better identify when to provide assistance.

[0034] exist Figure 5 140 will provide additional details about how the system can configure key identifiers and thresholds for identifying when to supply / provide assistance to a user. Specifically, the configuration for a user can be based on information obtained about the user, which can be processed, analyzed and stored in the performance server 140. Each user can have a user profile that stores information over a period of time that can be used to configure the user's key identifiers and thresholds. In addition, the configuration for a user can also be based on information obtained from other users playing the same video game. Information about various user performances within the video game and levels of frustration, such as due to various events / challenges / obstacles, can be collected, processed, analyzed and stored in the performance server 140. By comparing the overall performance of other users, such as facing the same event / challenge / obstacle, the average performance or frustration experienced by other users can be obtained and used to compare with the user. The threshold for when the system should provide assistance to the user can also be adjusted based on the experience of the user and other users.

[0035] Figure 2 is used to identify player engagement to generate Figure 1An exemplary game console 200 for use in the context of a system for assisting in the context of game play of FIG. The game console 200 (which in some cases may also include other computing devices such as desktop computers, laptop computers, tablet computers, and mobile devices) is a computer that a user can use to play games with Figure 1 In addition, the game console 200 allows the user to connect with the first party platform associated with the video game so that the user's game play can be monitored and recorded to identify the current player engagement and what types of assistance can be supplied / provided to the player.

[0036] The game console 200 may include Figure 2 Various elements are shown, however, it should be noted that these elements are exemplary and other embodiments may incorporate more or fewer elements than shown. Figure 2 , the game console 200 includes a main memory 202, a central processing unit (CPU) 204, at least one vector unit 206, a graphics processing unit 208, an input / output (I / O) processor 210, an I / O processor memory 212, a controller interface 214, a memory card 216, a universal serial bus (USB) interface 218 and an IEEE 1394 interface 220, and an auxiliary (AUX) interface 222 for connecting a tracking device 224, but other bus standards and interfaces may be used. The game console 200 also includes an operating system read-only memory (OS ROM) 226 connected to the I / O processor 210 via a bus 234, a sound processing unit 228, an optical disk control unit 230, and a hard disk drive 232. The game console 200 includes at least one tracking device 224.

[0037] Tracking device 224 can be a camera that includes eye tracking capabilities. The camera can be integrated into game console 200 or attached to game console 200 as a peripheral device. In a typical eye tracking device, infrared non-collimated light is reflected from the eye and sensed by a camera or optical sensor. The information is then analyzed to extract eye rotation from the change in reflection. Camera-based trackers focus on one or both eyes and record the movement of the eyes when the observer looks at a certain type of stimulus. Camera-based eye trackers use the center of the pupil and light to generate a corneal reflection (CR). The vector between the center of the pupil and the CR can be used to calculate the fixation point on the surface or gaze direction. Before using the eye tracker, a simple calibration step is usually required for the observer.

[0038] Alternatively, more sensitive trackers use reflections from the front of the cornea and the back of the eye's lens as features to track over time. Even more sensitive trackers image features from inside the eye, including retinal blood vessels, and follow these features as the eye turns.

[0039] Most eye tracking devices use a sampling rate of at least 30 Hz, but 50 / 60 Hz is most common. Some tracking devices run at up to 1250 Hz, which is necessary to capture details of very fast eye movements.

[0040] Alternatively, a rangefinder camera can be used with the present invention to capture gestures made by the user and enable facial recognition. Rangefinder cameras are often used to capture and interpret specific gestures, which allow hands-free control of entertainment systems. This technology can use infrared projectors, cameras, depth sensors, and microchips to track the movement of objects and individuals in three dimensions. This user device can also employ a variation of image-based three-dimensional reconstruction.

[0041] Tracking device 224 may include a microphone integrated into the game console 200 that captures voice data or attached to the game console 200 as a peripheral device. The microphone may perform sound source localization and / or ambient noise suppression. The microphone may be capable of receiving verbal instructions from the user to schedule, retrieve, and display content on the game console 200.

