Systems and methods for generative game world fill and nested template generation

By detecting player data and generating game elements using nested templates, and using machine learning models and generative AI to populate the game world, the problem of insufficient customizable content generation and operational controllability in existing game systems has been solved, achieving personalized game content and a rich gaming experience.

CN122055192APending Publication Date: 2026-05-15SONY 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
2026-05-15

AI Technical Summary

Technical Problem

Existing game systems struggle to provide customized game content, have limited ability to generate game elements, and lack sufficient controllability in device operation, thus failing to meet users' personalized needs.

Method used

By detecting player data and generating game elements using nested templates, which include multiple sub-layers and constraints, game areas and elements are generated based on player preferences, and the game world is populated using machine learning models and generative AI.

Benefits of technology

It enables customized game content generation based on player preferences, improves the controllability of game device operation and user experience, and provides a rich and varied game environment.

✦ Generated by Eureka AI based on patent content.

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Abstract

Systems, processes, and device configurations are provided for generative game world padding, including generation of player customizations using a user interface and a nested template. A method may include using player data and a template to determine elements for populating an electronic game area. The template may include one or more nested layers including constraints and parameters for generating or populating game elements. Filling an electronic game area may include generating a model using a game world trained to generate a new game area or element to appear as part of an electronic game. Game world populations may be customized based on game inputs, such as variable control inputs, to provide preferences for game parameters. Game world generation may be based on sub-layers of templates that provide boundaries and parameters for generation. The template may be used to inherit or overlay game objects and game parameters during game world fill.
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Description

[0001] Cross-reference 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 herein by reference in their entirety. Technical Field

[0003] This disclosure relates to interactive entertainment and electronic video games, including game device operation, processes, configuration, user interface control and control device configuration, and generative processes for populating 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 two-dimensional format, including games presented in various formats.

[0005] As game systems and networking features evolve to include increased processing power and display quality, game content also improves with the development of richer features and graphics. There is a growing expectation to provide users with customization and tailoring for game content. Conventional development processes may limit developers' ability to provide game content suitable for all users. Furthermore, many games are developed using fixed mappings and game architectures. 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, there is a need and expectation for game systems and devices to provide users with the ability to control game content. There is also a need and expectation for game systems 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 filling generative game worlds. In one embodiment, a method includes detecting player data of at least one player in a video game by a device. The method includes the device using the player data and a template to determine at least one element for filling a game area of ​​the video game, wherein the template includes at least one nested layer, and each nested layer of the template includes constraints for generating the at least one element. The method includes the device outputting game data having the at least one element for filling the game area.

[0007] In one implementation, detecting player data includes: detecting at least one input control to a multiplayer game, and identifying in-game preferences of at least one player of the video game based on player interactions with elements of the video game.

[0008] In one implementation, detecting player data includes detecting at least one input control to a user interface of a video game, the user interface including multiple graphical slider controls for defining user preferences.

[0009] In one implementation, detecting player data includes detecting at least one input control to a user interface, the user interface including at least one variable control input configured to define at least one game parameter.

[0010] In one implementation, the nested template provides at least one constraint for generating a game region, game objects within the game region, and at least one sub-region of the game region.

[0011] In one implementation, the nested template includes multiple sub-layers, each providing boundaries for generating game elements for the video game.

[0012] In one implementation, identifying at least one element includes: setting at least one style for at least one element using a template, wherein the template provides at least one of objects that inherit from the video game and objects that override the video game.

[0013] In one implementation, the template is generated based on detected player data.

[0014] In one implementation, at least one element is identified as including: generating new challenges for video games based on player data and templates.

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

[0016] Another embodiment relates to an apparatus configured for filling a generative game world. The apparatus 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. The controller is also configured to use the player data and a template to determine at least one element for filling a game area of ​​the video game, wherein the template includes at least one nested layer, and each nested layer of the template includes constraints for generating the at least one element. The controller is configured to output game data having the 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 implementation scheme. Attached Figure Description

[0018] The features, objects, and advantages of this disclosure will become more apparent from the following detailed description taken in conjunction with the accompanying drawings, in which the same reference numerals are consistently used in a corresponding manner, and wherein: Figure 1 It is a graphical representation of a generative game world filled according to one or more implementation schemes; Figure 2 The process for populating a generative game world according to one or more embodiments is illustrated; Figure 3 A graphical representation of a system and apparatus for generating a game world according to one or more embodiments is shown; Figure 4 This illustrates a graphical representation of a game world generated according to one or more implementation schemes; Figure 5 A graphical representation of the game world trained according to one or more implementation schemes is shown; Figure 6 The diagram illustrates a graphical representation of a player-customized game world generated according to one or more implementation schemes. Figure 7 A graphical representation of a user interface control according to one or more implementation schemes is shown; Figure 8 A graphical representation of a game world template according to one or more implementation schemes is shown; and Figure 9 A graphical representation of a game world map according to one or more implementation schemes is shown. Detailed Implementation

[0019] Overview and Terminology One aspect of this disclosure relates to generative game world filling. Implementations relate to a game system that may include a console, processor, or server for generating game content. Processes, system configurations, and apparatus configurations according to the implementation are provided for filling game areas, such as game areas of an existing game. The processes and apparatus configurations can be configured for generative operations including one or more of the following: generating game objects, filling game areas, generating new game areas, and stylizing one or more objects and game areas of a video game. Implementations provide operational and apparatus configurations that allow the use of one or more templates for filling and / or elements. According to the implementation and as described herein, templates can be nested to include definitions, constraints, and / or parameters to allow the generation of game elements. Templates can be nested, including one or more layers, where each layer may include one or more layers and objects. Templates may determine that one or more tags are attached to content generated from the template, which may impose constraints on the content nested within the generated content. Nested layers may provide data and information to aid and improve the generation of elements. Nested templates may have configurations or structures that allow the identification of elements suitable for or conforming to a video game.

[0020] According to the implementation scheme, a configuration is provided for the device to use templates to generate game objects and populate a generative game world. Game elements can be generated as nested elements to provide different levels of detail. The characteristics, properties, and associations of objects can be generated based on the hierarchical nesting of templates to create game elements. According to the implementation scheme, templates can be used to generate new game areas. According to the implementation scheme, templates that take into account aspects of the game and can include elements inherited from video games can be used. The aspects of the game template being rendered can inherit from existing game elements, or can include overriding one or more aspects of existing game elements.

[0021] According to the implementation scheme, the template used herein can be a generative game template. The template may include one or more constraints for generating game elements. Constraints can ensure that elements fit within a closed game element framework, work with game mechanics / operations, and / or reflect player preferences. According to the implementation scheme, when generating game elements from the template, the game generation model can configure the generated elements to conform to the template's constraints. The template can specify the boundaries of the elements, and object generative operations are performed. The scope of generative operations using the template can range from precisely specifying details, to giving limits on what is allowed or not allowed regarding details, to allowing generative operations a free scope to determine details. According to the implementation scheme, the template can be updated, or a new template can be created based on analysis of player interactions with the generated game elements.

[0022] The embodiments described herein include processes, apparatus configurations, and systems for generating a game world and for populating one or more areas of the game. According to the embodiments, the generation of the game world may include: detecting player data, including player preferences, through one or more user interfaces, and detecting player input. Player preferences for multiple players can be determined, and these preferences can be used to generate game content customized to provide optimal gameplay for the player group.

