Profile-based detection of unintended controller errors

By analyzing the user's input data and timing information in the game, identifying and improving the wrong behavior, providing training content and controller function adjustment, solving the problem of frustration caused by the poor game performance, and improved the game experience.

CN119365242APending Publication Date: 2025-01-24SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
CN202380035465.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-05-31
Filing Date
2023-05-02
Publication Date
2025-01-24

AI Technical Summary

Technical Problem

When using the game controller, users are prone to make mistakes due to unfamiliarity with the game or physical damage, which leads to poor performance of the game, which leads to frustration and giving up the game.

Method used

By collecting user input data and timing information, monitoring the performance of the game, analyzing the game results and related time, it provides users to choose to improve the game performance, including training content and controller function adjustment.

Benefits of technology

Help users identify and improve incorrect behaviors in games, improve game performance, enhance user experience, and reduce frustration caused by poor game performance.

✦ Generated by Eureka AI based on patent content.

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Abstract

The methods of the present disclosure may also identify situations where certain users are well performing in certain activities and not well performing when performing other activities. A particular user may exhibit very well in a swimming game, but not well in a first-person shooting game. This difference in performance may be due to body injury, due to lack of training, or due to other factors. When a potential performance defect is identified, a user may be provided with a set of selections that allow the user to participate in a training session, or may allow the user to change the functionality of a game controller to address significant performance defects. Such additional training or changes in controller functionality may allow the user to obtain a more pleasant user experience, or may allow the user to perform at a higher level.
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Description

Background of the Invention 1. Technical field:

[0002] The present disclosure generally relates to detecting anomalies associated with the use of a game controller and responding to the anomalies. More specifically, the present disclosure relates to helping users improve their use of game controllers so that these users can obtain a more enjoyable user experience.

[0003] 2. Description of related technologies:

[0004] Computer gaming began many years ago with simple games such as Pong, where two users played a table tennis-like game using simple control inputs. Since then, many different games and game controllers have been developed to provide users with a richer experience and the ability to control the actions performed by the gaming computer with increasing complexity. Computer gaming has now evolved to the point where individuals use complex controllers. Some gaming systems provide users with a virtual environment in which they can be fully immersed in the game.

[0005] Computer game systems receive and interpret commands entered by a user. Typically, these systems require the user to provide input in a timely and correct manner. In such systems, when a user enters a control input, the game system performs actions based on that input, even if that particular input causes the user to perform poorly in playing a particular game or type of game.

[0006] When a user makes mistakes when using a game controller, these mistakes may be made due to the user's unfamiliarity with a particular game, or these mistakes may be made due to a physical impairment of the user. Thus, mistakes may be made when the user is confused, memory impaired, physically impaired, or impaired in some other way. Such users may become frustrated after making a few mistakes and stop playing the game when these mistakes affect the user's performance in playing the game. In order to increase user satisfaction and improve the user experience, new and improved methods and systems are needed.

[0007] Summary of the claimed invention

[0008] The presently claimed invention relates to a method, a non-transitory computer-readable storage medium, or a device that performs functions consistent with the present disclosure to help users improve their performance when playing games. In a first embodiment, a method consistent with the present disclosure may include the following steps: collecting a set of user input data received from a game controller and timing information while the user is playing the game; monitoring data associated with the performance of the game while the user is playing the game to identify undesirable game results and the time associated with the undesirable game results; and performing analysis when identifying a set of choices to be provided to the user, the analysis comparing the received game controller input data and timing information to the time of the undesirable game results. The presently claimed method may also include the following steps: providing the set of choices to the user based on the analysis; and receiving a selection of the set of choices so that an operation identified in the selection can be initiated. The action can then be initiated after receiving the selection.

