System and method for generative game world filling and player customization

By using a generative game world filling system that leverages machine learning and artificial intelligence technologies to generate game elements and storylines based on player interactions, the limitations of content customization and operation control in existing game systems are overcome, resulting in a personalized and rich gaming experience.

CN122003281APending Publication Date: 2026-05-08SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SONY INTERACTIVE ENTERTAINMENT LLC
Filing Date
2024-10-21
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

Existing game systems struggle to provide flexible game content customization and device operation control, limiting users' ability to generate game worlds, especially in terms of generating game elements and storylines.

Method used

A generative game world filling system is adopted, which uses machine learning models and artificial intelligence technology to generate game areas, elements and storylines based on player interaction data, including new game areas, characters, storylines and audio outputs. The system uses device detection and output of game data to achieve dynamic filling.

Benefits of technology

It provides a highly personalized gaming experience, allowing players to create unique content within the game, enhancing the richness and interactivity of the game world, and avoiding the problem of content repetition in traditional methods.

✦ Generated by Eureka AI based on patent content.

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Abstract

Systems, processes, and device configurations for generative game world filling and player customization are provided. In some embodiments, a method may include detecting player data for at least one player of an electronic game, including interactions by the player in the game with electronic game elements, and determining at least one element for populating a game area of the electronic game based on the player data. Generative game world padding may include selecting or generating a template for padding a game area. The generative padding may use player interactions in the game to one or more of setting a display style for at least one element, generating an adaptive story line for the electronic game, inserting a new story line into the electronic game, and generating an audio output and a music output for the electronic game. The process may include generating a new game region of the electronic game using a game world generation model trained on player interactions in the game.
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Description

[0001] Cross-references to related applications

[0002] This application claims priority to U.S. Patent Application No. 18 / 492,197 entitled “SYSTEMS AND METHODS FOR GENERATIVE GAME WORLD GENERATION AND GAME ELEMENT TAGs”, U.S. Patent Application No. 18 / 492,247 entitled “SYSTEMS AND METHODS FOR GENERATIVE GAME WORLD GENERATION AND PLAYER CUSTOMIZATION”, and U.S. Patent Application No. 18 / 492,276 entitled “SYSTEMS AND METHODS FOR GENERATIVE GAME WORLD GENERATION AND USER PREFERENCE INTERFACE”, the descriptions of which are hereby expressly incorporated by reference in their entirety. Technical Field

[0003] This disclosure relates to interactive entertainment and electronic video games, including game device operation, processing, configuration, user interface control and control device configuration, and generation processing for the population of the game world. Background Technology

[0004] Computer and console game titles have been developed in many styles for different game systems and platforms. Games and content are often developed for display in a two-dimensional format, which includes presenting games in various formats.

[0005] As game systems and networking features have evolved to include increased processing power and display quality, game content has also improved with the development of richer features and graphics. There is an expectation to provide users with customization and tailoring for game content. Traditional development processes may limit developers' ability to provide game content suitable for all users. Furthermore, many games are developed with fixed map drawing and game architecture. Some existing games allow users to manually select features, such as characters or levels. These existing games may be limited in their ability to generate game elements. Therefore, game systems and devices that provide users with the ability to control game content are needed and expected. Game systems also need and are expected to improve the controllability of device operation, including improved device interface controls and game world filling. Summary of the Invention

[0006] This document discloses and describes systems, methods, and configurations for populating and customizing generative game worlds. In one embodiment, a method includes: detecting player data of at least one player in a video game by a device, wherein detecting the player data includes detecting interactions between the player and elements of the video game. The method further includes: determining, based on the player data of at least one player, at least one element for populating a game area of ​​the video game by the device, wherein determining the at least one element is based on player interactions in the game. The method also includes outputting game data having at least one element for populating the game area by the device.

[0007] In one embodiment, detecting player data includes detecting input controls in a multiplayer game and identifying the in-game preferences of at least one player in the video game.

[0008] In one embodiment, determining at least one element includes: detecting player data of a first player and player data of a second player, identifying preferences based on the player data of the first player and player data of the second player, and generating at least one element in the game area of ​​the video game based on game world standards.

[0009] In one embodiment, determining at least one element includes: using in-game player interaction to select a template for filling a game area, and at least one label element for filling the template.

[0010] In one embodiment, determining at least one element includes: using player data of at least one player to set at least one style for at least one element.

[0011] In one embodiment, determining at least one element includes: generating an adaptive storyline for the video game based on player interactions within the game.

[0012] In one embodiment, determining at least one element includes: generating a new storyline for the video game based on player interactions within the game, and inserting the new storyline into the video game.

[0013] In one embodiment, determining at least one element includes: generating at least one of audio output and music output of the video game based on player interactions in the game.

[0014] In one embodiment, determining at least one element includes: using a game world generation model to generate a new game area for a video game, the game world generation model being trained to generate the new game area based on player interactions in the game to include new game content.

[0015] In one embodiment, outputting game data for a video game includes outputting at least one element to a first player and a second player of the video game during a game session.

[0016] Another embodiment relates to a device configured for generative game world filling and player customization. The device includes an interface, a memory storing executable instructions, and a controller coupled to the interface and the memory. The controller is configured to detect player data of at least one player in a video game, wherein detecting the player data includes detecting interactions between the player and elements of the video game. The controller is also configured to determine at least one element for filling a game area of ​​the video game based on the player data of at least one player, wherein determining the at least one element is based on player interactions in the game. The controller is further configured to output game data having at least one element for filling the game area.