[0023] A game area can have one or more sub-areas. According to the implementation, generative open-world filling can include the configuration of game world areas, game world sub-areas, and / or game world elements. Generative open-world filling can include generating (such as creating) new game areas and / or game sub-areas for a video game. Game world areas can have structure and / or relationships. For example, playing a first level (level 1) before a second level (level 2). Similarly, playing a planet or scene first, and then the player can access a second planet or a second level. Game world areas can 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 a video game can interact with video and game content that can be generated based on players or player groups, and it allows new game environments to be generated after game design. For example, a game designer can generate a game that includes multiple levels or game areas. The implementation includes a process for adding one or more additional levels to a game.

[0024] According to the implementation scheme, the process and apparatus configuration provides one or more player-customized operations for video games. Utilizing generative operations, the generation of game objects can be improved for the player by providing a user interface that includes one or more variable controls for multiple game features. By providing variable controls such as sliders, the user can control the degree of influence of one or more factors. For generative operations configured to generate a large amount of output, controllability can provide the user with the ability to personally customize the generative operations and game data of the output.

[0025] Game world filling can include generation as part of game design, game engine, game server operations, and game elements based on player input. Game world filling can be applied to configured elements and / or generated 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., scenes, outer space, spaceships, tracks, etc.), and game elements. Depending on the implementation, generative game world filling involves using one or more machine learning (ML) models. The ML models used herein can be generated and used for generative game world filling, including artificial intelligence (AI) models configured to fill game worlds and game elements. The operations and processes described herein for generative game world filling can use generative AI for game world filling to provide generative AI open-world filling.

[0026] According to the implementation scheme, the processes, apparatus configurations, and systems for generating a game world and populating 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 might 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). The implementation scheme may modify the storyline to include one or more details that populate the storyline. According to the implementation scheme, the implementation may include generating a storyline and inserting the storyline into the video game. Storyline generation according to the implementation scheme may include identifying character actions or outcomes (e.g., defeated characters, destroyed game objects, etc.).

[0027] According to the implementation plan, a process is provided for generating and populating a game world based on one or more of the player's interests and 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. Therefore, player actions can be detected and used to influence one or more aspects of the game structure and storyline. Additionally, player interactions and input commands from multiple players can be detected and used to generate one or more game areas and storylines.

[0028] The implementation also relates to systems, apparatuses, 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, such that the population of the game world includes one or more of a consistent design, theme, or logic. Models can be generated to populate existing game areas.

[0029] As used herein, the term "a / an" 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., comprising). The term "or" as used herein shall be interpreted inclusively or as any one or any combination thereof. Thus, "A, B, or C" means "any 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.

[0030] Throughout this document, references to "an embodiment," "certain embodiments," "implementation," or similar terms mean that a particular feature, structure, or characteristic described in connection with an embodiment is included in at least one embodiment. Therefore, the appearance of such phrases in various places throughout this specification does not necessarily refer to the same embodiment. Furthermore, there is no limitation on how a particular feature, structure, or characteristic can be combined in one or more embodiments in any suitable manner.

[0031] Exemplary Implementation Figure 1 It is a graphical representation of a generative game world filled according to one or more implementation schemes. Figure 1 A video game 100 is shown, comprising a game storyline 101 and a game structure 110, the game storyline including multiple scenes 105. 1-n The game structure includes multiple game areas 111 1-n According to the implementation scheme, the process and apparatus configuration are set up 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 storyline 101, such as scene 105. 1-n One or more scenes within a game world. Generative game world filling 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 in addition to game scene 105.1-n Scene 106 can be added outside of one or more game scenes and / or between those one or more game scenes. 1-n The arrangement and sequence. According to the implementation scheme, the generative game world filling of video game 100 may include filling game areas (such as game area 111) with... 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 in addition to game area 111. 1-n Game area 112 can be added outside of and / or between one or more game areas. 1-n The arrangement and order.

[0032] 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 apparatus may use the game world generation model at block 120 to perform generative and / or training operations for the video game 100. 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 for identifying elements of the video game, generating new areas, 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, the command can be an input command of one or more of the following: a game engine command, a game design command, a game server command, and a player command, used to populate at least one element of a game session. For 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 input 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 (e.g., a server) providing the video game can generate game world generation input commands to generate game areas and / or populate game areas. Generative game world population can be based on one or more templates detected and / or generated at optional box 130. According to an embodiment, the video game can include one or more templates for game areas used to populate areas of the video game. According to an embodiment, a template can be detected for at least one game area of ​​the video game. According to an embodiment, a generative game world template can be generated for video game 100 to allow the generation of one or more areas, game objects, and game world population to conform to one or more aspects of the game, such as game mechanics.

[0033] According to the implementation scheme, detecting user commands at box 125 may include detecting player data, which includes one or more player controls and inputs to the user interface. According to the implementation scheme, the video game 100 may be configured to present a user interface for receiving user input regarding video game preferences. The detected preferences may be used as player input to determine one or more game objects to be presented.

[0034] According to the implementation plan, a process is provided for generating and populating a game world based on one or more of the player's interests and 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. Therefore, player actions can be detected and used to influence one or more aspects of the game structure and storyline. Additionally, player interactions and input commands from multiple players can be detected and used to generate one or more game areas and storylines.

[0035] According to the implementation scheme, video game 100 can be configured to provide features for improving user experience, wherein the functions and operations described herein are performed after user consent, with explicit notification to the user, and / or in alignment with one or more user settings for user privacy. It should be understood that the implementation scheme can be applied to interactive entertainment with one or more users. The processes described herein are not limited to game content. According to the implementation scheme, generative game world filling may include performing one or more operations and processes discussed herein, such as... Figure 2 The process 200.

[0036] Figure 2 A 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 configuring one or more existing elements among game elements and generating one or more new game elements and game areas. Process 200 can be provided by a device for filling a generative game world (such as...) Figure 3The process 200 is executed by the device 305 and / or controller 325. According to an embodiment, process 200 can be configured to generate a game world customized based on player preferences obtained through one or more player observations via the player's user interface (UI) and / or device. Player preferences can be targeted at an individual player and / or at combinations or groups of players. Player preferences can be used to generate game content that is customized to provide optimal gameplay for the player group. Process 200 can also be configured for template-based generative game world filling. According to an embodiment, process 200 can use a game world generation template that provides one or more parameters or constraints for generating and / or filling game elements. For example, nested templates can be used to generate game elements to provide different levels of detail. Templates can be configured with hierarchical nesting to generate game elements. Game world filling using templates can include aspects of game elements that are inherited from other game elements and / or overlay aspects from video game elements.

[0037] Process 200 can be performed on a video game (e.g., a video game, an interactive game, 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 or areas. A video game may also include non-player elements, such as non-player characters or playable areas (e.g., routes), non-playable areas, and various forms of displays. A game may include a storyline that includes character information (such as character backstories) and one or more narrative components describing gameplay or the basic principles used to perform game tasks. These features may form game standards or be part of game standards. For example, when identifying generative features, the character storyline for a task involving an object may be a defining feature and constraint. Game standards may be described by video game data. Implementation schemes may include identifying and determining game standards based on one or more of gameplay data and game engine data (e.g., game code).