[0009] In a second embodiment, the method may be implemented as a non-transitory computer-readable storage medium, wherein a processor executes instructions originating from a memory. Here, the method may also include: collecting a set of user input data received from a game controller and timing information when a user is playing a game; monitoring data associated with the performance of the game while the user is playing the game to identify undesirable game results and the time associated with the undesirable game results; and performing analysis when identifying a set of choices to be provided to the user, the analysis comparing the received game controller input data and timing information with the time of the undesirable game results. The method may also include: providing the set of choices to the user based on the analysis; and receiving a selection of the set of choices so that the operation identified in the selection can be initiated. The action can then be initiated after receiving the selection. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] Figure 1 A network environment is shown in which a system for profile-based detection of unintended controller usage may be implemented.

[0011] Figure 2 An exemplary unified data system (UDS) that may be used to provide data to a system for profile-based detection of unintended controller usage is shown.

[0012] Figure 3 is a flow chart illustrating an exemplary method for profile-based detection of unexpected controller usage.

[0013] Figure 4 is a flow chart illustrating an alternative method for profile-based detection of unintended controller usage.

[0014] Figure 5is a block diagram of an exemplary electronic entertainment system that may be used in embodiments of the present invention. DETAILED DESCRIPTION

[0015] The methods of the present disclosure help improve the user's experience when those users use game controllers to interact with the gaming system. These methods can create user profiles that include information associated with specific users and their ability to play certain types of games. When users play games, they may provide inputs that cause the user to experience negative results. For example, a user playing a first-person shooter game may provide commands that cause the game character to miss the target they are obviously shooting at. Here, the user profile can associate this specific user with a tendency to miss the target in the game. The root of such results may be the fact that the user has difficulty aligning the virtual weapon with the target. This may be the result of the user pressing the trigger of the game controller or other inputs hard. Much like real shooting, the user should press the trigger gently, not hard. Such errors may also be the result of physical injuries, for example, the user may not be able to press the trigger all the time because of the arthritis in their hands. When an error is detected, or when an error pattern is detected, the method of the present disclosure can provide instructions to the user, or can provide the user with the opportunity to practice shooting virtual targets.

[0016] The method of the present disclosure can also identify situations where certain users perform well in certain activities and perform poorly when performing other activities. A particular user may perform very well in a swimming game, but perform poorly in a first-person shooter game. This performance difference may be due to physical or mental impairment, due to lack of training, or due to other factors. When potential performance defects are identified, a set of options can be provided to the user, which allows the user to provide training content (e.g., overlays or other information notifications), allows the user to participate in training sessions, or allows the user to change the functionality of the same or different game controllers (e.g., button mapping) to address obvious performance defects. This additional training or change in controller functionality can allow the user to have a more enjoyable user experience, or can allow the user to perform at a higher level.

[0017] When a user is more engaged in one type of game (e.g., a swimming game) than a second type of game (e.g., a first-person shooter game), the fact that the control buttons that are typically used to control the swimming game are different from the first-person shooter game can help identify that the user's finger is impaired. Such identification can lead to the gaming system providing the user with a suggestion to use their middle finger instead of their index finger to activate the trigger of the first-person shooter game. In this case, the user's index finger may be impaired, while the user's middle finger is not.

[0018] The disclosed method can use the form of machine learning or artificial intelligence to identify the mistakes made by a specific user or the behavior patterns associated with the specific user. This can cause the profile of the user to be updated when the user plays the game. Training content (e.g., provided with an overlay) can be provided during the current session, or the current session can be paused when the user views the training content and / or practices virtual actions during the training session. In other embodiments, corrective action suggestions can be presented, and additional data collection can provide users with improved and customized tools to perform better in specific games. The success of the user's subsequent interactive performance (e.g., performing an expected virtual action at the right time) can also be tracked and used to refine what options are provided to the user.

[0019] Figure 1 A network environment in which a system for profile-based detection of unexpected controller usage may be implemented is shown. The network environment 100 may include one or more interactive content servers 110 that provide streaming content (e.g., interactive videos, podcasts, etc.), one or more platform servers 120, one or more user devices 130, and one or more databases 140.

