Method and system for dynamic quest generation

Dynamic quests generated based on gameplay metrics enhance player engagement by offering personalized challenges and rewards, addressing the issue of predictable gameplay and maintaining player interest in video games.

JP7617276B2Active Publication Date: 2025-01-17SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
JP2023532733
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-11-30
Filing Date
2021-10-05
Publication Date
2025-01-17
Estimated Expiration
2041-10-05

AI Technical Summary

Technical Problem

Existing video games often fail to maintain player engagement due to predictable gameplay and lack of personalized experiences, leading to dissatisfaction and reduced playtime.

Method used

A method and system for generating dynamic quests that are tailored to a player's gameplay metrics, inserted along a golden path to provide a customized gaming experience, including dynamic quests that offer rewards and assist players in progressing through the game.

Benefits of technology

Enhances player engagement by providing unique and personalized gameplay experiences, encouraging players to continue playing and improving their experience by offering challenges and rewards that align with their gameplay needs.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

A method and system for executing a video game for a player includes determining a golden path associated with the player's gameplay, the golden path including a plurality of main story quests associated with the golden path, processing the gameplay to identify player game metrics as the player progresses along the golden path, examining the player game metrics to identify game areas along the golden path where the player is determined to need assistance progressing through the video game, and generating dynamic quests for the player, the dynamic quests being generated with subparts that allow the player to earn rewards useful in assisting the player in progressing through the video game along the golden path. By inserting the dynamic quests along the golden path, the dynamic quests are presented to the player and allow the player to earn rewards.
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Description

[Technical field]

[0001] The present disclosure relates generally to executing video games, and more particularly, to methods and systems for executing video games to provide a customized gaming experience to a player. [Background technology]

[0002] The video game industry has undergone many changes over the years. In particular, the video game industry is trying to find ways to increase player engagement levels in video games in order to increase retention levels and increase video game revenue. To achieve this goal, developers are exploring ways to develop advanced controls that improve the gaming experience for players who may otherwise become bored, frustrated, or disinterested in gameplay.

[0003] There is an increasing trend in the video game industry to improve and develop unique ways to enhance the player's experience playing a video game and make the video game more interesting. For example, a beginner-level player, while playing a role-playing game (RPG) video game, may become lost in the game environment and be confused as to how to proceed with the gameplay. Unfortunately, as a result, the player may become dissatisfied with the gameplay and may not want to continue playing the video game. In another example, if the game scene of a video game becomes predictable and no longer provides the player with a sense of uniqueness or relevance, an advanced-level user may become bored with the gameplay. As a result, the player's engagement with the video game may decrease, which may cause the player to play the video game less frequently.

[0004] It is in these situations that embodiments of the present disclosure arise. Summary of the Invention

[0005] Implementations of the present disclosure include methods, systems, and devices related to running a video game for a player. In some embodiments, a method is disclosed for providing a player with a customized gaming experience, in which dynamic quests are generated and inserted along a main story arc (or golden path) of a game associated with the player's gameplay. For example, during a player's gameplay, the player may be in a game environment and progress along a golden path associated with the player's gameplay. Instead of restricting the player to a main story quest associated with the golden path, the method disclosed herein outlines how the golden path is supplemented by dynamic quests by generating and inserting (e.g., surfacing) dynamic quests along the golden path, thereby providing a unique gaming experience to the player.

[0006] Thus, during the player's gameplay, as the player moves along the golden path and interacts with various aspects within the game environment, one or more dynamic quests may be presented along the golden path that may enable the player to progress through the video game, earn rewards, or expose the player to aspects of the video game that are more interesting to the player. In some embodiments, the player's gameplay may be processed to identify game metrics of the player. In one embodiment, the player's game metrics may be used to generate and insert dynamic quests along the golden path in game areas where it is determined that the player needs assistance in progressing through the video game.