[0038] Process 200 may be initiated by a device (e.g., device 305) that detects player gameplay data at box 205. The player gameplay data detected at box 205 may include user input controls for one or more video games, user commands (e.g., voice, user interface, etc.), user reactions, and user preferences. Player data for at least one player of the video game may be detected. According to an embodiment, detecting player data includes detecting in-game player interactions with elements of the video game. Detecting player data may include detecting input controls for multiplayer games and identifying in-game preferences of at least one player of the video game based on in-game player interactions with elements of the video game.

[0039] According to the implementation, the player game data detected at box 205 may include detecting at least one input control to a user interface of the video game, the user interface including multiple graphical slider controls for defining user preferences. Detecting player data may also include detecting at least one input control to a user interface, the user interface including at least one variable control input configured to define at least one game parameter. Using the variable control input allows the user to fine-tune and adjust parameters used for filling the generative game world. According to the implementation, process 200 may optionally include presenting the user interface at box 206. Figure 7 A graphical representation of an exemplary user interface according to an implementation scheme is shown. The user interface presented by process 200 may include one or more control elements and / or variable control elements for inputting player input commands. Player input controls may provide input along one or more control dimensions and for one or more characteristics and control features, including but not limited to character customization level, combat level, story level, etc. Therefore, the user interface may provide one or more values ​​or references to values ​​that can be incorporated into and used to populate the generative game world.

[0040] According to the implementation scheme, process 200 may optionally include detecting generative commands at box 207. According to the implementation scheme, game world generation input commands for a video game area can be detected by a device (such as one or more of a game console, web server, and interactive entertainment device). Game world generation input commands can be at least one of game engine commands, game design commands, game server commands, and player commands for populating 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 generating one or more game elements from game elements of a game area and generating a new game area. For an established or existing video game, generative game input commands can be received during gameplay and / or in response to gameplay to generate one or more game elements of a game area. Similarly, generation input commands can be initiating the generation of a new game area or game storyline. World generation input commands can be detected based on input commands from game designers and developers using the user interface for game design. For the generated game, world generation input commands can be based on player control or selection of the user interface and control panel for the video game. According to the implementation scheme, the user interface presented at optional box 206 can be configured to detect user preferences and receive user commands for filling the generative game world.

[0041] According to the implementation scheme, process 200 may optionally include performing world generation training at box 208. Generative world filling may be based on parameters of a video game. The video game may include characters, themes, and storylines. The device may receive video game data as training input received via video data and / or game data (e.g., game code, game engine data, game generation data, etc.). The received video and game data can be used to characterize the game and identify storylines and game components that complement or integrate with the game's features.

[0042] World generation training can 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 option 208 can be based on features of the video game and training data typically used for character, storyline, theme, and video generation. Depending on the implementation, world generation training at option 208 can include training a model to generate elements and regions of the video game using its elements, regions, and features. For example, for racing games, the model can be trained based on cars and tracks to generate new cars and / or new tracks. For adventure games, the model can typically be trained based on the player-controlled character, game antagonists (e.g., villains, bosses, enemies, etc.), scenes, levels, tools, and game parameters. World generation training can include identifying one or more game criteria for the video game.

[0043] According to the implementation plan, the generative operations of process 200 can be used to create a collection of game content and group similar content together to create or populate areas to give these areas a sense of consistency. Similarity can be determined by analyzing the game content or by analyzing player reactions to or interactions with the game content.

[0044] According to the implementation scheme, the generative operations of process 200 can be used to create content for the entire game title, game areas shared by multiple players, gameplay for a single player, or within a single gameplay instance. In some cases, the created content can begin with a narrow scope of availability, such as being specific to a particular player, and then become more widely available based on player reactions to the content, such as within a specific shared game world. In some cases, if the first player reacts positively to the content created for that first player, the content can be made available to a second player. In some cases, if a specific number of individual players react positively to the created content, the created content can be shared more broadly, such as being used to populate game worlds accessible to any player.

[0045] According to the implementation, process 200 may optionally include identifying and / or generating templates at box 209. Game areas of the video game may include templates, such as game data identifying one or more constraints, rules, and / or characteristics of the game area. For example, a location (such as a castle) may include a non-player character located in a specific location (such as a dungeon) within the castle. According to the implementation, templates characterizing one or more game characteristics can be detected in the game data. Alternatively or in combination, game templates may be identified based on game data and components to allow the generation or population of elements conforming to game characteristics. At optional box 209, process 200 may optionally include identifying or generating templates based on characteristics of the video game for one or more areas. According to the implementation, generating templates may include detecting one or more element labels to identify elements that can be populated. Alternatively or in combination, generating templates may include identifying elements of the video game, typically including player-controlled objects, characters, non-player characters, game areas, and game characteristics. Based on the characteristics of the video game, one or more nested templates may be generated, which include a hierarchical arrangement of one or more layers and layers describing the game areas of the video game. Templates of the video game (including generated templates for existing game areas) can be used to generate new game areas and new templates.

[0046] At box 210, process 200 includes using player data and a template to determine at least one element for filling a game area of ​​the video game. The element for filling the game world can be determined based on one or more selections from player interactions, player input controls, and user interfaces within the game. According to an embodiment, determining at least one element may include: detecting player data of at least one first player and player data of at least one second player; identifying preferences based on the player data of at least one first player and at least one second player; and generating at least one element in the game area of ​​the video game based on the player data.

[0047] Process 200 can learn from player preferences and / or observations of player gameplay to identify game elements that are appealing or enjoyable to the player. This information can be used by generative population operations to create game content tailored to the player based on what they find appealing or enjoyable about the gameplay and / or game title. According to the implementation, process 200 can identify player preferences from input to the user interface presented at optional box 206.

[0048] Process 200 can use templates for generative game world operations. Templates can provide constraints for generating game elements from them, ensuring that elements fit within enclosing game elements, work with game mechanics, and / or reflect player preferences. Process 200 can combine constraints from tags with constraints from the template when generating content, such as customizing the content generated by the template to meet constraints from the content tags in which the generated content will reside. According to an implementation, process 200 can use a machine learning (ML) model to receive the template as input to generate game elements. The ML model can be configured to satisfy the constraints of the template when generating game elements. The template can be configured to specify boundaries for generative filling, including boundaries of game areas and thematic boundaries for source materials. For example, the extent of the boundaries can range from precisely specifying details to giving limits on what is allowed or not allowed for details, to allowing the ML model freedom to use for determining details. Boundaries can be configured in the layout and structure of the template. According to an implementation, templates can be nested to include one or more sub-layers, such that each game area includes at least one area. Nested templates can provide at least one constraint for generating game areas, game objects within game areas, and at least one sub-area of ​​the game area. Nested templates can include multiple sub-layers, each providing boundaries for generating game elements for a video game. According to an implementation, a template can include at least one nested layer, and each nested layer of the template includes constraints for generating at least one element. Within each nested layer, properties of objects can be defined. Templates can be updated, or new templates can be created based on analysis of player interactions with the generated game elements. Therefore, templates can be generated based on detected player data.

[0049] According to the implementation scheme, at least one element for filling the game area is defined at box 210, including at least one of: content that generates new game areas in the game and new storyline components of the game. According to the implementation scheme, generative game world filling and generative AI can be used in many ways to fill the game world, 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 the traditional process of generating game content to result in the creation of unique game content that is not perceived as repetitive by players. 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 choose an interesting one to use as the basis for new content and can pick and choose elements to use from the different generated content. When used by players 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 a very rich and constantly evolving environment for players to explore.