[0020] The interactive content server 110 may maintain, stream, and host interactive media that may be streamed to a user device 130 over a communication network. Such an interactive content server 110 may be implemented in the cloud (e.g., one or more cloud servers). Each media may include one or more sets of object data that may be used by a user to participate (e.g., watch an activity or interact with an activity). Data about objects shown in the media may be stored by the media streaming server 110, the platform server 120, and / or the user device 130 in an object file 216 ("object file"), such as storing data about objects shown in the media. Figure 2 A and Figure 3 Discuss in detail.

[0021] The platform server 120 may be responsible for communicating with the different interactive content servers 110, the database 140, and the user device 130. Such a platform server 120 may be implemented on one or more cloud servers. The streaming server 110 may communicate with multiple platform servers 120, but the media streaming server 110 may be implemented on one or more platform servers 120. The platform server 120 may also perform instructions such as receiving user requests from users to stream streaming media (i.e., games, activities, videos, podcasts, user-generated content ("UGC"), publisher content, etc.) and computer games. The platform server 120 may also perform instructions such as streaming streaming content titles. Such streaming media may have at least one object set associated with at least a portion of the streaming media. Each set of object data may have data about an object displayed during at least a portion of the streaming media (e.g., activity information, zone information, actor information, mechanism information, game media information, etc.).

[0022] The streaming media and the associated at least one set of object data may be provided through an application programming interface (API) 160, which allows various types of media streaming servers 110 to communicate with different platform servers 120 and different user devices 130. The API 160 may be specific to a particular computer programming language, operating system, protocol, etc. of the media streaming server 110 providing the streaming content title, the platform server 120 providing the media and the associated at least one set of object data, and the user device 130 receiving the media and the associated at least one set of object data. In a network environment 100 that includes a plurality of different types of media streaming servers 110 (or platform servers 120 or user devices 130), a corresponding number of APIs 160 may likewise exist.

[0023] The user device 130 may include a variety of different types of computing devices. For example, the user device 130 may include any number of different game consoles, mobile devices, laptops, and desktop computers. In another example, the user device 130 may be implemented in the cloud (e.g., one or more cloud servers). Such user devices 130 may also be configured to access data from other storage media, such as, but not limited to, a memory card or disk drive that may be appropriate in the case of a downloaded service. Such devices 130 may include standard hardware computing components, such as, but not limited to, network and media interfaces, non-temporary computer-readable storage devices (memory), and processors for executing instructions that may be stored in memory. These user devices 130 may also be run using a variety of different operating systems (e.g., iOS, Android), applications, or computing languages ​​(e.g., C++, JavaScript). An example of a user device 130 is a computer game console.

[0024] The database 140 may be stored in the platform server 120, the media streaming server 110, the server 218 (in Figure 2 140), on the same server, on different servers, on a single server, across different servers, or on any one of the user devices 130. Such a database 140 may store streaming media and / or an associated set of object data. Such streaming media may depict one or more objects (e.g., activities) in which a user may participate and / or UGC (e.g., screenshots, videos, comments, mashup content, etc.) created by peers, publishers of media content titles, and / or third-party publishers. Such UGC may include metadata for searching such UGC. Such UGC may also include information about media and / or peers. Such peer information may be obtained from data collected during peer interaction with an object of an interactive content title (e.g., video games, interactive books, etc.), and may be "bound" to the UGC and stored with it. Such binding enhances the UGC because the UGC may be deeply linked (e.g., directly launched) to the object, may provide information about the object and / or peer of the UGC, and / or may allow the user to interact with the UGC. One or more user profiles may also be stored in the database 140. Each user profile may include information about the user (eg, the user's progress in an activity and / or media content title, user id, user game character, etc.) and may be associated with media.