[0017] Other aspects, features, and techniques will be apparent to those skilled in the art from the following detailed description of the embodiments. Attached Figure Description

[0018] The features, objects, and advantages of this disclosure will become more apparent from the following detailed description when taken in conjunction with the accompanying drawings, in which similar reference numerals are consistently identified, and wherein:

[0019] Figure 1 It is a graphical representation of a generative game world filled according to one or more embodiments;

[0020] Figure 2 The process for populating a generative game world according to one or more embodiments is illustrated;

[0021] Figure 3 A graphical representation of a system and device for generating game worlds according to one or more embodiments is shown;

[0022] Figure 4 This illustrates a graphical representation of a game world generated according to one or more embodiments;

[0023] Figure 5 A graphical representation of a game world trained according to one or more embodiments is shown;

[0024] Figure 6 The illustration shows a graphical representation of a player-customized game world generated according to one or more embodiments;

[0025] Figure 7 The process for generating a game world customized for a player, according to one or more embodiments, is illustrated; and

[0026] Figure 8 A graphical representation of generating game world content for a player is shown according to one or more embodiments. Detailed Implementation

[0027] Overview and Terminology

[0028] One aspect of this disclosure relates to generative game world filling. Various embodiments relate to game systems that may include consoles, processors, or servers that generate game media. Processing, system configurations, and device configurations according to embodiments are provided to fill game areas, such as game areas in existing games, and to generate new areas for existing games and / or games in design. Game world filling may include the generation of game elements as part of game design, game engine components, game server operations, and based on player input. Game world filling may be applied to configuring elements and / or generating elements. Game elements typically include player-controlled objects (e.g., characters), non-player-controlled elements (e.g., non-player characters, opponents, boundaries, paths, tracks, etc.), visual elements (backgrounds, levels, maps, etc.), game storylines, game structures (e.g., game maps, levels, layouts), audio output features, display themes, game locations (e.g., landscapes, outer space, spaceships, tracks, etc.), and game elements. According to embodiments, generative game world filling includes the use of one or more machine learning (ML) models. ML models, as used herein, can be generated and used for generative game world filling, including artificial intelligence (AI) models configured to fill the game world and game elements. The operations and processes described in this article for filling generative game worlds can be used to provide generative AI open-world filling using generative AI for filling game worlds.

[0029] The embodiments described herein include processing, device configurations, and systems for generating game worlds and for filling one or more areas of a game. According to embodiments, the device is provided with a configuration for detecting game elements, such as tagged elements in a video game that can be configured by the device. Embodiments can also be configured to detect and generate game world structures and / or storylines. As an example, a video game may include a structure with one or more game areas (e.g., levels, worlds, tracks, landing displays, menus, interactive controls, etc.). A game area may have one or more sub-areas within a game area. According to embodiments, generative open-world filling may include a configuration of game world areas, game world sub-areas, and / or game world elements. Generative open-world filling may include generating (e.g., creating) new game areas and / or game sub-areas of the video game. Game world areas may have structures and / or relationships. For example, a first level (level 1) is played before a second level (level 2). Similarly, a planet or landscape is played first, and then the player can access a second planet or a second level. Game world areas may have structural relationships with each other through layers, map locations, and their arrangement relative to each other. Operations for generating game areas can be performed to generate one or more game worlds for a video game. By generating game areas and / or game worlds, players of the video game can interact with video and game content generated based on the player or group of players, and new game environments can be generated after the game is designed. As an example, a game designer can generate a game that includes multiple levels or game areas. Implementation examples include processes for adding one or more additional levels to the game.

[0030] According to embodiments, the processing, device configuration, and system for generating a game world and filling one or more areas of the game may include generating one or more storyline elements for the video game. The video game may include one or more characters and one or more storyline elements. For example, a storyline may require characters to accumulate or locate items before challenging a game boss. Alternatively, a storyline may include details about characters, including player-controlled characters and non-player characters. Embodiments may modify the storyline to include one or more details that fill the storyline. According to embodiments, embodiments may include generating storylines and inserting storylines into the video game. Storyline generation according to embodiments may include identifying character actions or outcomes (e.g., a defeated character, a destroyed game object, etc.).

[0031] According to an embodiment, processing and device configuration may include detecting one or more game tags or tagged elements for populating the game world. The video game may include one or more game elements that can be tagged or labeled, enabling the device to detect and populate the element. Populating an element may include setting display characteristics, setting the element's appearance, modifying the element's theme, selecting one or more of the element's output configurations (e.g., game effects, the element's voice or text output, and the element's interaction in the game). Processing and device configuration may include detecting one or more game templates for populating the game world. Game templates may include one or more of a game structure and a game storyline.

[0032] According to embodiments, a process is provided for generating and populating a game world based on one or more of player interests and player actions (such as in-game controls). By using player actions and preferences, the video game can be presented based on player actions within the game. Thus, player actions can be detected and used to influence one or more of the game structure and game storyline. Additionally, player interactions and input commands from multiple players can be detected and used to generate one or more of the game areas and game storyline.

[0033] The embodiments also relate to systems, devices, and methods for generating models and using these models to train devices for populating game worlds. Operations can be performed during training to identify game characteristics and / or player interactions with the game, such that populating the game world includes one or more of a consistent design, theme, or logic. Models can be generated to populate existing game areas.

[0034] As used herein, the term “a” or “one” shall mean one or more. The term “multiple” shall mean two or more. The term “another” is defined as a second or more. The terms “including” and / or “having” are open-ended (e.g., encompassing). The term “or” as used herein shall be interpreted as inclusive or meaning any one or any combination thereof. Thus, “A, B, or C” means “any one of the following: A; B; C; A and B; A and C; B and C; A, B, and C.” Exceptions to this definition occur only when a combination of elements, functions, steps, or actions is inherently mutually exclusive in some way.

[0035] Throughout this document, references to "an embodiment," "some embodiments," "embodiment," or similar terms mean that a particular feature, structure, or characteristic described in connection with that embodiment is included in at least one embodiment. Therefore, the appearance of such phrases throughout this specification does not necessarily refer to the same embodiment. Furthermore, particular features, structures, or characteristics may be combined in any suitable manner in one or more embodiments without limitation.

[0036] Exemplary embodiments

[0037] Figure 1 It is a graphical representation of a generative game world filled according to one or more embodiments. Figure 1 The video game 100 shown includes a game storyline 101 and a game structure 110. The game storyline 101 includes multiple scenes 105. 1-n The game structure 110 includes multiple game areas 111 1-n According to an embodiment, the processing and device configuration are configured for generative game world filling in a video game (such as video game 100) to add and / or modify one or more game elements. Generative game world filling in video game 100 may include adding and / or modifying game storylines 101, such as scene 105. 1-n One or more of these. Generative game world population may include defining one or more storyline elements, such as scene 106. 1-n When generated, scene 106 1-n It can be added to storyline 101 and scene 106. 1-n The arrangement and order can be added in addition to game scene 105 1-n One or more outside of and / or in game scene 105 1-n Between one or more of them. According to an embodiment, the generative game world filling of video game 100 may include filling game areas (such as game area 111) 1-n Adding and / or modifying elements. Generative game world population may include defining one or more game regions (new game regions), such as game region 112. 1-n When generated, game area 112 1-n It can be added to game structure 110 and game area 112. 1-n The arrangement and order can be added in areas other than game area 111 1-n One or more outside of and / or in game area 111 1-n Between one or more of them.