[0050] According to the implementation scheme, determining at least one element includes: selecting a template for populating a game area using player interactions within the game, and using the template to populate at least one area of ​​the game. Determining at least one element may include: using player data from at least one player to set at least one style for the at least one element. According to the implementation scheme, the generative population operation can specifically generate content for players in a multiplayer game environment, and then the content specifically generated for each player can be used in that game environment. In some cases, players can interact with content specifically generated for another player. According to the implementation scheme, content created by the generative population operation can be used across multiple game titles. The created content can be generated by a game server or can be created locally on the device playing the game. Alternatively, locally created content can be uploaded to a server for sharing.

[0051] According to the implementation scheme, 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 the implementation scheme, determining at least one element for filling the 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 the use of 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.

[0052] According to the implementation scheme, at least one element is identified as including: generating an adaptive storyline for the video game based on player interactions within the game. According to the implementation scheme, at least one element is identified as including: 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 the implementation scheme, at least one element is identified as including: generating at least one of audio output and music output for the video game based on player interactions within the game. According to the implementation scheme, at least one element is identified as including: 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. At least one element is identified as including: generating new challenges for the video game based on player data and templates. The new challenges may include one or more tasks or task qualifications that players must complete (e.g., completion time, number of completions, score, etc.).

[0053] According to the implementation scheme, identifying at least one element includes: using a template to set at least one style for at least one element. According to the implementation scheme, generative AI can be used to generate content for populating new game areas, which can be newly created or already exist in the video game and need to be populated, such as newly visited planets or islands. Templates can be used to populate areas in the game to select and / or define a set of objects or descriptions to guide the generative AI when creating content for that area. By using generative AI to populate new game areas, the game can provide an endless variety of unique game environments for players to explore. By using templates, features can be generated while providing boundaries or constraints to maintain the desired style or feel of the video game.

[0054] According to the implementation plan, generative AI can be used to create new non-player characters (NPCs) in the game, giving each NPC their own appearance, personality, 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.

[0055] According to the implementation scheme, 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 elements for a template of the game area. Process 200 can be configured to characterize the game area, and determining elements can be based on a theme or style to be 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 appropriateness, allowing a room or bar to be modified into a cafe or restaurant based on the player's age level.

[0056] According to the implementation scheme, a template can provide one or more constraints for inheriting and overriding objects in a video game. For example, the template identifies one or more game elements and indicates a style, color scheme, or representation, and uses the identified features to populate new elements. The character's graphic style (such as a two-dimensional or three-dimensional configuration) can be inherited by the new object upon generation. According to the implementation scheme, a game template can be generated or used for a video game, characterized by a specific character to override that character from one or more game areas. The template may allow inheritance and / or overriding of one or more game features.

[0057] Process 200 includes outputting game data with at least one element for filling the game area at box 215. The generated game data may be output along with the game data. For example, a background generated for the game may be inserted in rhythm with an existing background. Alternatively, a formatted object may be output along with at least one generated formatted element. Outputting the game data for the video game includes displaying at least one element during the game session. Outputting the game data for the video game also includes outputting at least one element to the first player and the second player of the video game during the game session.

[0058] Process 200 may optionally include updating game content at box 225. Process 200 can be configured to update generative content based on one or more templates and video game content. According to the implementation, the generative game world population can be based on video game content output. Therefore, advancing to different game areas or levels can initiate an update to the generative game content.

[0059] Figure 3 A graphical representation of a system and apparatus 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 an apparatus or system (such as a network game system). The system may include one or more components and apparatuses. Figure 3A system 300, which may include device 305 according to an embodiment, is illustrated. 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 typically be configured to output data for presentation on a display or 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 generation of generative game worlds for video games and games; however, it should be understood that the principles of this disclosure can be applied to other forms of media and non-game content. Therefore, device 305 and system 300 can be configured for generative operations that can be applied to one or more applications.

[0060] According to one embodiment, device 305 is configured to output data 306 and / or content to display 310. According to another 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 can be 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 perform network communication from server 320. 1-n Receives one or more of 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 generative 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 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 game world generation input commands for a video game area. Device 305 can be configured to use player data and a template to determine at least one element for filling the game area of ​​the video game, wherein the template includes at least one nested layer, and each nested layer of the template includes constraints for generating at least one element. Device 305 can be configured to output game data for the video game area having at least one element object.

[0064] According to the implementation scheme, 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 in-game player interactions with 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 in-game player interactions. 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., cartridges, cassette tapes, 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 servers 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 It can receive game data and can be configured to generate game music for the game data. Similarly, device 305 can be configured to receive video content, typically including non-network game data, and output the video content.

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

[0067] System 300 may include a display 310 for visual and audio output of the video game and / or output of device 305. According to embodiments, display 310 may display control elements of device 305 that can be used to interface with device 305, such as optional menus 350. 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 shown. According to one embodiment, a process 400 for generative game world filling includes training a model to generate a world, and using the model to determine at least one element for filling a video game region. In contrast to running a pre-programmed series of events or phases, the embodiment provides operational and apparatus configurations to use at least one model to generate one or more game elements for the video game, 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 inputs and generate one or more configurations for the video game, including unpre-programmed configurations. 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 the implementation scheme, process 400 may include receiving game content, which includes data of a game character 401, data of a game area 402, data of a game object 403, and data of one or more game themes 404. Based on the received game content, process 400 may perform one or more generative and / or training operations 405. According to the implementation scheme, training operations may be performed to train a generative game model to generate one or more of the characters, game areas, game objects, and game themes. The training operation at 405 may include identifying one or more game criteria using data of the game character 401, game area 402, game object 403, and one or more of the 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 restrict the amount of background elements in a game area. Game templates may be identified from or generated from game data to include one or more game criteria. Generative operations may include generating one or more of the 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 the implementation, world generation training at box 405 may include training a model to generate elements and regions of the video game using elements, regions, and features of the video game. For example, for racing games, the model may be trained based on cars and tracks to generate new cars and / or new tracks. For adventure games, the model may typically be trained based on the player-controlled character, game antagonists (e.g., villains, bosses, enemies, etc.), scenes, levels, tools, and game parameters. World generation training may include identifying one or more game criteria for the video game.

[0071] According to the implementation scheme, process 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-nAccording to the implementation scheme, a game area 4111 can be output, which includes a background 415, configurable game objects 420, game objects 425, and theme elements 430. According to the implementation scheme, 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 of the game area 4111. The background 415 may include one or more decorative 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. Output game data 410 includes at least one element in output 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. For example, 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, including theme elements 440 modified from game area 4111. Configurable game objects 420 may be updated to appear in game area 4112 with a modified graphical representation (e.g., a star representation to illustrate appearance changes). Game objects 425 may be represented as game features. According to embodiments, game area 4112 may relate to a modified graphical representation of a 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 implementation, process 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 implementation, the game area template may identify one or more features or elements for filling the game world. According to an implementation, generative game world filling may include filling game areas and / or generating new game elements for multiple game areas using the game area template. Outputting game data 410 includes outputting game areas 411. n At least one element in the game area 411. n It can be generated as a background 445, a configurable game object 420, a game object 455, and a theme element 450. According to the implementation scheme, the game area 411... nThis can involve modified or updated versions of game region 4111. For example, game region 411 can be modified. n To update at least one appearance and function of one or more game elements. According to the implementation plan, game area 411 n This can involve a game area generated based on a template generated from game area 4111. Game area 411 n This can include one or more updated elements of the background 445, including theme elements 450 modified from the game area 4111. The configurable game object 420 can be updated to appear in the game area 411. n The game object 455 may appear as having a modified graphical representation (e.g., display processing). The game object 455 may be presented as having game features with modified appearance and functionality (e.g., shape changes defining controllable area variations). According to the embodiment, game area 411 n This may involve a modified graphical representation of a game area in a video game. According to other implementations, game area 411 n This could involve new areas related to video games.