[0025] Figure 2 An exemplary unified data system (UDS) that can be used to provide data to a system for profile-based detection of unexpected controller use is shown. Based on the data provided by the UDS, the game server can know which in-game objects, entities, activities, and events the user has participated in, and thus supports the analysis and coordination of in-game activities. Each user interaction can be associated with the metadata of the type used for in-game interaction, the position in the in-game environment, and the time point in the in-game timeline, as well as other players, objects, entities, etc. involved. Therefore, metadata can be tracked for any of the various user interactions that may occur during a game session, including associated activities, entities, settings, results, actions, effects, positions, and character statistics. Such data can also be aggregated, applied to a data model, and analyzed. This UDS data model can be used to assign context information to each information portion across games in a unified manner.

[0026] like Figure 2, an exemplary console 228 (e.g., user device 130) and exemplary servers 218 (e.g., streaming server 220, activity feed server 224, user generated content (UGC) server 232, and object server 226) are shown. In one example, console 228 may be implemented on platform server 120, cloud server, or on any of server 218. In an exemplary example, content recorder 202 may be implemented on platform server 120, cloud server, or on any of server 218. Such content recorder 202 receives content (e.g., media) from interactive content title 230 and records the content on content ring buffer 208. Such ring buffer 208 may store multiple content segments (e.g., v1, v2, and v3), the start time of each segment (e.g., V1_START_TS, V2_START_TS, V3_START_TS), and the end time of each segment (e.g., V1_END_TS, V2_END_TS, V3_END_TS). Such segments may be stored by the console 228 as a media file 212 (e.g., MP4, WebM, etc.). Such media files 212 may be uploaded to the streaming server 220 for storage and subsequent streaming or use, but the media files 212 may be stored on any server, cloud server, any console 228, or any user device 130. Such start and end times for each segment may be stored by the console 228 as a content timestamp file 214. Such content timestamp files 214 may also include a streaming ID that matches the streaming ID of the media file 212, thereby associating the content timestamp file 214 to the media file 212. Such content timestamp files 214 may be uploaded and stored to the active feed server 224 and / or the UGC server 232, but the content timestamp files 214 may be stored on any server, cloud server, any console 228, or any user device 130.

[0027] Concurrently with the content recorder 202 receiving and recording content from the interactive content title 230, the object library 204 receives data from the interactive content title 230, and the object recorder 206 tracks the data to determine when an object starts and ends. The object library 204 and the object recorder 206 may be implemented on the platform server 120, the cloud server, or on any of the servers 218. When the object recorder 206 detects the start of an object, the object recorder 206 receives object data (e.g., whether the object is an activity, user interaction with the activity, activity ID, activity start time, activity end time, activity results, activity type, etc.) from the object library 204 and records the activity data on the object ring buffer 210 (e.g., ActivityID1, START_TS; ActivityID2, START_TS; ActivityID3, START_TS). Such activity data recorded on the object ring buffer 210 may be stored in the object file 216. Such object files 216 may also include the activity start time, activity end time, activity ID, activity results, activity type (e.g., competition, quest, mission, etc.), user or peer data related to the activity. For example, object files 216 may store data about items used during the activity. Such object files 216 may be stored on object server 226, but object files 216 may be stored on any server, cloud server, any console 228, or any user device 130.

[0028] Such object data (e.g., object files 216) may be associated with content data (e.g., media files 212 and / or content timestamp files 214). In one example, the UGC server 232 stores the content timestamp file 214 and associates the content timestamp file with the object file 216 based on a match between the streaming ID of the content timestamp file 214 and the corresponding activity ID of the object file 216. In another example, the object server 226 may store the object file 216 and may receive a query for the object file 216 from the UGC server 232. Such a query may be performed by searching for the activity ID of the object file 216 that matches the streaming ID of the content timestamp file 214 transmitted with the query. In another example, the query may be performed by matching the start time and end time of the content timestamp file 214 with the start time and end time of the corresponding object file 216 transmitted with the query for the stored content timestamp file 214. Such object files 216 may also be associated with matching content timestamp files 214 by the UGC server 232, but the association may also be performed by any server, cloud server, any console 228, or any user device 130. In another example, the object files 216 and content timestamp files 214 may be associated by the console 228 during the creation of each file 216, 214.