[0038] According to embodiments, generative game world population can include adding game areas or game elements by linking to one or more elements of the game. In some cases, new game areas can be built upon content already existing in the game. For example, new sub-characters can be added to an existing game map that can be expanded, and backstories or other enrichments can be added to an existing story. Backstories or enrichments can provide character arcs for existing characters or add subplots branching off from the existing game story. In some cases, new game areas can exist independently of existing game content, such as becoming subgames, side quests, or standalone adventures. There are many different ways to link new game areas to the existing game world when adding them, some of which will be more suitable for certain game titles. For example, in a space game, players might be able to travel to a planet by inputting its coordinates into the ship's navigation system, which would allow the addition of a new planet simply by providing the player with its coordinates. As another example, games in dense urban areas can add underground areas by having passageways (such as secret doors or new pits), thus providing access to new underground areas. In some games, players are allowed to choose which level to play or automatically advance to the next level upon completion of one. In such cases, a new game area representing a new level can be added to an existing set of game areas and made accessible to the player. In other cases, a new game area does not correspond to a new location in the game; it may involve adding one or more new characters, monsters, decorations, collectibles, objects, puzzles, subplots, or storylines to an existing location. For example, after adding a new game area, new information may be obtained from existing NPCs in the game, allowing players to solve new puzzles to obtain new items. Games without locations can have added game areas, such as adding a new set of cards to a trading card game.

[0039] New game areas can provide players with the ability to acquire one or more new items, such as cosmetic clothing, magical weapons, new game mechanics, new information, or new skills. When creating new features (such as magical weapons, new game mechanics, or new skills) that can be obtained in new game areas, care should be taken to ensure that they are created in a way that maintains game balance, avoiding anything that is too powerful or too weak to function properly in the game. This includes balancing them against the power of other items that players can currently obtain through their progress in the game. New game areas can also provide players with the ability to acquire one or more existing items, such as healing, food, weapons, crafting supplies, experience points, or interaction with existing NPCs who have also traveled to the new game area.

[0040] According to an embodiment, generative game world filling may include using a game world generation model to determine at least one element for filling a video game area. According to an embodiment, the device may use the game world generation model to perform generative and / or training operations for the video game 100 at block 120. According to an embodiment, the game world generation model may be configured to generate, fill, and configure one or more elements of the video game 100. Configuring the elements of the video game 100 may be based on game element tags that identify the elements used for configuration. Alternatively or in combination, the configuration of the elements of the video game 100 may be based on game areas that can be generated by the game world generation model. The generation of a new area may include filling the area with one or more elements or constraints. According to an embodiment, the generative and / or training operations at block 120 may include one or more operations of identifying elements of the video game, generating a new area, and / or configuring one or more game areas of the video game 100. According to an embodiment, the generative and / or training operations at block 120 may be based on one or more detected user commands and / or interactions at block 125. Generative game world filling may be based on one or more commands. For example, a command can be an input command for one or more of game engine commands, game design commands, game server commands, and game player commands to populate at least one element of a game session. As an example, a game engine command can be an instruction from video game 100 to generate a new game area or populate one or more existing areas of the game. During game design, a device can receive game world generation commands via a user interface to generate a new game area or populate a game area. During gameplay, game world generation input commands can be received from a user (such as a player of the game) to generate a new game area. Similarly, one or more devices (such as a server) providing a video game can generate game world generation input commands to generate game areas and / or populate game areas.

[0041] According to an embodiment, video game 100 may be configured to provide features to improve user experience, wherein the functions and operations described herein are performed after user consent, with explicit notification to the user, and / or in accordance with one or more user settings for user privacy. It should be understood that the embodiments can be applied to interactive entertainment with one or more users. The processes described herein are not limited to game content. According to an embodiment, generative game world population may include performing one or more of the operations and processes discussed herein, such as... Figure 2 Processing 200 and Figure 7 The processing time is 700.

[0042] Figure 2A process for filling a generative game world according to one or more embodiments is illustrated. Process 200 can be configured to generate one or more elements or configurations of a video game, including configurations of one or more existing game elements and generating one or more new game elements and game areas. Process 200 can be generated by a device for filling a generative game world (such as...) Figure 3 The device 305 and / or controller 325) shall perform the execution.

[0043] Process 200 can be initiated by a device (e.g., device 305) detecting a game world generation input command for a video game at box 205. According to an embodiment, the game world generation input command for a video game area can be detected by one or more devices (such as a game console, web server, and interactive entertainment device). The game world generation input command can be at least one of a game engine command, a game design command, a game server command, and a player command to populate at least one element of a game session. Generative game world population can be performed at different stages of game development and / or for an established game. During game development, game input commands can include the generation of one or more game elements for a game area and the generation of a new game area. For an established or existing video game, a generate game input command can be received during and / or in response to gameplay to generate one or more game elements for a game area. Similarly, the generation input command can be to initiate the generation of a new game area or a game storyline. The world generation input command can be detected based on input commands from game designers and developers using a user interface for game design. For a generated game, the world generation input command can be controlled based on the player's selections on the video game's user interface and control panel.

[0044] Processing 200 can be performed on video games (e.g., video games, interactive games, etc.). A video game may include one or more player-controlled elements, visual displays, or one or more levels or areas, and the ability of a user to control a character relative to one or more levels and areas. A video game may also include non-player elements, such as non-player characters or playable game areas (e.g., routes), non-playable game areas, and various forms of displays. A game may include a storyline that includes character information such as backstory and one or more narrative components describing the basic principles of gameplay or performing game tasks. These features may form game standards or be part of game standards. As an example, when identifying generative features, the character storyline of an object's adventure can be a decisive feature and constraint. Game standards can be described through video game data. Embodiments may include identifying and determining game standards based on one or more of gameplay data and game engine data (e.g., game code).