[0007] In one embodiment, a method of executing a video game is provided. The method includes determining a golden path associated with a game play of a player. The golden path includes a plurality of main story quests associated with the golden path. The method includes processing the game play to identify player game metrics as the player progresses along the golden path. The method includes examining the player game metrics to identify game areas along the golden path where assistance is determined to be needed to progress the video game. The method includes generating a dynamic quest for the player. The dynamic quest is generated with one or more subparts that enable acquisition of a reward that is useful in assisting the player in progressing through the video game along the golden path. The method includes inserting a dynamic quest along the golden path, whereby the dynamic quest is presented to the player and enables said acquisition of the reward. In this manner, a video game is executed for the player, the video game being capable of providing the player with a customized gaming experience and aiding the player's progression through the video game.

[0008] In another embodiment, a method of executing a video game for a plurality of players is provided. The method includes determining a plurality of golden paths associated with game play of each of the plurality of players. The plurality of golden paths includes a plurality of main story quests associated with the plurality of golden paths. The method includes processing the game play to identify player game metrics for the plurality of players as the plurality of players progress along the plurality of golden paths associated with each of the plurality of players. The method includes examining the player game metrics for each of the plurality of players to identify game areas along the plurality of golden paths where assistance is determined to be needed to progress the video game by the plurality of players. The method includes generating a dynamic quest for each of the plurality of players. The dynamic quest is generated with one or more subparts that enable acquisition of a reward that helps assist the plurality of players in progressing through the video game. The method includes presenting a dynamic quest along the plurality of golden paths for each of the plurality of players. The presenting presents the dynamic quest to the plurality of players to enable said acquisition of the reward.

[0009] Other aspects and advantages of the present disclosure will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating by way of example the principles of the disclosure. [Brief description of the drawings]

[0010] The present disclosure may be better understood by reference to the following description taken in conjunction with the accompanying drawings.

[0011] [Figure 1A] 1 illustrates an embodiment of a unique gaming experience involving dynamically generated dynamic quests along a golden path that a player can use to travel from point A to point B within a gaming environment, in accordance with an embodiment of the present disclosure.

[0012] [Figure 1B]1A illustrates an embodiment of the Golden Path shown in FIG. 1A illustrating multiple dynamic quests that are generated and inserted along the Golden Path to create a customized gaming experience for the player, according to an embodiment of the present disclosure.

[0013] [Figure 1C] 1 illustrates an embodiment of a unique gaming experience generated for multiple players, including dynamic quests and in-game meetup spaces that are dynamically generated along each player's respective golden paths, in accordance with an embodiment of the present disclosure.

[0014] [Figure 1D] An embodiment of a unique gaming experience for multiple players is illustrated, including dynamically generated dynamic quests and a cooperative game space where players of different experience and levels can cooperate and interact with each other in the same game space, in accordance with an embodiment of the present disclosure.

[0015] [Figure 2A] 1 illustrates an embodiment of a player metrics table illustrating player game metrics tracked and processed for multiple players playing a video game and corresponding dynamic quests generated based on each player's game metrics in accordance with an embodiment of the present disclosure.

[0016] [Figure 2B] 1 illustrates an embodiment of a dynamic quest table showing a list of dynamic quest types and a summary of the dynamic quest types, according to an embodiment of the present disclosure.

[0017] [Figure 2C] 1 illustrates an embodiment of a main story quest table illustrating various main story quests and corresponding main story quest sub-parts according to an embodiment of the present disclosure.

[0018] [Figure 2D]1 illustrates an embodiment of a dynamic quest table illustrating predefined dynamic quests that can be accessed to select a dynamic quest to insert along a golden path, according to an embodiment of the present disclosure.

[0019] [Figure 2E] 1 illustrates an embodiment of a reward type table illustrating reward types a player can earn in exchange for successfully completing a dynamic quest, according to an embodiment of the present disclosure.

[0020] [Figure 3A] 1 illustrates a conceptual diagram of a method for storing dynamic quests in a dynamic quest interface and presenting a player with relevant dynamic quests that are useful at specific points along a golden path, according to an embodiment of the present disclosure.

[0021] [Figure 3B] A conceptual diagram of how to generate a unique gaming experience for a player that includes dynamic quest diversification to keep the player engaged with the video game is presented.

[0022] [Figure 4] 1 illustrates an embodiment of a player dynamic quest interface that includes saved dynamic quests and related dynamic quests that may be useful to a player, according to an embodiment of the present disclosure.

[0023] [Figure 5A] 1 illustrates an embodiment of a method for using a gameplay model to generate dynamic quests for a player using player game metrics and training data rules as inputs, according to an embodiment of the present disclosure.