[0042] Alternatively, the tracking device 224 can be a controller for the game console 200. The controller can sense its position in 3D space using a combination of built-in accelerometers and infrared detection when pointed at an LED in a sensor near, attached to, or integrated into the console of the entertainment system. This design allows the user to control the functions of the game console 200 using physical gestures as well as button presses. The controller connects to the game console 200 using wireless technology that allows data exchange over short distances (e.g., 30 feet). The controller may additionally include a "rumble" feature (i.e., shaking of the controller during certain points in the game) and / or an internal speaker.

[0043] Additionally or alternatively, the controller may be designed to capture biometric readings using sensors in the remote control to record data including, for example, skin moisture, heart rate, and muscle movement.

[0044] As described above, the game console 200 is alternatively implemented as a general purpose computer, a set-top box, or a handheld gaming device. In addition, similar user devices may include more or fewer operating components.

[0045] The CPU 204, the vector unit 206, the graphics processing unit 208, and the I / O processor 210 communicate via the system bus 236. In addition, the CPU 204 communicates with the main memory 202 via the dedicated bus 238, while the vector unit 206 and the graphics processing unit 208 can communicate via the dedicated bus 240. The CPU 204 executes programs stored in the OS ROM 226 and the main memory 202. The main memory 202 may contain pre-stored programs and programs transferred from a CD-ROM, DVD-ROM, or other optical disk (not shown) through the I / O processor 210 using the optical disk control unit 232. The I / O processor 210 mainly controls data exchange between various devices of the user device 200, including the CPU 204, the vector unit 206, the graphics processing unit 208, and the controller interface 214.

[0046] The graphics processing unit 208 executes graphics instructions received from the CPU 204 and the vector unit 206 to generate images for display on a display device (not shown). For example, the vector unit 206 may convert an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 208. In addition, the sound processing unit 230 executes instructions to generate sound signals, which are output to an audio device (such as a speaker (not shown)).

[0047] The user of the game console 200 provides instructions to the CPU 204 through the controller interface 214. For example, the user may command the CPU 204 to store certain information on the memory card 216, or command the user device 200 to perform some specified action. Exemplary controllers associated with the controller interface 214 may include a touch screen, a keyboard, and a game controller.

[0048] Other devices can be connected to the game console 200 through the USB interface 218, the IEEE 1394 interface 220, and the AUX interface 222. Specifically, a tracking device 224 including a camera or a sensor can be connected to the user device having the first party portal 200 through the AUX interface 222, and a controller can be connected through the USB interface 218.

[0049] Figure 3 Show Figure 1 An exemplary first-party platform 300 of FIG. As described herein, a first-party platform 300 is a network for integrating and supporting video games associated with a particular platform (e.g., a game console). The first-party platform 300 may be implemented via multiple computing devices (e.g., servers) and / or within the cloud.

[0050] The first party platform 300 includes many different features that can be used to identify player engagement to generate situational gameplay aids. Figure 3As shown, the first-party platform 300 includes a database 310 of all video games currently supported by the first-party platform 300. The game database 310 may include information used by a game console to execute an instance of a game in the cloud using the first-party platform 300. This may allow a user to participate in multi-player video games with other users on a shared gaming network. In some embodiments, a user may download the necessary information from the game database 310 to execute a particular video game on the user's game console. This may be beneficial in allowing a user to download updates (e.g., downloadable content, patches) for executing a single player game directly on their game console.

[0051] Since new video games are constantly being released and distributed for consumption by users, an application programming interface (API) 320 is provided within the first party platform 300 to allow publishers to update the game database 310 with new information for use with new video games as needed. The API 320 includes an interface that allows publishers to upload new video game information for storage within the game database 310.

[0052] The user may also store his or her own user profile 330 within the first-party platform 300. The user profile 330 may include information such as which video games the user has played, gameplay details regarding progress within each of those video games, and information regarding how well the user performed within each of those video games (e.g., achievements, trophies). The user profile 330 may also include a number of other statistics that may be used to further characterize the user associated with the video games and the first-party platform (e.g., gameplay behavior), as well as preferences regarding the type of auxiliary information the user wants to receive and when the auxiliary information should be served / provided (e.g., thresholds).