[0045] According to an embodiment, processing 200 may optionally include receiving video and / or game content at box 206. Generative world filling may be based on parameters of the video game. The video game may include characters, themes, and storylines. At optional box 206, one or more parameters may be received via video data and / or game data (e.g., game code, game engine data, game generation data, etc.). The video and game data received at optional box 206 can be used to characterize the game and identify storylines and game components that complement or integrate with game features.

[0046] According to an embodiment, process 200 may optionally include performing world generation training at box 207. World generation training may be performed to generate and / or train a game world generation model. The world generation model can be used to generate elements, regions, themes, templates, and / or game features to populate a new game world. World generation training at optional box 207 may be based on features of the video game and training data typically used for character, storyline, theme, and video generation. According to an embodiment, world generation training at optional box 207 may include training the model using elements, regions, and features of the video game to generate elements and regions of the video game. As an example, for racing games, the model may be trained based on racing vehicles and tracks to generate new racing vehicles and / or new tracks. For adventure games, the model may be trained based on player-controlled characters, game opponents (e.g., villains, bosses, enemies, etc.), landscapes, levels, tools, and typical game parameters. World generation training may include identifying one or more game criteria for the video game.

[0047] At block 210, process 200 includes determining at least one element for filling a video game area based on a world generation input command. According to an embodiment, game element determination may be based on a world generation input command. For world generation input commands during game design, element determination may be used to fill areas, generate new areas, configure areas, generate storyline components, and add to the game storyline. For already developed or existing games, world generation input commands may similarly be used to fill areas, generate new areas, configure areas, generate storyline components, and add to the game storyline. The processing and device configuration discussed herein may identify and / or generate data for the video game based on game world standards. According to an embodiment, the generation elements, game areas, and generative game world filling of the video game may be based on the video game's game world standards. By using game world standards, elements that allow for the functionality and / or consistency of the video game can be generated. According to an embodiment, game world standards may define at least one parameter for generating at least one of the following: game levels, game maps, game storylines, object design styles, and game elements. Process 200 may identify and / or determine game world standards based on received game content, world generation training, and / or video game data.

[0048] According to an embodiment, at block 210, at least one element for filling the game area is determined to include at least one of content that generates new game areas in the game and new storyline components of the game. According to an embodiment, generative game world filling and generative AI can be used to fill the game world in many ways, such as by game designers, by game engines, by game servers, or by game players. When used by a game engine or game server, generative AI can replace traditional procedural game content generation, thereby creating unique game content that is not perceived as repetitive by the player. When used by a game designer, generative AI can be used to generate many possibilities for filling game areas, such as game levels, cities, countries, islands, planets, spaceships, building interiors, or dungeons. Designers can select content of interest as the basis for new content and can pick and choose elements to use from different generated content. When used by a player in the game, generative AI can allow players to create new, unique content instead of the traditional approach of replicating a fixed set of building elements. In open-world games with player-created content, the processes and operations described herein can provide players with a very rich and evolving environment for exploration.

[0049] According to an embodiment, generative AI can be used to generate content for populating new game areas. These new game areas can be newly created or already exist in the video game and require population, such as newly visited planets or islands. A seed for a game area can be generated using a set of objects or descriptions to guide the generative AI in creating content for that area. By using generative AI to populate new game areas, the game can provide players with an endless variety of unique game environments to explore.

[0050] According to embodiments, generative AI can be used to create new non-player characters (NPCs) in games, giving each NPC their own appearance, personality, goals, and background. NPCs can possess information that players are interested in and can be used to reveal information to players to advance the game's storyline.

[0051] According to embodiments, determining at least one element for filling a game area includes generating at least one game element and a game area based on the game's storyline and design themes. The area in the game world being filled can have a consistent design, theme, or logic specific to that area. An area in the game world can have sub-areas, in which case the standards of the main area can be applied to the sub-areas, as well as the sub-area standards. In some cases, the standards of a sub-area can override the standards of the larger area it is embedded in. A game title can act as an area and have standards applied to that area and areas embedded within it. Generative AI filling can fill areas in the game world with new content conforming to the area standards, including any standards inherited from areas embedded within the area. Generative AI can be used to add areas to the game, each area having a unique feel for the player.

[0052] According to an embodiment, determining at least one element for filling a video game area includes generating at least one game object and at least one display feature to fill the video game area, and wherein determining at least one element includes generating an element for a template of the game area. Process 200 can be configured to characterize the game area, and the determined elements can be based on a theme or style applied to the game elements. For example, a first piece of music or audio accompaniment can be selected for a game area including a room, and a second piece of music or audio accompaniment can be selected for an outdoor or nature theme for the game area. Game area elements, storyline elements, and characters can be used to generate the appearance of a room, elements within the room, and the room's appearance style. Elements can be generated based on the player's age suitability, allowing a room or bar to be modified into a cafe or restaurant based on the player's age group.

[0053] According to an embodiment, generative AI can be used to fill empty frames or templates in a new game area. This can be used to ensure that the generated content is functional and consistent with other areas in the game title. According to an embodiment, determining at least one element for filling a video game area includes generating a display element for at least one element in the newly generated game area, wherein the device uses a template generated for the video game to determine the display attributes and game functionality of at least one element. The video game may include using templates for filling game areas, such as a first template for a first game area or level, and a second template for a second game area or level.

[0054] According to embodiments, a combination of procedural generation and artificial intelligence can be used for generative game world filling. For example, procedural generation can be used to generate new empty game levels with standard game characteristics (such as difficulty levels, defined entry points, and defined exit points), ensuring that the generated content fits well within the game. Operations for generative game world filling can then fill content within the new procedurally generated level. Operations for generative game world filling can be given a set of constraints to be satisfied when generating content, which may include constraints on the quantity, location, type, or power level of things such as treasures, healing items, traps, or monsters. In some cases, generative game world filling operations may fill areas with predefined boundaries that must be consistent with, such as a left edge bordering a forest with a road in the middle, and a right edge bordering a grassland plain at the top and an ocean at the bottom. In some cases, the area to be filled may have constraints extending into that area, such as filling unexplored areas of a map showing roads and rivers that cross the area. In another example, the generative game world filling operation can determine the layout and content of the generated area, while using a procedural approach to populate the details of the objects determined by the generative game world filling, such as to procedurally add details to the travel portals placed by the generative game world filling, making them look and function similar to other travel portals in the game, and linking them so as to allow travel to other travel portals in the game.