[0074] According to the implementation plan, 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 the implementation scheme, elements of the video game can be detected and used as references for generative elements. Elements can be detected based on player preferences or interactions and used to customize suitable game areas for one or more users. User preferences can be detected based on voice input or commands, such as giving instructions to the game console to color the background or change the background to a country-themed car, neon bar, or city café. Unlike conventional games with pre-programmed content, process 400 and the process described herein can generate game areas based on user-to-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 implementation schemes is shown. Depending on the implementation scheme, 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 shown, which may include receiving training input 501 by a device 505 including a controller 510. 1-n According to the implementation scheme, the controller 510 can receive multiple gameplay videos and / or game data from the electronic game as training input 501. 1-nIn some implementations, the training input is 501. 1-n This can involve rendered video data from 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-n This 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 identified objects, game areas, game storylines, video game modifications, new characters, character voices, and elements used to populate the game world. According to the implementation, controller 510 can be configured to generate output 515 based on a recursive loop that includes training and feedback. Feedback loop 520 can provide information such as the rating and accuracy of output 515.

[0076] According to the implementation scheme, 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 can use one or more libraries of common video game objects, including object images and object descriptions.

[0077] Figure 6 A graphical representation of a player-customized game world is shown according to one or more embodiments. According to the embodiments, apparatus and processes for generative game world filling 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 could involve gameplay devices, 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 box 615. According to an embodiment, game content may be generated at box 620 using the player input and / or preferences detected at box 620. According to an embodiment, 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 graphical representation of user interface controls according to one or more embodiments is shown. User interface 700 can be presented by a device such as a server, game console, media player, and other devices typically used for displaying to a user. According to embodiments, user interface 700 can include multiple input controls customized for the player in a video game. User interface 700 can also provide multiple interface elements to obtain player data for the video game, including player preferences. The user interface can be presented by one or more of the following: game system output to an auxiliary device, game code output, and presentation, such as via a web browser on a computer or an application (app) on a mobile device.

[0079] User interface 700 is an exemplary representation of a graphical user interface. It should be understood that the principles of user interface 700 can be deployed to one or more other interface configurations. According to an implementation, user interface 700 includes input control 701. 1-n And parameter 705. Input control 701 1-n It can be a variable control used for multiple game features. For example, input control 701. 1-n It can be a slider, where the user can control slider element 710 to a desired position to indicate the degree or amount of a parameter. According to the implementation, input control 701... 1-n Each input control in the interface 700 may include a slider element 710 and a suggestion element 715 to indicate the suggested amount for each parameter. By controlling the position of the slider element, the user can control the degree of influence of one or more factors. The suggestion element 715 can be configured to show the player suggested values, such as those determined from the player profile or from machine learning operations on the player's gameplay. In the user interface 700, more than one suggestion indicator may be displayed for a single parameter. Depending on the implementation, different parameters may display different numbers of indicators, different types of indicators, and / or keys or help text to identify what is indicated by the displayed indicators.

[0080] According to the implementation scheme, the user interface 700 may include multiple parameters 705 to allow players to explicitly specify their preferences for aspects they prefer within the generated game world. According to the implementation scheme, the device may use a machine learning model to generate the user interface based on the characteristics and data of the video game. For example, regarding what aspects can be customized based on player preferences, preference selections or elements of parameter 705 may be chosen based on game data or metadata from the game world generation engine. According to the implementation scheme, certain standard elements may be determined by the game system, such as preferences indicating a desire to compensate for certain accessibility issues, which may include hearing impairment or visual impairment.

[0081] Parameter 705 may include a preference type marker in the user interface 700. Parameter 705 may include multiple preference markers to mark individual preferences. For example, Figure 7 Parameter 705 is shown, which includes markers for strategy, combat, exploration, mystery, story, role-playing, character customization, and social interaction. Parameter 705 may include additional or different parameters. Parameter 705 may include multiple sections that present the user with preferences for different aspects of the game world. Players can navigate to different sections of the user interface using various methods, such as hierarchical menus or tabs. The preferences presented to the player can include any number of preferences, such as player preferences for puzzles or individual difficulty levels for different aspects of gameplay. Parameter 705 may include additional elements of controls, such as the accuracy required for aiming, the timing required for aiming, the ease of using stealth to evade detection, the amount of damage dealt by enemies, or the amount of strategy required to defeat monsters.

[0082] According to the implementation plan, the input control 701 of the user interface 700 1-n Configured as a slider to allow users to set a value for their preferences by sliding a ruler. Input control 701 1-n Users can directly manipulate the position of the slider element 710, such as by using the left and right buttons or dragging the indicator on the slider. Other implementations of the slider are possible, such as having on-screen buttons for adjusting the slider position. In some cases, input control 701 1-n The continuous range can be restricted to discrete values, such as integers from 1 to 10. According to the implementation, input control 701 can be shown. 1-n The slider displays a numerical value. Other user interface elements, such as a rotating dial, can be used to allow the player to specify a value within a range.

[0083] User interface 700 may include selectable elements 720 to allow setting on or off preference values, such as checkboxes 725. Selectable elements 720 may be configured to receive input to specify on or off values, such as indicators on a sliding slider. Depending on the implementation, user interface 700 may include other forms of input, such as indicators of one or more values ​​from a given set of values. Such preferences can be specified using user interface elements such as sets of radio buttons or dropdown lists.

[0084] Figure 8A graphical representation of a game world template according to one or more embodiments is shown. According to the embodiments, generative game world operations can be based on player data and templates from a video game. Template 800 can be a game world generation template that provides one or more parameters or constraints for generating and / or populating game elements. Template 800 can be used to generate game elements. According to the embodiments, template 800 can be a nested template configured to provide different levels of detail for game elements. Template 800 can be configured with hierarchical nesting to generate game elements. Game world population using the template can include aspects of the game elements that are inherited from other game elements and / or cover aspects from video game elements.

[0085] According to the implementation scheme, game elements can be nested within one or more layers of a template to provide different levels of detail for generating game elements. Nested game elements can provide details for game elements enclosed in or located within layers, and layers can contain game elements within themselves to provide details for element rendering. Each game element can define how it fits into the parent element it is nested in, how it interacts with elements in the layer and the parent element, and can define constraints on elements nested within it. For example, story elements that identify elements that should be available (such as items, buffs, or knowledge), challenges that should be present in game elements, the physical size or dimensions that game elements should occupy, difficulty levels, target gameplay time, emotions to evoke in players, cultural and historical appropriateness, or information from player interactions (such as previous player interactions with NPCs) can be linked or stored within layers or elements of template 800. Additionally, layers (such as the top layer) can define overall aspects that are inherited by nested game elements that do not cover those aspects.