[0024] [Figure 5B]FIG. 1 illustrates a conceptual diagram of a method for generating a unique gaming experience for a player using player-interactive gameplay data associated with the player's gameplay to generate one or more dynamic quests 106 for insertion along the player's golden path, according to an embodiment of the present disclosure.

[0025] [Figure 6] 1 illustrates a method for executing a video game for a player to provide the player with a unique gaming experience with dynamically generated dynamic quests along a golden path, according to an embodiment of the present disclosure.

[0026] [Figure 7] 1 illustrates a method for running a video game for multiple players in which dynamic quests are dynamically generated to move the multiple players along their respective golden paths and bring the multiple players together at an in-game meetup space, according to an embodiment of the present disclosure.

[0027] [Figure 8] An embodiment of the present disclosure illustrates a method for running a video game for multiple players that includes dynamically generated dynamic quests and a cooperative game space in which players of different experience and levels can cooperate and interact with each other in the cooperative game space.

[0028] [Figure 9] 1 illustrates a method for executing a video game for a player in which dynamic quests are dynamically generated by accessing a specific table of predefined dynamic quests, according to an embodiment of the present disclosure.

[0029] [Figure 10] 1 illustrates components of an exemplary device that can be used to implement aspects of various embodiments of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0030] The following embodiments of the present disclosure provide methods, systems, and devices for executing a video game for a player. Specifically, during the player's gameplay, the player may encounter a set series of challenges, e.g., main story quests, as the player progresses along the golden path of the video game. For example, the main story quests may include challenges and objectives related to the video game, e.g., defeating a dragon, saving Princess Leah, rescuing a prisoner, climbing Everest, etc. In one embodiment, the golden path associated with the player's gameplay may include a set number of predefined main story quests and corresponding main story quest subparts. In other words, if a player travels along a particular golden path of a video game, other players traveling along that golden path may encounter the same or similar main story quests. Thus, to enhance the player's experience of playing a video game and make the video game more interesting for the player, one or more dynamic quests with corresponding dynamic quest subparts may be generated and dynamically inserted or presented to the player along the player's golden path to create a customized game experience.

[0031] In one embodiment, the dynamic surfacing of unique quests and combinations of quests provides each player with a unique game experience, thereby maintaining and / or enhancing the player's interest. For example, while a player is progressing along a golden path with the intention of reaching a game scene where he / she will fight a "boss character", the system may generate and insert dynamic quests along the golden path before reaching the "boss character" to allow for the acquisition of rewards, such as swords, shields, special skills or abilities, that will be useful in fighting the "boss character". In general, the methods described herein provide a means for dynamic quests to be generated and inserted / presented along the golden path of the player's gameplay so as to encourage the player to continue the gameplay and further improve the player's game experience.

[0032] As used herein, the term "Golden Path" should be understood broadly as referring to a pathway within the game environment of a video game that may lead a player to a desired location within the game environment, such as a next level, stage, area, location, phase, mission, etc. In one embodiment, each game session associated with a player's gameplay includes a "Golden Path." For clarity, references to a "Golden Path" should be interpreted in a general broad sense in which a "Golden Path" may lead a player to a desired location within a game environment to achieve a player's objective, or according to other specific examples described herein.

[0033] Additionally, the term "main story quest" should be broadly understood to refer to any task, event, process, action, goal, move, or mission within a video game that a player may complete. In some cases, completing any of the above may result in a reward. In one embodiment, a "main story quest" is associated with a player's Golden Path. The term "dynamic quest" should be broadly understood to refer to any task, event, process, action, goal, move, or mission within a video game that is dynamically customized for the player and inserted or presented during progression along the player's Golden Path to create a customized gaming experience for the player. In general, a "dynamic quest" is a bespoke quest that is connected to the player's journey and is associated with a non-player character (NPC) of the video game. In one embodiment, a "dynamic quest" is drawn from a set of available dynamic quests based on the player's current state (level, gear, position in the story, etc.).