[0055] According to an embodiment, determining at least one element for filling a video game area includes using a game world generation model to generate a new game area for the video game, the game world generation model being trained to generate the new game area based on game area criteria to include new game content. As an example, world generation training at optional box 207 can generate and / or train a model that can be used to identify and / or fill game elements.

[0056] At box 208, processing 200 may optionally include identifying at least one tagged element. According to an embodiment, a video game may include one or more element tags or tagged elements from video game data. A tagged element may be a game element that can be populated by a device. A tagged element may be a placeholder for including or configuring an element. As an example, a video game may include a background with a first display configuration. The background may be tagged such that generative game world population includes configuring the background. Similarly, for player-controlled elements, the player character may be tagged. Alternatively or in combination, other game elements that are not player characters may be tagged to allow configuration. According to an embodiment, game world generation input commands may be detected based on the detection of game element tags in a video game area, the game element tags including descriptions of game elements for configuration.

[0057] At box 215, processing 200 includes outputting generative game data and / or content. The output game data may include game data generated for a video game area. The generated game data may be output along with the game data. For example, a background generated for the game may be inserted at the speed of an existing background. Alternatively, a formatted object may be output using at least one element of the generated format. Outputting game data for the video game includes displaying said at least one element during a game session.

[0058] Process 200 may optionally include updating the generative game output at box 216. Process 200 may be configured to update the generative content based on game world standards and video game content. According to an embodiment, generative game world filling may be based on video game content output. Thus, advancing to different game areas or levels can initiate updates to the generative game content. Process 200 may optionally include detecting user input at box 217. According to an embodiment and discussed in more detail herein, generative world filling may be based on user input controls and actions. User input detected at optional box 217 can be used for updating the generative game output at optional box 216. Figure 7 Processing 700 describes operations for generative game world population and player customization according to one or more embodiments.

[0059] Figure 3 A graphical representation of a system and device for identifying game world generation according to one or more embodiments is shown. According to the embodiments, game world generation can be performed and used by a device or system (such as a network game system). The system may include one or more components and devices. Figure 3A system 300 according to an embodiment is illustrated, which may include a device 305. Device 305 may be one or more of a game console, computing device, and electronic device typically configured to output game content 306 to a display 310, and may include the output of generated game worlds and video game content. Regarding game content, device 305 may be configured to output data for presentation on a display or generally a visual output device, including graphics (2D and 3D), sound, and data. Device 305 may also be configured to output non-game content, such as video content, visual content, audio content, etc. The embodiments describe the population of generative game worlds for video games and game generation; however, it should be understood that the principles of this disclosure can be applied to other forms of media and non-game content. Thus, device 305 and system 300 can be configured for generative operations that can be applied to one or more applications.

[0060] According to an embodiment, device 305 is configured to output data 306 and / or content to display 310. According to an embodiment, display 310 may be separate from or part of device 305. Device 305 may be configured to communicate with one or more servers 320 via network 315. 1-n Network communication is performed. Network communication may include one or more network communication types (e.g., Local Area Network (LAN), Metropolitan Area Network (MAN), Wide Area Network (WAN), wireless, Internet). Device 305 can be configured to follow server 320. 1-n Receives one or more of the following: user data, game data, and video data. Server 320 1-n It can be configured to store one or more of user data, game data, and generated data.

[0061] Figure 3 Device configurations according to embodiments are depicted. Device 305 may relate to a console, media device, and / or handheld device. Device 305 may be configured to generate game data, including configuring and populating existing game areas of the game, and generating new game areas of the game. Device 305 may be configured to perform one or more processes described herein for populating a generative game world. According to embodiments, device 305 includes a controller 325 and a memory 326. Device 305 may also include a network communication module 327. Device 305 may also optionally include game content 328. Device 305 may optionally include a display 311 and / or be interoperable with a display 310.

[0062] Controller 325 may relate to a processor or control device configured to perform one or more operations (e.g., executable instructions) stored in memory 326, such as processes for game world generation and game world population. Controller 305 may be coupled to memory 326, network communication module 327, and interface (I / O) 330. Memory 326 may be a non-transitory memory configured to provide data storage and working memory operations for device 305. Memory 326 may be configured to store computer-readable instructions for execution by controller 325 for use in one or more processes described herein. Network communication module 327 may be a communication module configured to receive and transmit network communication data.

[0063] According to an embodiment, device 305 can be configured for generative game world filling. According to an embodiment, device 305 can be configured to detect a game world generation input command for a video game area. Device 305 can be configured to determine at least one element for filling the video game area based on the world generation input command, wherein the determination of at least one element is based on game world criteria. Device 305 can be configured to output game data for a video game area having at least one element object.

[0064] According to an embodiment, device 305 can be configured for generative game world filling and player customization. Device 305 can be configured to detect player data of at least one player in a video game, wherein detecting player data includes detecting interactions between the player and elements of the video game. Device 305 can be configured to determine at least one element for filling a game area of ​​the video game based on the player data of at least one player, wherein determining at least one element is based on player interactions in the game. Device 305 can be configured to output game data having at least one element for filling the game area.

[0065] Device 305 can be configured to receive game media (e.g., cards, boxes, discs, codes, data, etc.) and output the visual and audio content of the game media to display 310. Device 305 can be configured to receive data from server 320. 1-n One or more devices receive data to present and output game content 328, which can be stored in memory 326. For online games, device 305 can receive data from a network source (such as server 320). 1-n Device 305 can receive game data and can be configured to generate game music for the game data. Similarly, device 305 can be configured to receive typical video content (including non-network game data) and output video content.

[0066] Device 305 can be configured to receive signals from one or more peripheral devices (such as input device 335). 1-nReceive input. Input device 335 1-n It can be a controller or an input device, which is typically configured to provide control and game control over device 305.

[0067] System 300 may include a display 310 for the visual and audio output of a video game and / or the output of device 305. According to an embodiment, display 310 may display control elements of device 305 (such as optional menus 350), which may be used to interface with device 305. Display 310 may output user interface 350 received from device 305. Device 300 may utilize one or more operations of the processes described herein. It should also be understood that system 300 and its components may be configured to perform operations of device 305.