[0086] According to the implementation plan, template 800 can be globally updated based on feedback from players, feedback aggregated from player sessions, or player aggregation across game titles to adapt the template for generating the best gameplay experience. According to the implementation plan, game elements identified as enjoyable by one or more players can be set as elements in the template for future adoption as a starting point.

[0087] According to the implementation scheme, template 800 can be generated to provide game level themes and a consistent style and feel across the entire game title. Game element themes can differentiate different game areas from each other while still using themes from parent game elements to give consistency from one game area to another. Additionally, element templates can impose certain constraints to allow elements to work within enclosing elements or layers, between elements contained in the same layer, and with both the player and the element. According to the implementation scheme, constraints can include specific game elements that must be included in the generated game elements. Templates can have sections populated by generative machine learning operations.

[0088] According to the implementation scheme, template 800 can be generated in the game area to include game element 805 and multiple layers 815 and 830. According to the implementation scheme, game element 805 includes multiple game element parameters 810. 1-n Game element parameters 810 1-n This can include one or more constraints for each identified game element. Game element parameter 810 1-n It can provide elements associated with game areas in the game world. For populating an existing game, the game element parameter is 810. 1-n It can be used as a source or element to fill the game area or as a reference for the element to be generated.

[0089] According to the implementation scheme, template 800 can be nested to include one or more sub-layers, such that each game area includes at least one area. The nested template can provide at least one constraint for generating game areas, game objects within game areas, and at least one sub-region of the game area. Template 800 can be a nested template including multiple sub-layers, each sub-layer providing boundaries for generating game elements for the video game. According to the implementation scheme, the template can include at least one nested layer, and each nested layer of the template includes constraints for generating at least one element. In each nested layer, the properties of the object can be defined. The template can be updated, or a new template can be created based on analysis of player interactions with the generated game elements. Therefore, templates can be generated based on detected player data.

[0090] Figure 8 An example of template nesting is shown, which is used to generate game elements nested based on nested game templates. For illustrative purposes, template 800 may refer to the top-level template of the forest game area, including game element parameter 810. 1-nAnd layers 815 and 830. Templates used herein may include additional nested layers to generate more game elements. Depending on the implementation, a template (such as template 800) can be used to generate the game area. Template 800 can be selected to generate the game area (e.g., a forest, etc.), and template 800 can be the top-level template of the game area being generated. The size and boundaries of the game area can be based on parameters of the video game, such that template 800 can be used with game element parameters 810. 1-n One or more game element parameters are used to populate the game area of ​​the game map. In the forest example, the game element parameter is 810. 1-n This includes elements such as trees, paths, rivers, and bridges, which are used as examples.

[0091] According to the implementation plan, template 800 can provide information about the types of elements used to fill the game area, and can also provide configuration for the elements. Game element parameters 810 1-n This can include specifying the display format and rendering. For example, when using template 800 to generate a forest, you can specify parameters along the game element 810. 1-n The elevation of the land at the boundary. Template 800 can also provide elements that must exist in the game area (e.g., sub-layer 820). n Game elements 825 n In addition to displaying objects, template 800 may also include specifications for the game area, including information about the type and number of challenges to be included.

[0092] According to the implementation scheme, filling the generative game world using template 800 may include generating game elements for all game elements 805 of template 800. Filling the generative game world using template 800 may include generating game elements for all layers of template 800. The generation of the game area may then include filling the game area to include layer 815 (including sub-layer 820). 1-n ) and layer 830 (including sublayer 835) 1-n The element of ). Figure 8 In the example, layer 815 can be used in a town and includes a sub-layer 8201 for a church, a sub-layer 8202 for a basement, and a sub-layer 820 for a coffin. n The description of the sublayer is exemplary. In the context of the game, sublayer 820 1-nThis allows sublayer 8202 to be nested within sublayer 8201. Nesting layers allows element attributes to be passed up or down. Furthermore, the order of sublayers can provide a description of the arrangement of elements in a video game. For example, lower-level sublayers can be used to provide elements for specific portions of a game area, while higher-level sub-regions can be used to provide elements above a larger game area. Implementations can use templates with different configurations, and these templates can be configured to provide generative game world areas for various game types.

[0093] According to the implementation plan, layer 815 includes multiple layers, among which sublayer 820 n Includes Element 825 for monsters and keys respectively. 1-n Sublayer 820 n Element 825 1-n The arrangement can involve the character arriving at the game's sub-layer 820. n The location of the associated game area is used to generate elements in the game. Template 800 also includes layer 830, which includes sublayer 8351 for the game area, sublayer 8352 for the fortune teller's hut including fortune teller element 840, and sublayer 835 for the game area associated with the tavern and inn. n According to the implementation plan, the generative game world operation can populate the features of sublayer 8352, including fortune teller element 840, for the fortune teller's hut. For sublayer 835... n Generative game world operations can determine the elements to be included in taverns and inns based on the titles or names of sub-layers.

[0094] According to the implementation scheme, the generative game world filling using template 800 may include generating game areas to include certain attributes inherited from the game, such as rendering style (e.g., realism), art theme (e.g., medieval), lighting, or color palette, which comes from the game elements in which it is being rendered. Other attributes may include things such as aging treatments that make things look old, worn, or damaged. Parameters and elements used for inheriting elements may be provided by game element 805. According to the implementation scheme, a top-level or sub-level may enclose or constrain the generated elements. For example, template 800 may be a top-level template for a forest game area. Aspects of enclosing or higher-level game elements may be inherited by one or more game elements, such as rendering style, art theme, musical theme, and musical style. According to the implementation scheme, aspects of game elements (such as lighting and color palette) may be overridden from aspects of enclosing game elements. By inheriting aspects from enclosing game elements, elements with a style, appearance, or feel consistent with the enclosing game element can be generated. According to the implementation scheme, generative game world filling may include overriding aspects from enclosing game elements. Thus, elements with a unique feel and / or adding diversity to the game can be generated. For example, a forest with a dark and melancholic mood compared to the surrounding game elements can be generated to provide a unique look and feel.

[0095] According to the implementation scheme, the generative game world filling using template 800 can include generating template-specific elements. For example, when template 800 is configured as a forest template, template 800 can specify the type and quantity of plants (including trees) present in the forest. Specifying the type and quantity of elements can provide a consistent look and feel, while allowing different forest game areas to have different looks and feel. In this example, a single tree can be included in the forest using game element parameter 8101, and the template can be determined to include game element parameter 8102 as a path, game element parameter 8103 as a river, and game element parameter 810 as a bridge. n According to the implementation scheme, the operations described herein (such as machine learning operations) can determine the constraints of template 800, including its position within the game and / or its position within a layer or sublayer of template 800. For example, the operation may include game elements in a specified layer (e.g., sublayer 820). n Key 825 n The position of ).

[0096] Movable elements can be moved outside the boundary of the parent element in which they are generated, such as an adventurer picking up a sword generated in a castle element and carrying it out of the castle, or a boat generated in a lake element being able to sail down the river from the lake.