[0029] Figure 3 is a flow chart illustrating an exemplary method for profile-based detection of unexpected controller usage. Figure 3Beginning at step 310, a set of user information may be received. The user information may uniquely identify the user and may include a user name and / or login information. Next, in step 320, the user information may be stored as part of a set of user profile information, and then in step 330, data may be collected when the user plays one or more games. Step 330 may also include monitoring and collecting metrics associated with game performance. The collected data may then be stored in step 340 and analyzed in step 350. The data collected in step 330 may include metrics corresponding to negative game results (e.g., the user missed a target in a first-person shooter game), control buttons pressed by the user that may be associated with the negative game results, and timing information. When analyzing, the timing information may be used to cross-reference the time of the game event with the time of the negative game result. For example, the time when the user missed a target may correspond to the time when the user's character was shot, and may be separated by several seconds. Here, a negative game result may be that the user's character is shot by another game character after the user's character missed a shot that was clearly aimed at another game character. A set of profile data may identify games or game types that a user has played, and metrics associated with the user playing different types of games may be used to identify game types that the user plays well and game types where the user's performance in playing games may be improved. This information itself may help an artificial intelligence (AI) system or a machine learning (ML) algorithm identify how the user may improve their gameplay.

[0030] The profile data may be analyzed in step 350, and the analysis may identify obvious mistakes made by the user. Such mistakes may include the user accidentally pressing the wrong controller button while playing the game. Then, a determination step 360 may identify whether a set of choices should be provided to the user. This may include identifying whether the user continues to make the same obvious mistakes or the number of times the same obvious mistakes are made exceeds a threshold percentage. When the determination step 360 identifies that the user should not be provided with choices, the program flow may move back to step 330, where additional user data is collected.

[0031] When determination step 360 identifies that selections should be provided to the user, those selections may be provided to the user, and the user selection may be received in step 370. Such user selections may allow the user to select one or more activities that help train the user or that may be used to adjust the controller functionality specifically for a particular user. One user selection may include "target practice," in which multiple sets of targets or targets moving at different speeds may be provided to the user. Such practice sessions may help the user become more adept at playing the game. In the case where the game is a driving game and an obvious error corresponds to oversteering, instructions may be provided to the user telling the user to use the control button associated with steering the vehicle in the game more gently. After the user makes a selection, an operation associated with the selection may be initiated in step 380.

[0032] In some cases, the user may be provided with options to help identify whether the game the user is playing should be changed. For example, the movement of other characters may be slowed down to allow the user more time to aim at these other characters. Such changes may include changing the sensitivity of the steering function. The controller buttons may be made less sensitive while making the vehicle less likely to oversteer. Thus, user selections may allow the user to change the pace of the game or the sensitivity of the game buttons to allow the user to have more fun while playing the game. This may help prevent the user from becoming frustrated with a particular game or a particular type of game.

[0033] Other selections made by the user can help the artificial intelligence software identify whether the user has an impairment. In the case where the user appears to have a disabled index finger, the user can be instructed to use their middle finger to actuate a specific game control button (e.g., a trigger).

[0034] Figure 4 is a flow chart illustrating an alternative method for profile-based detection of unintended controller usage. Figure 4 Beginning at step 410, non-optimal game performance or negative game outcomes are identified. Here again, this may include identifying that after missing a target, the user's character was shot due to the miss, or the negative outcome may be associated with the user oversteering the vehicle they were driving while playing the game.