[0068] Figure 4 A graphical representation of a game world generated according to one or more embodiments is illustrated. According to an embodiment, a process 400 for generative game world filling includes training a model on world generation and using the model to determine at least one element for filling a video game region. Rather than running a pre-programmed series of events or phases, the embodiment provides operational and device configurations to generate one or more game elements for a video game using at least one model, such as game regions, game objects, game themes, etc. The trained model can be configured to identify parameters (such as features of the video game) from input and generate one or more configurations of the video game, including configurations that are not pre-programmed. Game world filling may include configuring pre-programmed elements (such as applied themes); however, it should be understood that generative game world filling may include the generation of new elements and / or regions that are separate from and other than pre-programmed video game data.

[0069] According to an embodiment, processing 400 may include receiving game content, which includes one or more of the following: data of (multiple) game characters 401, data of (multiple) game areas 402, data of (multiple) game objects 403, and data of one or more game themes 404. Based on the received game content, processing 400 may perform one or more generative operations and / or training operations 405. According to an embodiment, training operations may be performed to train a generative game model to generate one or more of characters, game areas, game objects, and game themes. The training operation at 405 may include identifying one or more game criteria using data of (multiple) game characters 401, (multiple) game areas 402, (multiple) game objects 403, and one or more game themes 404. Game criteria may include one or more functional restrictions. For example, game criteria may restrict the controlled movement of game objects. Game criteria may have design themes or display characteristics. For example, game criteria may limit the number of background elements in a game area. Generative operations may include generating one or more of characters, game areas, game objects, and game themes.

[0070] Generative and / or training operations 405 may include generating and / or training a game world generation model. The world generation model can be used to generate elements, regions, themes, templates, and / or game features to populate a new game world. World generation training at box 405 may be based on features of the video game and training data typically used for character, storyline, theme, and video generation. According to embodiments, world generation training at box 405 may include training the model using elements, regions, and features of the video game to generate elements and regions of the video game. As an example, for racing games, the model may be trained based on racing vehicles and tracks to generate new racing vehicles and / or new tracks. For adventure games, the model may be trained based on player-controlled characters, game opponents (e.g., villains, bosses, enemies, etc.), landscapes, levels, tools, and typical game parameters. World generation training may include identifying one or more game criteria for the video game. In some cases, training at box 405 may create new generative AI models with different training criteria. For example, training at block 405 could include downloading Halloween content, using it to train a new generative AI model, which would then be used to generate Halloween-themed game content tailored for players, before returning to the previous generative AI model after Halloween. As another example, a new generative AI model trained on pirate content could be generated to create pirate-themed islands in specific areas of the game world, while one or more other generative AI models could be used to generate content in other areas of the game world. One way to achieve this is to duplicate an existing generative AI model that has already been trained to generate game content, and then train the copy with the new themed content.

[0071] According to an embodiment, processing 400 may include outputting game data 410 of a video game area having at least one generated element. Outputting game data at 410 may include multiple game areas 411. 1-n According to an embodiment, a game area 4111 can be output, including a background 415, configurable game objects 420, game objects 425, and theme elements 430. According to an embodiment, the game area 4111 may relate to a game area of ​​a video game, and the generative world filling can be configured to modify and / or generate one or more game elements for the game area 4111. The background 415 may include one or more visual and functional elements that can be modified. The configurable game objects 420 may relate to tagged elements, such that the device can be configured to modify one or more of the functionality and appearance of the tagged objects. Game objects 425 may be game features, such as barriers, paths, or landing features. The arrangement of elements in the game area 4111 can be adjusted based on operations used for generative game world filling.

[0072] According to embodiments, generative game world filling may include filling game areas and / or generating new game elements. Outputting game data 410 includes outputting at least one element in game area 4112. Game area 4112 may be generated to include background 430, configurable game objects 420, game objects 425, and theme elements 440. According to embodiments, game area 4112 may relate to a modified or updated version of game area 4111. By way of embodiments, game area 4112 may be modified to update at least one appearance and function of one or more game elements. Game area 4112 may include one or more updated elements of background 435, which include theme elements 440 modified from game area 4111. Configurable game objects 420 may be updated to appear in game area 4112 with modified graphical representations (e.g., star representations for appearance changes). Game objects 425 may be presented as game features. According to embodiments, game area 4112 may relate to a graphical representation of a modified game area of ​​a video game. According to other embodiments, game area 4112 may relate to a new area of ​​a video game.

[0073] According to an embodiment, processing 400 may include outputting game data 410 of a video game area having at least one generated element based on a game area template. According to an embodiment, the game area template may identify one or more features or elements for filling the game world. According to an embodiment, generative game world filling may include filling game areas with the game area template and / or generating new game elements for multiple game areas. Outputting game data 410 includes game area 411. n Output at least one element. This can generate game area 411. n This includes a background 445, configurable game objects 420, game objects 455, and theme elements 450. According to an embodiment, the game area 411... n This may involve modifications or updates to game area 4111. Through the example provided, game area 411... n It can be modified to update at least one appearance and function of one or more game elements. According to an embodiment, game area 411 n This can involve a game area generated based on a template generated from game area 4111. Game area 411 n It may include one or more updated elements of the background 445, which include theme elements 450 modified from the game area 4111. Configurable game objects 420 can be updated to appear in the game area 411. nThe game object 455 can be presented as having modified graphical representations (e.g., display processing). It can also be presented as having modified appearance and functional game features (e.g., changes in shape defining a controllable area). According to an embodiment, the game area 411... n A graphical representation of a game area that may involve modifications to a video game. According to other embodiments, game area 411 n This could involve new areas related to video games.

[0074] According to the embodiment, game area 411 1-n This can involve generating one or more game regions for the open world of a video game. Game regions can be generated based on closed-loop adaptive story learning and the detection of video game elements.411 1-n According to embodiments, elements of a video game can be detected and used as a reference for generating elements. Elements can be detected based on player preferences or interactions, and these elements can be used to customize game areas suitable for one or more users. User preferences can be detected based on voice input or commands, such as speaking instructions to the game console to color the background or transform the background into a rustic salon, neon bar, or urban café. Unlike conventional games with pre-programmed content, the processing described herein can generate game areas based on user commands and requests. The generation of elements can interact with the game engine to allow content presentation and gameplay.