[0097] According to the implementation scheme, game world filling using templates can be performed from a top-down perspective, starting with the topmost template to be rendered, and then rendering the templates of the enclosed game elements (elements within layers or one or more sub-layers of the template). The enclosed template can be determined while rendering the parent template. According to the implementation scheme, constraints on the enclosed template can be determined while rendering the game template. Game element generation can begin using a template enclosed within another template, such as generating dungeon rooms before generating the dungeon itself. The advantage of generating sub-layers is that the size and shape of dungeon rooms can be determined before the layout of the dungeon is finalized. In some cases, a combination of top-down and generating sub-templates first can be used, such as identifying sub-layers or sub-templates to be included in the dungeon, then creating game elements for the template, and then completing the dungeon generation to ensure that the generated elements fit the final size and shape. In some cases, a more iterative process can be used, including multiple rounds between the parent template providing constraints and the sub-templates providing feedback to the parent template. For example, when generating elements (such as for rooms from a template), feedback can be sent to the enclosing template to make the room larger to better accommodate everything to be placed in the room.

[0098] Figure 9 A graphical representation of a game world map according to one or more embodiments is shown. The game world map 900 may relate to game areas of a video game including one or more generative game world elements. According to an embodiment, the game world map 900 may include one or more areas of a video game encompassing the entire map, generated based on generative game world filling. The game world map 900 includes elements from at least one template (such as...) Figure 8 The elements generated by the template 800.

[0099] The game world map 900 includes a game area generated for the forest 901 and multiple game elements, such as trees 902, paths 903, rivers 904, bridges 905, and towns 906. According to the implementation, the game elements of the game world map 900 and the forest 901 can be generated based on one or more operations used for game world filling. For example, operations can be performed on an existing area, so one or more of the game world map 900 and the forest 901 can be elements of an existing game. Alternatively or in combination, one or more of the game world map 900 and the forest 901 can be new elements generated for the game. One or more machine learning (ML) operations can be used to determine one or more of the element locations and element characteristics in the game world map 900. The elements of the game world map 900 are exemplary; however, it should be understood that the processes and apparatus configurations used to generate the game world map and / or fill elements can be applied to other game areas.

[0100] According to the implementation scheme, game world filling may include inheriting characteristics of game areas to constraints or rules. According to the implementation scheme, path 903 may be a game element (e.g., game element parameter 8102) generated to create a controllable area of ​​game elements (such as characters). Determining path 903 may include generating game elements connecting two points on the boundary of forest 901, with the path intersecting the boundary. Generating path 903 may include taking into account the elevation of the game area of ​​forest 901, such as the land properties of forest 901, when determining where to route the path. Therefore, determining path 903 may include avoiding direct ascents up steep slopes. Although only a single path 903 traversing forest 901 is shown, game world filling as described herein may include generating additional paths within forest 901.

[0101] According to the implementation scheme, game world filling may include generating elements based on constraints or rules of the game area, and including properties (such as sound elements) to conform to the game area. A tree 902 may be generated based on a game area 901 having a title or description as a forest. A river 904 may be identified as a game element and created to connect two points on the boundary of the forest 901, intersecting the boundary. When determining the route of the river 904, such as from the point where it flows into the forest 901 to the point where it flows out of the forest 901, determining the river route may include routing the river so that it never flows uphill. Although only a single river 904 is shown flowing through the forest 901, generative game world filling as described herein may include generating additional water bodies, such as lakes or streams flowing into the river. Determining the game elements of the game world map 901 and the game area may include determining the audio of the elements, which may be based on templates used to generate the game elements. For example, the river 904 may be configured to emit one or more sounds of water flowing over rocks, which may be louder and sound different from a portion of a river flowing down a steeper rocky slope.

[0102] According to the implementation scheme, game world filling can include generating elements based on constraints or rules, such as the properties of the generated elements. For example, path 903 crosses river 904, and a generative game world operation can create bridge 905 for path 903 to cross river 904. According to the implementation scheme, the generation of the bridge can imbue the generated element with game mechanics, making it more difficult or impossible to cross river 904 during gameplay when attempted from locations other than the bridge. Another example of generating elements based on constraints or rules, such as the properties of the generated elements, could be creating town 906 in a forest. Generative operations could include using the properties of existing towns when determining the location of town 906, such as locations traditionally built for towns, such as at or near the intersection of path 903 and river 904, to provide access to both transportation and water supply. Conversely, if the properties of generating town 906 are secret or lost ghost towns, the operations and properties determined for that town could be located away from path 903.

[0103] According to the implementation scheme, game world population can include generating elements, including controlling the number of elements generated. For example, when rendering town 906 in game world map 900, three buildings can be generated, including the fortune teller's hut 910, the church 915, and the tavern and inn 920. In town 906, all buildings in forest 901 are positioned along path 903. Operations can include generating elements within close proximity to game paths (such as path 903). The implementation scheme can include additional elements for generating structures. For operations... According to the implementation scheme, game world filling can include transferring attributes of elements. The generative game world operation used to generate Town 906 can include using a template to transfer constraints of the town to elements within the town. For example, Town 906 can be in a layer of a template that includes sub-layers or elements of key towns. During gameplay, when the player is in Town 906, the player has the opportunity to use keys. When Town 906 is generated, the operation can include using the template to transfer constraints to Church 915. Constraints provided to the template can include: providing access to specific items or experiences available, providing a specific type and / or difficulty level of challenge, providing information, allowing the player to meet non-player characters (NPCs), and / or allowing access to specific game mechanics, such as a forge for crafting or a commercial market. According to the implementation scheme, Fortune Teller's Hut 910 is included in Town 906 and allows the player to meet the Fortune Teller non-player character (NPC). According to the implementation scheme, the Fortune Teller can be specified as a constraint for the template of Forest 901 as an NPC that the player must be able to meet in the generated forest. In some cases, the template for Forest 901 specifies constraints on the availability of certain information to players within the forest. The generative operation used to create Forest 901 can determine how the information becomes available to players via the Fortune Teller NPC, which can be given the template for Town 306 as a constraint on the NPCs that players must be able to encounter in Town.

[0104] According to the implementation plan, populating the game world can include spawn locations, information to be shared by NPCs, and NPC characteristics. For example, the fortune teller located in Fortune Teller's Hut 910 could be an NPC that players can meet in Fortune Teller's Hut 910. NPCs can be encountered at any time a player enters the hut. NPCs (such as fortune tellers) may only be available at specific times (such as a certain time of day) or after making an appointment with the bartender at Tavern & Inn 920. Fortune tellers can be spawned to allow players to obtain specific information by interacting with them, and the information can be given a heads-up rather than being immediately discarded, letting players know they can obtain the information after performing a quest (such as obtaining an item for the fortune teller).

[0105] A game world map 901 and game areas can be created to include one or more NPCs, such as citizens of a town. These additional NPCs can function in specific ways and provide information such as local history to give the town or game area a richer and more immersive feel. Tavern and Inn 920 is an example of a game element that can be included by generative operations to provide public goods associated with an element type. For example, Tavern and Inn 920 could include food, lodging, and the ability to interact with NPCs. Similarly, Church 915 can be generated with constraints that allow players to obtain keys within it. Church 915 can include a basement with constraints that it can be traversed when Church 915 is rendered. When Church 915's basement is rendered, constraints that make the keys available can be passed through another game element, such as a coffin. Constraints that include monsters protecting the keys can be included along with constraints that include the keys. In some cases, constraints that include challenges protecting the keys can be included along with constraints that include the keys; constraints that include the keys can include details such as challenge type and difficulty level. In some cases, constraints that include challenges protecting the keys are not generated. Challenge generation can include information about the type and number of challenges to be included, the expected difficulty level, and player preferences. Player preferences can be determined through analysis of player actions, direct specification of player usage of the user interface (UI), or a combination of both.