[0035] Next, in step 420, the controller inputs provided by the user may be examined to identify controller inputs that may be associated with suboptimal game performance or negative game results. Next, in step 430, the identified controller inputs may be cross-referenced with possible causes of suboptimal game performance or negative results. Figure 4 In step 440, a pattern of activity may be identified, and a metric associated with the pattern of activity may be evaluated to see if the pattern meets or exceeds a threshold level. This may include calculating a percentage. For example, such a percentage may be a function of the total number of shots fired versus the number of misses. This may include identifying that the user is pressing the wrong button more frequently when performing a game function (e.g., the user selects a brake function instead of an acceleration function, or vice versa). Other patterns may be associated with consistently oversteering a vehicle or understeering a vehicle while playing a game. When determination step 450 identifies that the threshold level has not been met, program flow may move back to step 410, where additional game data is evaluated to identify non-optimal game performance or negative game results. When determination step 450 identifies that the threshold level has been met, program flow may move to step 460, where a set of options that may be provided to the user are identified, such as regarding Figure 3 discussed.

[0036] Figure 5is a block diagram of an exemplary electronic entertainment system 500 . Figure 5 The entertainment system 500 includes a main memory 505, a central processing unit (CPU) 510, a vector unit 58, a graphics processing unit 520, an input / output (I / O) processor 525, an I / O processor memory 530, a controller interface 535, a memory card 540, a universal serial bus (USB) interface 545, and an IEEE interface 550. The entertainment system 500 also includes an operating system read-only memory (OS ROM) 555, a sound processing unit 560, an optical disk control unit 570, and a hard disk drive 565, which are connected to the I / O processor 525 via a bus 575.

[0037] The entertainment system 500 may be an electronic game console. Alternatively, the entertainment system 500 may be implemented as a general purpose computer, a set-top box, a handheld gaming device, a tablet computing device, or a mobile computing device or a mobile phone. The entertainment system may contain more or fewer operating components depending on the particular form factor, purpose, or design.

[0038] Figure 5 The CPU 510, vector unit 58, graphics processing unit 520 and I / O processor 525 communicate via the system bus 585. In addition, Figure 5 The CPU 510 communicates with the main memory 505 via a dedicated bus 580 , while the vector unit 58 and the graphics processing unit 520 may communicate via a dedicated bus 590 . Figure 5 The CPU 510 executes programs stored in the OS ROM 555 and the main memory 505 . Figure 5 The main memory 505 may contain pre-stored programs and programs transferred from a CD-ROM, DVD-ROM or other optical disk (not shown) via the I / O processor 525 using the optical disk control unit 570. Figure 5 The I / O processor 525 may also allow for the introduction of content transmitted via wireless or other communication networks (e.g., 4$, LTE, 3G, etc.). Figure 5 The I / O processor 525 mainly controls data exchange between various devices of the entertainment system 500 (including the CPU 510, the vector unit 58, the graphics processing unit 520 and the controller interface 535).

[0039] Figure 5 The graphics processing unit 520 executes graphics instructions received from the CPU 510 and the vector unit 58 to generate images for display on a display device (not shown). Figure 5The vector unit 58 may transform the object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 520. In addition, the sound processing unit 560 executes instructions to generate sound signals, which are output to an audio device, such as a speaker (not shown). Other devices may be connected to the entertainment system 500 via the USB interface 545 and the IEEE 1394 interface 550 (such as a wireless transceiver), which may also be embedded in the system 500 or as part of some other component (such as a processor).

[0040] Figure 5 A user of the entertainment system 500 provides instructions to the CPU 510 via the controller interface 535. For example, the user may instruct the CPU 510 to store certain game information on the memory card 540 or other non-transitory computer-readable storage medium, or instruct a character in the game to perform a certain specified action.

[0041] The present invention may be implemented in an application program that can be operated by a variety of end-user devices. For example, an end-user device may be a personal computer, a home entertainment system (e.g., a Sony or Sony or Sony ), portable gaming devices (e.g., Sony or Sony ) or a different inferior manufacturer's home entertainment system. It is fully contemplated that the present method described herein can be operated on a variety of devices. The present invention can also be implemented in a cross-title neutral situation, where embodiments of the present system can be utilized across a variety of titles from a variety of publishers.