[0053] The gameplay monitoring module 340 receives information from the various video games that the user is playing. In the event that the video game has a way to track the user's progress during game play, such information can be provided for direct use by the gameplay monitoring module 340. For example, such information may include user performance, such as play time logs, accuracy, death rates, and character statistics within the game. This information can be used to characterize the user's performance within the video game and identify whether assistance should be provided to the user. This information can be transmitted to the performance server ( Figure 5 ).

[0054] The communication interface 350 facilitates the transmission of information between the first party platform 300 and various other servers (e.g., auxiliary servers, presentation servers) regarding the type of auxiliary information being served / provided to the user or identifying when the auxiliary information should be served / provided. The communication interface 350 also allows the user to communicate with the first party platform 300 through its console.

[0055] Figure 4 Show Figure 1 4. The auxiliary server includes a database 410 for storing and organizing various auxiliary information of various video games associated with the first-party platform. The auxiliary server also includes a communication interface 420 and / or an application programming interface (API) 430 that allows the association information to be uploaded and / or modified within the database. Finally, the auxiliary server may have an auxiliary information processing application 440 that allows the auxiliary information associated with the auxiliary server 400 to be characterized, labeled, and scored.

[0056] The assistance database 410 stores all the various assistance information that may be supplied / provided to the user. The assistance information may be organized, for example, based on the applicable video game. Additional organization may include the type of assistance information, the source / provider of the assistance information, the time when the assistance information was uploaded or last modified, the rating / accuracy of the assistance information, and tags regarding events / challenges / obstacles related to the assistance information.

[0057] To facilitate building an assistance database 410 that includes assistance information for various video games associated with the first-party platform, the assistance server 400 may include a communication interface 420 and / or an application programming interface 430 that allows various users to upload new assistance information and / or modify existing assistance information. Such assistance information may be tagged with respect to the type of information being uploaded (e.g., tips, suggestions, walkthroughs) and a source that references the identity of the source of the assistance information.

[0058] When auxiliary information is provided to a user playing a video game, the recipient of the auxiliary information can provide a rating of the usefulness of the auxiliary information. These ratings can be collected and summarized by means of user input provided by their console to be associated with specific auxiliary information stored in the auxiliary server. The ratings can be received, for example, by an in-game evaluation provided by the user and transmitted to the auxiliary server using the communication interface 420. The ratings from the user provided with the auxiliary information can be useful in identifying which auxiliary information is accurate and useful. Various rating scales can be used to identify those information that are inaccurate or useless and can be distinguished from useful, clear and accurate information. Users can also provide comments on the reasons why such auxiliary information is useless and inaccurate. Comments can be useful in identifying those evaluations that may be identified or deleted. In addition, each type of auxiliary information with a higher rating can be emphasized. In addition, the contributors of the always higher rating auxiliary information can be selected / emphasized.

[0059] The user may also provide requests for specific types of auxiliary information and auxiliary information from various sources (e.g., contributors). The auxiliary server allows for such customization of the type of auxiliary information that the user is receiving when organizing the auxiliary information stored in the database. The auxiliary information processing application 440 may ensure that appropriate auxiliary information (e.g., related to the corresponding video game, preferred type / source) is selected for the user. The auxiliary information processing application 440 may also process the ratings of the auxiliary information stored in the auxiliary database 410 and provide / update an overall rating that the user may reference. The overall rating may be used to rank or highlight more accurate or helpful auxiliary information.

[0060] Figure 5 Show Figure 1 . The performance server 500 is used to identify when assistance information should be provided to a user on a user-by-user basis. This is accomplished by analyzing and comparing user performance within a video game and other user-related information (e.g., sound, visual, biometric information). The performance server includes a user profile 510 that stores information about each user. For example, the user profile 510 may typically have information about an overall performance threshold that indicates when assistance is to be supplied / provided to the user. Because different users may experience frustration or have other problems in a video game that are different from other players, each user profile may store identified behaviors that experience frustration for the user (e.g., if the user is easily frustrated). In this way, assistance information can be provided accordingly.

[0061] The user profile 510 may initially begin with a standard indicator of when frustration may occur. The standard indicator may be based on calculations performed on various other users playing the same video game at the same obstacle within the video game. For example, detection of an emotion word may be used as an indicator. Other examples may include increased heart rate, and detection of certain gestures or facial expressions may also be used. When the performance server 500 receives gameplay data and / or user-related data from the first-party platform, the processor 540 may characterize and predict when the user is actually frustrated and modify the user's profile accordingly. In addition, the user may also be able to modify the user profile and / or add indicators to the user profile about what the performance server may look for to detect increased frustration.