[0075] Figure 5 A graphical representation of a game world trained according to one or more embodiments is shown. According to the embodiments, one or more references and models can be used to perform game world determination. Contextual information about objects, object functions, and object appearance can be determined based on the training process. Figure 5 A training process 500 is illustrated, which may include receiving training input 501 by a device 505 including a controller 510. 1-n According to an embodiment, the controller 510 can receive multiple gameplay videos and / or video game data as training input 501. 1-n In this embodiment, the training input is 501. 1-n This can involve rendered video data for a specific video game and one or more additional video games. Training input 501 1-n It can include one or more references to storyline parameters. Training input 501 1-nThis may include game engine data for one or more video games. Based on the training in process 500, controller 510 can generate output 515. Output 515 may include one or more defined objects, game areas, game storylines, video game modifications, new characters, character voices, and elements used to populate the game world. According to an embodiment, controller 510 may be configured to generate output 515 based on a recursive loop that includes training and feedback. Feedback loop 520 may provide information such as ratings and accuracy to output 515.

[0076] According to an embodiment, the training process 500 and the controller 510 can be configured to use one or more learning models (e.g., artificial intelligence, iterative models, etc.) to identify objects and elements in a video game. The training process 500 and the controller 510 may use one or more libraries of common video game objects, including object images and object descriptions.

[0077] Figure 6 A graphical representation of a game world generated for player customization is shown according to one or more embodiments. According to embodiments, devices and processes for generative game world population and player customization are provided. Process 600 includes interaction with a player 605 in a video game. 1-n Multiple related gameplay data sources 610 1-n Gameplay data source 610 1-n This may involve devices that enable gameplay, such as those configured to output player controls 611. 1-n The game console, personal device, and computer. Process 600 may include detecting player interactions in the game, such as player input controls and preferences, at block 615. According to various embodiments, game content may be generated at block 620 using the player input and / or preferences detected at block 620. According to embodiments, the processes and operations described herein may be performed by one or more control devices. Alternatively or in combination, the processes and operations described herein may be performed by one or more servers.

[0078] Figure 7A process for generative game world population and player customization according to one or more embodiments is illustrated. Process 700 may begin at block 705 to detect player gameplay data. The player gameplay data detected at block 705 may include user input controls, user commands (e.g., voice, user interface, etc.), user reactions, and user preferences for one or more video games. Player data for at least one player of the video game may be detected. According to embodiments, detecting player data includes detecting interactions between players and elements of the video game. Detecting player data may include detecting input controls in multiplayer games and identifying in-game preferences for at least one player of the video game. In some cases, detecting player gameplay data may incorporate data from a group of players who may be a group of players who will be playing the game together in a session.

[0079] Processing 700 may optionally include detecting the generated input command at box 706. Similarly, processing 700 may include performing world generation training at box 707 and identifying labeled elements at box 208. The operations for detecting the generated command, world generation training, and identifying labeled elements can be similar to those described above. Figure 2 The operation of handling 200 discussions.

[0080] At block 710, process 700 includes the device determining at least one element for filling a game area of ​​the video game based on player data of at least one player. The element for filling the game world can be determined based on player interactions within the game. According to an embodiment, determining at least one element includes detecting player data of a first player and player data of a second player, identifying preferences based on the player data of the first player and the second player, and generating at least one element in the game area of ​​the video game based on game world standards.

[0081] Processing 700 can learn from observations of player preferences and / or gameplay to identify game elements that are appealing or enjoyable to players. Generative fill operations can use this information to create game content tailored to the player's appeal or enjoyment of the gameplay and / or title. Generative fill operations can create new game areas populated with content customized for the player. Generative fill operations can also populate new game areas for the player based on elements from other game areas the player likes. Furthermore, generative fill operations can detect player emotions and generate content based on those detected emotions.

[0082] Processing 700 may include a generative fill operation for determining elements of a video game. According to an embodiment, determining at least one element includes using in-game player interactions to select a template for filling a game area, and at least one tag element for filling the template. Determining the at least one element includes setting at least one style for the at least one element using player data from at least one player. According to an embodiment, the generative fill operation can generate content specifically for players in a multiplayer game environment, which can then be used in that game environment. In some cases, players can interact with content specifically generated for another player. According to an embodiment, when multiple players are playing together in the same multiplayer game environment, the generative fill operation can generate music for the game environment that takes into account the musical preferences of all players. The generative fill operation for music and audio output can take into account game states, such as the mood or emotion the current game state attempts to create in players and what game elements are present. Different musical themes or subjects can be used for different game elements or areas, as well as one or more themes or subjects for the overall game music. These musical themes and subjects can be styled based on player preferences. According to an embodiment, the content created by the generative fill operation can be used across multiple game titles. According to an embodiment, an overall musical style, such as orchestral score, can be used throughout the game title. This overall musical style can then be applied to new music created by a generative fill operation for use in the game, such as in newly generated game areas. The created content can be generated by the game server or created locally on the device playing the game. Furthermore, locally created content can be uploaded to the server for sharing.

[0083] According to an embodiment, determining at least one element includes generating an adaptive storyline for the video game based on player interactions within the game. According to an embodiment, determining at least one element includes generating a new storyline for the video game based on player interactions within the game, and inserting the new storyline into the video game. According to an embodiment, determining at least one element includes generating at least one of audio output and music output for the video game based on player interactions within the game. According to an embodiment, determining at least one element includes using a game world generation model to generate new game areas for the video game, the game world generation model being trained to generate new game areas based on player interactions within the game to include new game content.

[0084] Processing 700 includes outputting game data with at least one element for filling the game area at box 715. Processing 700 may optionally include updating game content at box 725. Outputting game data for the video game includes outputting at least one element to the first player and the second player of the video game during the game session.

[0085] Figure 8A graphical representation of player-generated game world content is shown according to one or more embodiments. According to embodiments, the generational game world population and player customization can be based on parameters of the video game to provide consistency with the generational content and the video game content. The generational content can be based on one or more game templates. Process 800 can be configured to populate one or more game areas based on player customization using game data 805 of the video game. Game data 805 may include game structure / map data 801, game element data 802, and game storyline data 803. Game structure / map data 801 may include a description of the game layout, the format of levels or game areas, and the relationship of game areas relative to the game storyline. Game element data 802 may include descriptions of game objects, game object functions, and the use of game objects in game areas. Game storyline data 803 may include descriptions of one or more game storylines for game characters.