[0106] According to the implementation plan, game elements can be rendered with and / or without using templates. For example, when rendering game elements from a template, game elements that are standard game elements or copies of other already generated game elements can be used without creating new elements. In other words, game elements can be copied into the template with or without modification to populate the game world. For example, Fortune Teller's Hut 910 can contain game elements such as tables and chairs, one or more of which can be copied from existing game elements. Existing game elements can be standard game elements that are part of the game title, or they can be game elements generated from a template. When copying existing game elements, the copies can be customized to better fit the generated game elements, such as aging the game elements to make them look older, changing the size of the game elements, or applying textures to the game elements to make them look like what they belong to, such as making them look like ornately carved wood, masonry, or rough ironwork.

[0107] According to the implementation plan, generative game world filling can include defining one or more challenges or tasks for players. Challenges can be customized for player groups, such as those adventuring together or those competing against each other in tournaments or multiplayer games. The customization of game tasks and challenges can be based on the skills or actions required to defeat the challenge, the skills or actions that players can perform, the expected difficulty, and player preferences. Some challenges may require multiple players to cooperate to defeat, such as pressing a button at one end of a room while sliding a panel at the other end. In some cases, cooperating players may need different skill sets, such as a character with abilities available only to monk-type characters and a character with abilities available only to wizard-type characters. Challenges can be selected based on other factors, such as the expected time it will take to complete the challenge, the physical size of the challenge, or the number of challenges that will exist in the area.

[0108] According to the implementation plan, challenges can be customized to have a difficulty level suitable for one or more players facing the challenge. The difficulty level can also take into account the size of the rewards that can be received for defeating the challenge. For example, a challenge to protect the final treasure vault of a dungeon could be more difficult than a challenge to traverse the dungeon along a path. The difficulty level can also take into account the specific skills and abilities of the one or more players facing the challenge.

[0109] Generating challenges for player groups can include generating at least one challenge for each player. The difficulty level of the challenge can be controlled, and players may need to cooperate to overcome it, such as having the first player take a first action and the second player take a second action. These actions can be tailored to the team, such that the first action requires skills that only the first player's character possesses, and the second action requires skills that only the second player's character possesses. By generating dungeon areas customized for character teams in this way, gameplay can be made more enjoyable for all players. According to the implementation plan, generating the game world map 900 can include controlling one or more of the difficulty, game mechanics, and rendering accessibility preferences, cultural preferences, hearing impairments, visual impairments, motor skill impairments, or attention impairments for one or more players.

[0110] Generating challenges for player groups can include generating more than one challenge to provide opportunities to use game elements such as keys. Generating actions can create challenges beyond monsters, such as keeping a coffin or game area closed by a lock or latch, requiring players to align parts of the locking mechanism to open the coffin and find items such as crowbars. Depending on game mechanics and player skill, traps may or may not be detectable by players and may or may not be disarmable. Generating actions can include using multiple templates applied to the same game element. For example, both a coffin template and a carved stone item template can be used to generate the coffin game element.

[0111] According to the implementation plan, generative game world population can include determining a game element characteristic based on one or more of player preferences, strengths, and abilities. For example, monsters can be created such that they provide an appropriate level of difficulty for the player or player party. In some cases, monsters are determined based on the desired type of challenge, such as the player needing immunity to poisons or antidotes. In others, monsters are determined using specific game mechanics required to effectively fight them, to provide a practice or experience. Still others are determined based on what can be obtained by defeating them, such as a specific type of leather that can be used for crafting.

[0112] Although 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 filling a generative game world, the method comprising: The device detects player data for at least one player in a video game; The device uses the player data and a template to determine at least one element for filling a game area of ​​the video game, wherein the template includes at least one nested layer, and each nested layer of the template includes constraints for generating the at least one element; as well as The device outputs game data having at least one element for filling the game area.

2. The method according to claim 1, wherein detecting player data includes: Detecting at least one input control to a multiplayer game, and identifying the in-game preferences of the at least one player of the video game based on in-game player interactions with elements of the video game.

3. The method according to claim 1, wherein detecting player data includes: Detect at least one input control to the user interface of the video game, the user interface including multiple graphical slider controls for defining user preferences.

4. The method according to claim 1, wherein detecting player data includes: Detect at least one input control to a user interface, the user interface including at least one variable control input configured to define at least one game parameter.

5. The method of claim 1, wherein the nested template provides at least one constraint for generating a game region, game objects within the game region, and at least one sub-region of the game region.

6. The method of claim 1, wherein the nested template comprises a plurality of sub-layers, each sub-layer providing boundaries for generating game elements for the video game.

7. The method of claim 1, wherein determining the at least one element comprises: The template is used to set at least one style for the at least one element, wherein the template provides at least one of objects that inherit from the video game and objects that override the video game.

8. The method of claim 1, wherein the template is generated based on detected player data.

9. The method of claim 1, wherein determining the at least one element comprises: New challenges for the video game are generated based on the player data and templates.

10. The method of claim 1, wherein outputting the game data of the electronic game comprises: At least one element is output to the first player and the second player of the video game during the game session.

11. An apparatus configured for populating a generative game world, the apparatus comprising: interface; Memory, the memory storing executable instructions; as well as A controller, coupled to the interface and the memory, wherein the controller is configured to Detect player data for at least one player in a video game; The player data and template are used to determine at least one element for populating the game area of ​​the video game, wherein the template includes at least one nested layer, and each nested layer of the template includes constraints for generating the at least one element; as well as The output contains game data with at least one element used to fill the game area.

12. The apparatus of claim 11, wherein detecting player data comprises: Detecting at least one input control to a multiplayer game, and identifying the in-game preferences of the at least one player of the video game based on in-game player interactions with elements of the video game.

13. The apparatus of claim 11, wherein detecting player data comprises: Detect at least one input control to the user interface of the video game, the user interface including multiple graphical slider controls for defining user preferences.

14. The apparatus of claim 11, wherein detecting player data comprises: Detect at least one input control to a user interface, the user interface including at least one variable control input configured to define at least one game parameter.

15. The apparatus of claim 11, wherein the nested template provides at least one constraint for generating a game region, game objects within the game region, and at least one sub-region of the game region.

16. The apparatus of claim 11, wherein the nested template comprises a plurality of sub-layers, each sub-layer providing boundaries for generating game elements for the video game.

17. The apparatus of claim 11, wherein determining the at least one element comprises: The template is used to set at least one style for the at least one element, wherein the template provides at least one of objects that inherit from the video game and objects that override the video game.

18. The apparatus of claim 11, wherein the template is generated based on detected player data.

19. The apparatus of claim 11, wherein determining the at least one element comprises: New challenges for the video game are generated based on the player data and templates.

20. The apparatus of claim 11, wherein outputting the game data of the electronic game comprises: At least one element is output to the first player and the second player of the video game during the game session.