[0062] The user profile may also be modified to identify the type of auxiliary information to be suggested to the user and the associated thresholds for supplying / providing the information. For example, the performance server may have three different thresholds (e.g., level A, level B, and level C) that may identify different levels of frustration (e.g., level A, level B, and level C, where A is the smallest and C is the largest). The user may configure different levels and identify the types of auxiliary information that may be beneficial within the time period of the obtained gameplay data. For example, the user may want to try an event 5 times before getting a hint from the auxiliary server. If the user still cannot overcome the event after using the first hint more than 5 times, some suggestions may be provided. After using the suggestion for another 5 times, further suggestions or hints may be provided. Finally, after another 10 times, the user may request a strategy. However, if the user shows signs of increased frustration with an increased frequency (e.g., detecting an emotional word every few seconds), this may indicate an increased need to provide assistance at the next level. In addition, this may cause the threshold to be modified (e.g., every 3-4 times instead of the previous 5 times).

[0063] As described above, users can customize the type of assistance they receive within a game. Some users may never want to receive walkthrough information no matter how frustrated they feel, while other users may want to receive walkthrough information immediately. Users can customize and modify their user profiles as needed.

[0064] The performance server 500 also includes an application programming interface 520 that allows the user profile 510 stored on the performance server 500 to be uploaded and / or updated. For example, the user can utilize the application programming interface 520 to modify existing information stored in the user profile 510, which may include thresholds regarding when or what auxiliary information is served / provided to the user within the game. The application programming interface 520 can also be used to modify or add other functions to the monitoring 540 or processing 540 features of the performance server 500 when appropriate.

[0065] The communication interface 530 of the performance server 500 facilitates communication with other servers (e.g., auxiliary servers) and first-party platforms. Using the communication interface, the performance server can provide each current performance data and / or user profile of the user to the auxiliary server, so that the auxiliary server can select appropriate auxiliary information (through the auxiliary information processing application), which can then be sent to the first-party platform. The communication interface 530 also allows the performance server 500 to receive gameplay data and / or user-related data (e.g., sensors, cameras, microphones) from the first-party platform. Information from the first-party platform can be used to characterize the current user performance and identify, for example, the user's current level of frustration. Based on various thresholds, for example, compared to predefined parameters set by the system or user, specific types of auxiliary information can be recommended.

[0066] The performance processor 540 analyzes data about the user from the first-party platform (e.g., gameplay, sensors, biometric information), which can be used to characterize the current user performance within the game. By comparing the performance of the user, the performance processor 540 can identify (based on a threshold) when the user may begin to feel frustrated with a particular aspect of the video game. For example, if the user has been unable to complete a goal, the user's failure rate can be compared with a predetermined threshold (e.g., 5 times) or compared with other failure rates (e.g., an average of 7 times). For example, the performance processor 540 can use the user profile 510 (which may have a predetermined threshold or a threshold calculated based on past performance) or use calculations related to multiple similar players who have played the same video game and experienced similar problems under the same goal to determine whether the user can potentially experience frustration. In addition, other indicators (such as increased heart rate, the frequency of moisture or emotional words detected from the user's hands at the controller) can also be indicators that the user is feeling increasingly frustrated. All of this information can be weighted and aggregated to determine the frustration level corresponding to the recommendation on what type of assistance should be provided.

[0067] Figure 6 A method 600 for identifying player engagement to generate situational gameplay assistance is shown. As described above, user gameplay and user-related information about a video game are obtained and used to identify user performance about the video game. In the event that a user repeatedly fails at a particular event / obstacle / challenge, the method is intended to identify when would be the appropriate time and what appropriate assistance information should be provided so that the user can progress within the video game.

[0068] In step 610, conditions may be provided by the user regarding any user preferences regarding performance thresholds and / or auxiliary information. If no such preferences are received, then predetermined criteria may be used. The predetermined criteria may then be modified by the user and / or other entities based on user performance data obtained over time. For example, if it is detected that the user is easily frustrated, then the threshold for when auxiliary information should be provided may be reduced.