[0042] The present invention may be implemented in applications that may be operated using a variety of devices. Non-transitory computer-readable storage media refers to any one or more media that participate in providing instructions to a central processing unit (CPU) for execution. Such media may take many forms, including but not limited to non-volatile and volatile media, such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, FLASHEPROM, and any other memory chip or cassette.

[0043] Various forms of transmission media may be involved in transmitting one or more sequences of one or more instructions to the CPU for execution. The bus transmits the data to the system RAM, from which the CPU retrieves and executes the instructions. The instructions received by the system RAM may optionally be stored on a fixed disk before or after execution by the CPU. Various forms of storage devices and the necessary network interfaces and network topologies may likewise be implemented to achieve the same purpose.

[0044] The foregoing detailed description of the technology has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise form disclosed. In view of the above teachings, many modifications and variations are possible. The described embodiments are selected in order to best explain the principles of the technology, its practical application, and to enable others skilled in the art to utilize the technology in various embodiments and make various modifications suitable for the intended specific use. It is intended that the scope of the technology be defined by the claims.

Claims

1. A method for profile-based detection of unintended controller usage, the method comprising: storing in a memory a set of input data received at an interactive controller, the set of input data comprising timing information associated with one or more virtual actions taken within a virtual environment as a result of one or more controller inputs received via the interactive controller; monitoring performance data associated with a user during a current interactive session associated with the virtual environment, wherein the monitored performance data includes a set of current input data at an identified time within the virtual environment; identifying that the set of current input data is associated with an unintended virtual action based on an analysis comparing the set of current input data at the identified time with a set of stored input data at a corresponding time within the virtual environment, wherein the set of stored input data is associated with a different virtual action identified as intended; identifying a set of selectable options to be presented to the user based on the unintended virtual action, wherein one or more of the selectable options is based on the expected virtual action associated with the set of stored input data; generating, via a user device associated with the virtual environment, at least one of the set of selectable options to be presented to the user, wherein the user makes a selection from the set of selected options; as well as An action corresponding to the selection is initiated, wherein the action is initiated within the virtual environment based on the selection.

2. The method of claim 1, wherein initiating the action comprises providing training information regarding the intended virtual action, wherein the training information comprises instructions regarding one or more controller inputs associated with performing the intended virtual action in the virtual environment.

3. The method of claim 1 further comprising cross-referencing the stored set of input data with a first metric and a second metric, wherein the first metric corresponds to the unexpected virtual action and the second metric corresponds to the identified time associated with the unexpected virtual action.

4. The method of claim 1 further comprising storing user profile data about the user, the user profile data cross-referencing the performance data for the current interactive session with the set of stored input data and content titles associated with the current interactive session.

5. The method of claim 4 further comprising updating the user profile data with information cross-referencing the performance data of a plurality of interactive sessions with one or more sets of corresponding input data and one or more content titles associated with the plurality of interactive sessions.

6. The method of claim 5, further comprising identifying that the user performs more unintended virtual actions when playing the content title of a first type as compared to the content title of a second type.

7. A method as claimed in claim 1, wherein monitoring the performance data associated with the user includes tracking multiple conditions associated with the current interactive session, and the method further includes identifying one or more patterns that each associate a set of the conditions with the occurrence of an unexpected virtual action.

8. The method of claim 1, wherein initiating the action comprises undoing or negating the unintended virtual action and automatically executing the intended virtual action within the virtual environment.

9. The method of claim 1, wherein initiating the action comprises changing the timing or pacing of one or more events within the current interactive session.

10. The method of claim 1, wherein initiating the action comprises changing a button mapping of the same or a different controller of the user, and wherein the changed button mapping allows a different set of controller inputs to result in the intended action being performed within the virtual environment.