[0086] Processing 800 can be configured to generate one or more game areas using video game data, player interaction data, and one or more game templates. Processing 800 may include receiving game data 805, detecting user / player data at box 810, and selecting / generating a game template at box 815. At box 820, processing 800 includes filling and / or generating at least one game world area. The generated game world data 825 may be output to be presented to one or more players.

[0087] According to an example, generative AI can learn at the game title level what content players like across all player interactions with generated content. Some players may respond to content differently than others. The AI ​​can detect these different ways players react to content and group players based on their responses, allowing the generative AI to create content specifically for a group of players with similar preferences.

[0088] According to an embodiment, generative AI can be used to group content so that content liked by the same player is grouped together. If a group of players has similar preferences, content can be grouped based on the reactions of players in that group to the content. This allows different game areas to be filled with content from different groups, which can lead to consistency within game areas as well as differentiation between game areas.

[0089] According to an embodiment, generative AI can be used to create adaptive storylines based on player actions in a game. In this way, player actions can be used to control the video game and the game's story. Traditional game storylines are linear. According to the embodiment, as players influence the game story, story elements not yet revealed to the player can be modified to accommodate new changes introduced by the player, and will still be interwoven at the end of the story. Encountering an NPC later in the game can cause the NPC to reference actions taken by the player earlier, giving the player the feeling that they are living in the game environment and influencing it, rather than simply observing a predetermined story.

[0090] According to an embodiment, generative AI can be used to create sets of game content and group similar content together to create or populate areas, thereby giving these areas consistency. Similarity can be determined through AI analysis of the game content or through AI analysis of player reactions to or interactions with the game content.

[0091] According to embodiments, generative AI can be used to create content for an entire game title, game areas shared by multiple players, individual player gameplay, or within a single instance of game play. In some cases, created content can begin with narrow-range availability, such as being specific to a particular player, and then made more widely available, such as within a specific shared game world, based on player reactions to content deemed favorable. In some cases, if a first player's reaction to content is favorable, content created for that first player can be made available to second players. In some cases, if a certain number of individual players react favorablely to created content, the created content can be shared more broadly to populate a game world accessible to any player.

[0092] While this disclosure has been specifically shown and described with reference to exemplary embodiments thereof, those skilled in the art will understand that various changes in form and detail may be made therein without departing from the scope of the claimed embodiments.

Claims

1. A method for populating and customizing a generative game world, the method comprising: The device detects player data of at least one player in a video game, wherein detecting player data includes detecting interactions between the player and elements of the video game. The device determines at least one element for filling a game area of ​​the video game based on player data of at least one player, wherein the determination of the at least one element is based on player interactions within the game; and The device outputs game data having at least one element for filling the game area.

2. The method according to claim 1, wherein, The detection of player data includes: detecting input controls in multiplayer games and identifying the in-game preferences of at least one player in the video game.

3. The method according to claim 1, wherein, Determining the at least one element includes: detecting player data of a first player and player data of a second player, identifying preferences based on the player data of the first player and player data of the second player, and generating the at least one element in the game area of ​​the video game based on game world standards.

4. The method according to claim 1, wherein, Determining the at least one element includes: using player interaction in the game to select a template for filling the game area, and at least one tag element for filling the template.

5. The method according to claim 1, wherein, Determining the at least one element includes: using player data of at least one player to set at least one style for the at least one element.

6. The method according to claim 1, wherein, Determining the at least one element includes: generating an adaptive storyline for the video game based on player interactions within the game.

7. The method according to claim 1, wherein, Determining the at least one element includes: generating a new storyline for the video game based on player interactions in the game, and inserting the new storyline into the video game.

8. The method according to claim 1, wherein, Determining the at least one element includes: generating at least one of the audio output and music output of the video game based on player interactions in the game.

9. The method according to claim 1, wherein, Determining the at least one element includes: using a game world generation model to generate a new game area of ​​the video game, the game world generation model being trained to generate the new game area based on player interactions in the game to include new game content.

10. The method according to claim 1, wherein, Outputting the game data of the video game includes outputting at least one element to the first player and the second player of the video game during a game session.

11. A device configured for generative game world population and player customization, the device comprising: interface; Memory that stores executable instructions; and A controller, coupled to the interface and the memory, wherein the controller is configured to: Detecting player data of at least one player in a video game, wherein detecting player data includes detecting interactions between the player and elements of the video game; At least one element for populating a game area of ​​the video game is determined based on player data from at least one player, wherein the determination of the at least one element is based on player interactions within the game; and The output contains game data with at least one element used to fill the game area.

12. The device according to claim 11, wherein, The detection of player data includes: detecting input controls in multiplayer games and identifying the in-game preferences of at least one player in the video game.

13. The device according to claim 11, wherein, Determining the at least one element includes: detecting player data of a first player and player data of a second player, identifying preferences based on the player data of the first player and player data of the second player, and generating the at least one element in the game area of ​​the video game based on game world standards.

14. The device according to claim 11, wherein, Determining the at least one element includes: using player interaction in the game to select a template for filling the game area, and at least one tag element for filling the template.

15. The device according to claim 11, wherein, Determining the at least one element includes: using player data of at least one player to set at least one style for the at least one element.

16. The device according to claim 11, wherein, Determining the at least one element includes: generating an adaptive storyline for the video game based on player interactions within the game.

17. The device according to claim 11, wherein, Determining the at least one element includes: generating a new storyline for the video game based on player interactions in the game, and inserting the new storyline into the video game.

18. The device according to claim 11, wherein, Determining the at least one element includes: generating at least one of the audio output and music output of the video game based on player interactions in the game.

19. The device according to claim 11, wherein, Determining the at least one element includes: using a game world generation model to generate a new game area of ​​the video game, the game world generation model being trained to generate the new game area based on player interactions in the game to include new game content.

20. The device according to claim 11, wherein, Outputting the game data of the video game includes outputting at least one element to the first player and the second player of the video game during a game session.