[0069] In step 620, the user's gameplay of the video game and any user-related data obtained by sensors or other devices can be monitored. These sets of data identify the user's performance within the game. For example, the gameplay information can be related to the user's statistics within the game (such as game time, current event / location, character details, number of attempts, and current equipment). Some of the gameplay information will be used to identify what type of auxiliary information will be beneficial to the user. Other types of gameplay information can be used to identify whether the user is frustrated by having to repeat the same event or being stuck on the same event for a long time.

[0070] Additionally, user-related data obtained through sensors or other devices (e.g., controllers, microphones, cameras) can be used to detect user emotions during the same time period. For example, detecting emotional words, increased heart rate, or certain gestures or facial expressions can indicate increased frustration.

[0071] In step 630, a current user performance may be identified. The user performance will, for example, identify a user frustration level with respect to a current event / obstacle / challenge that is preventing the user from progressing within the video game. This user performance may be based on various thresholds corresponding to different frustration levels as well as associated with different types of auxiliary information that may be useful in alleviating the frustration level and allowing the user to progress within the video game.

[0072] In step 640, assistance information is provided to the user based on the identified current user performance. Different types of assistance information may be provided based on the current user performance identified in step 630. In order to reduce the level of frustration, less detailed tips and suggestions may be initially provided that are intended to guide the user in the right direction regarding overcoming the current event / obstacle / challenge within the game. However, as the level of frustration increases and one or more thresholds are unexpectedly reached, more detailed assistance may be required so that the user can eventually overcome the event / obstacle / challenge and continue to progress in the game.

[0073] In step 650, the user profile may then be updated. After assistance has been provided in step 640, the user's gameplay and user-related data may then be monitored again to determine whether the user's performance has improved and whether the user is able to advance within the video game. Typically, if the user overcomes an event with assistance, the user will no longer show an indication of frustration or show reduced signs of frustration. The processor of the performance server may correlate the user's level of frustration, the type of assistance provided and beneficial for this particular instance. This information may be used to modify the user profile. For example, if the user's frustration level is above a threshold that the user profile had when the corresponding assistance was provided, the user profile may be updated to lower the threshold so that assistance may be provided earlier. The purpose of lowering the threshold is to prevent the user from reaching such a high level of frustration in the future.

[0074] The user's frustration level may also be compared to the overall frustration level of other players facing the same event / obstacle / challenge within the same game. Based on whether the user's frustration level is higher or lower than the overall frustration level of other players, the user's personal threshold level may be adjusted accordingly, as this may indicate that the user is more or less frustrated than other players.

[0075] As long as the user plays within the game, steps 620-650 may be repeated to allow adaptive identification of player engagement within the video game. Based on the characterization of the user, appropriate assistance may be provided that relates to solving the current event / obstacle / challenge at which the user is stuck.

[0076] The present system can be more than just about the type of assistance information provided based on a user's performance. Other embodiments can also store different types of 'success' messages that can be provided to a user after detecting that the user has successfully overcome an event / obstacle / challenge after receiving the assistance information. These 'success' messages can be stored in a performance server or other server that is solely concerned with providing 'success' messages. The type of 'success' message can vary from a simple "congratulations" to a more extensive message that includes music, graphics, and / or video. Similar to how assistance information attempts to reduce the frustration level of a user playing a video game, the 'success' message also provides this support to the user because the user is now able to advance within the video game.

[0077] The foregoing detailed description of the technology has been presented herein for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise form disclosed. Many modifications and variations are possible in light of the above teachings. The described embodiments are selected to best explain the principles of the technology and its practical application, thereby enabling those skilled in the art to best utilize the technology in various embodiments and to make various modifications to suit specific intended uses. It is intended that the scope of the technology be defined by the claims.