11. A system for profile-based detection of unintended controller usage, the system comprising: a memory storing a set of input data received at an interactive controller, the set of input data comprising timing information associated with one or more virtual actions taken within a virtual environment as a result of one or more controller inputs received via the interactive controller; a communication interface that receives monitored performance data associated with a user during a current interactive session associated with the virtual environment, wherein the monitored performance data includes a set of current input data at an identified time within the virtual environment; a processor that executes instructions stored in the memory, wherein the processor executes the instructions to: identifying that the set of current input data is associated with an unintended virtual action based on an analysis comparing the set of current input data at the identified time with a set of stored input data at a corresponding time within the virtual environment, wherein the set of stored input data is associated with a different virtual action identified as intended; identifying a set of selectable options to be presented to the user based on the unintended virtual action, wherein one or more of the selectable options is based on the expected virtual action associated with the set of stored input data; generating, via a user device associated with the virtual environment, at least one of the set of selectable options to be presented to the user, wherein the user makes a selection from the set of selected options; as well as An action corresponding to the selection is initiated, wherein the action is initiated within the virtual environment based on the selection.

12. The system of claim 11, wherein the processor initiates the action by providing training information regarding the intended virtual action, wherein the training information includes instructions regarding one or more controller inputs associated with performing the intended virtual action in the virtual environment.

13. A system as described in claim 11, wherein the processor executes additional instructions to cross-reference the set of stored input data with a first metric and a second metric, wherein the first metric corresponds to the unexpected virtual action and the second metric corresponds to the time of the identification associated with the unexpected virtual action.

14. The system of claim 11, wherein the memory further stores user profile data about the user, the user profile data cross-referencing the performance data for the current interactive session with the set of stored input data and content titles associated with the current interactive session.

15. The system of claim 14, wherein the processor executes additional instructions to update the user profile data with information cross-referencing performance data for a plurality of interactive sessions with one or more sets of corresponding input data and one or more content titles associated with the plurality of interactive sessions.

16. The system of claim 15, wherein the processor executes further instructions to identify that the user performs more unintended virtual actions when playing the content title of a first type as compared to the content title of a second type.

17. A system as described in claim 11, wherein the processor monitors the performance data associated with the user by further tracking a plurality of conditions associated with the current interactive session, and wherein the processor executes additional instructions to identify one or more patterns that each associate a set of the conditions with the occurrence of an unexpected virtual action.

18. The system of claim 11, wherein the processor initiates the action by undoing or negating the unintended virtual action and automatically executing the intended virtual action within the virtual environment.

19. The system of claim 11, wherein the processor initiates the action by changing the timing or pacing of one or more events within the current interactive session.

20. The system of claim 1, wherein the processor initiates the action by changing a button mapping of the same or a different controller of the user, and wherein the changed button mapping allows a different set of controller inputs to result in the intended action being performed within the virtual environment.

21. A non-transitory computer-readable storage medium having a program embodied thereon, the program executable by a processor to implement a method for profile-based detection of unintended controller usage, the method comprising: storing in a memory a set of input data received at an interactive controller, the set of input data comprising timing information associated with one or more virtual actions taken within a virtual environment as a result of one or more controller inputs received via the interactive controller; monitoring performance data associated with a user during a current interactive session associated with the virtual environment, wherein the monitored performance data includes a set of current input data at an identified time within the virtual environment; identifying that the set of current input data is associated with an unintended virtual action based on an analysis comparing the set of current input data at the identified time with a set of stored input data at a corresponding time within the virtual environment, wherein the set of stored input data is associated with a different virtual action identified as intended; identifying a set of selectable options to be presented to the user based on the unintended virtual action, wherein one or more of the selectable options is based on the expected virtual action associated with the set of stored input data; generating, via a user device associated with the virtual environment, at least one of the set of selectable options to be presented to the user, wherein the user makes a selection from the set of selected options; as well as An action corresponding to the selection is initiated, wherein the action is initiated within the virtual environment based on the selection.