Claims

1. A system for assisting in playing situational games, the system comprising: an auxiliary server storing a plurality of different types of auxiliary data, wherein at least one type of auxiliary data includes past gameplay data associated with one or more gameplay achievements; and A presentation server, wherein the presentation server: receiving current gameplay data from a platform device associated with a game title, the current gameplay data being associated with a player playing the game title, evaluating the current gameplay data to determine that the current gameplay data does not satisfy one or more conditions of a gameplay achievement within the game title, identifying one or more types of auxiliary data associated with the gameplay achievement, wherein identifying the types of auxiliary data is further based on the current gameplay data and player data about the player, retrieving auxiliary data of the identified type from the auxiliary server, wherein the retrieved auxiliary data of the type includes past gameplay data associated with the gameplay achievement, compiles auxiliary data of the retrieved type, and The compiled auxiliary data is provided to a player device associated with the player.

2. The system according to claim 1, wherein: The performance server further identifies the condition based on data associated with the player.

3. The system according to claim 1, wherein: The performance server further modifies the condition over time based on data associated with the player.

4. The system according to claim 1, wherein: The conditions include one or more predetermined criteria.

5. The system according to claim 1, wherein: The performance server determines that the current gameplay data does not satisfy one or more conditions of the gameplay achievement within the game title based on a number of consecutive attempts by the player to achieve the gameplay achievement within a time period without progress.

6. The system according to claim 1, wherein: The past gameplay data includes tracking information collected from one or more other players.

7. The system according to claim 1, wherein: The type of auxiliary data includes comments from one or more other players.

8. The system according to claim 1, wherein: The performance server compiles the retrieved type of auxiliary data by customizing the retrieved type of auxiliary data for the player.

9. The system according to claim 8, wherein: The performance server customizes the retrieved type of auxiliary data based on the indicated preferences of the player.

10. A method for assisting in playing a situational game, the method comprising: storing a plurality of different types of auxiliary data at the auxiliary server, wherein at least one type of auxiliary data includes past gameplay data associated with one or more gameplay achievements; receiving current gameplay data from a platform device associated with a game title, the current gameplay data being associated with a player playing the game title, evaluating the current gameplay data to determine that the current gameplay data does not satisfy one or more conditions of a gameplay achievement within the game title, identifying one or more types of auxiliary data associated with the gameplay achievement, wherein identifying the types of auxiliary data is further based on the current gameplay data and player data about the player, retrieving auxiliary data of the identified type from the auxiliary server, wherein the retrieved auxiliary data of the type includes past gameplay data associated with the gameplay achievement, compiles auxiliary data of the retrieved type, and The compiled auxiliary data is provided to a player device associated with the player.

11. The method of claim 10, further comprising identifying the condition based on data associated with the player.

12. The method of claim 10, further comprising modifying the condition over time based on data associated with the player.

13. The method according to claim 10, wherein: The conditions include one or more predetermined criteria.

14. The method according to claim 10, wherein: The current gameplay data is determined to not satisfy one or more conditions of the gameplay achievement within the game title based on a number of consecutive attempts by the player to achieve the gameplay achievement within a time period without progress.

15. The method according to claim 10, wherein: The past gameplay data includes tracking information collected from one or more other players.

16. The method according to claim 10, wherein: The type of auxiliary data includes comments from one or more other players.

17. The method according to claim 10, wherein: Compiling the retrieved type of auxiliary data includes customizing the retrieved type of auxiliary data to the player.

18. The method according to claim 17, wherein: The type of auxiliary data is customized based on the indicated preferences of the player.

19. A non-transitory computer-readable storage medium having embodied thereon a program executable by a processor to perform a method for contextual game play assistance, the method comprising: storing a plurality of different types of auxiliary data at the auxiliary server, wherein at least one type of auxiliary data includes past gameplay data associated with one or more gameplay achievements; receiving current gameplay data from a platform device associated with a game title, the current gameplay data being associated with a player playing the game title, evaluating the current gameplay data to determine that the current gameplay data does not satisfy one or more conditions of a gameplay achievement within the game title, identifying one or more types of auxiliary data associated with the gameplay achievement, wherein identifying the types of auxiliary data is further based on the current gameplay data and player data about the player, retrieving auxiliary data of the identified type from the auxiliary server, wherein the retrieved auxiliary data of the type includes past gameplay data associated with the gameplay achievement, compiles auxiliary data of the retrieved type, and The compiled auxiliary data is provided to a player device associated with the player.