[0034] As an example, in one embodiment, a method is disclosed for enabling a video game to be executed for a player. The method includes determining a golden path associated with game play of the player. In one example, the golden path includes a number of main story quests associated with the golden path. In one embodiment, the method may further include processing the game play to identify player game metrics as the player progresses along the golden path. In another embodiment, the method may further include examining the player game metrics to identify game areas along the golden path where assistance is determined to be needed by the player to progress through the video game.

[0035] In some embodiments, the method includes generating a dynamic quest for a player. In one embodiment, the dynamic quest is generated with one or more subparts that allow for the acquisition of rewards that aid in the player's progression through the video game along a golden path. In another embodiment, the method includes inserting a dynamic quest along a golden path. In one example, the insertion presents a dynamic quest to the player and allows for the acquisition of rewards. However, it will be apparent to one of ordinary skill in the art that the present disclosure may be practiced without some or all of the specific details currently described. In other examples, well known process operations have not been described in detail so as not to unnecessarily obscure the present disclosure.

[0036] In one embodiment, a method is disclosed for executing a video game for a player and providing the player with a unique gaming experience with dynamically generated dynamic quests along a golden path. In some embodiments, during the player's gameplay, multiple dynamic quests may be generated and inserted along the player's golden path based on the player's game metrics as the player progresses along the golden path.

[0037] According to another embodiment, a system is disclosed for executing a video game for multiple players playing a video game, such as an online multiplayer video game, and generating dynamic quests during each of the multiple players' gameplay that engage the players to meet up in an in-game meetup. During each player's gameplay, each of the multiple players may have a golden path associated with their gameplay. In one embodiment, a dynamic path may be generated and customized for each player and inserted along each player's golden path to create a customized game experience. In some embodiments, the dynamic quests associated with each player may cause multiple players to meet up and play in the same game space area (e.g., in-game meetup). In one example, in an in-game meetup, multiple players may interact with each other and cooperate to accomplish a particular task or game objective (e.g., fighting an enemy, searching for a character, solving a puzzle, etc.).

[0038] According to another embodiment, a system is disclosed for running a video game for multiple players and generating dynamic quests that encourage certain players to cooperate in a cooperative game space. In one embodiment, the cooperative game space may allow players of different skill sets, experiences, and levels to cooperate and engage with each other in the same game space. In one embodiment, advanced players with more experience and skills may be playing the video game at a higher level, and less experienced players may be playing the video game at a lower level. In some embodiments, the game environment of the advanced player may include a cooperative space that may facilitate gameplay for the advanced and less experienced players. In one embodiment, the less experienced player may access the cooperative space in the game environment of the advanced player to experience game scenes and activities in the cooperative space. After engaging with the advanced player in the cooperative space, the less experienced player may leave the cooperative space and continue on his or her golden path.

[0039] With the above summary in mind, the following provides several illustrative figures to facilitate understanding of example embodiments.

[0040] FIG. 1A illustrates an embodiment of a unique gaming experience with dynamic quests 106a-106f that are dynamically generated along a golden path 104a that a player 102a can use to travel from point A to point B in a gaming environment of a video game. In one embodiment, the golden path 104a is a path that can lead a player from an initial point in the video game (e.g., point A) to a desired point in the video game (e.g., point B). In some embodiments, the golden path 104a can be a linear path or any non-linear path that can lead a player from point A to point B in a video game. As illustrated, FIG. 1A illustrates a golden path 104a that includes multiple dynamic quests 106a-106f that are generated and inserted along the golden path 104a as the player 102a progresses along the golden path 104a. Although the golden path 104a is illustrated as a straight line, it can take many directions that allow progression to point B.

[0041] In one embodiment, a unique dynamic quest 106 may be generated and customized for each player 102 and generated based on the player's game metrics (e.g., player experience, instant game conditions, player game state, etc.). In one embodiment, each dynamic quest 106 may be diverse and associated with a particular objective or task in the video game, such as finding an item, killing a particular character, sneaking past a character, solving a puzzle, etc. In some embodiments, the dynamic quest 106 is generated with one or more subparts that allow for the acquisition of rewards that help the player 102 progress through the video game along the golden path 104. To illustrate a customized game experience for the player 102a, in one example, as illustrated in FIG. 1A, the golden path 104a may be a path in a video game that leads the player 102a through a series of main story quests (not shown) and dynamic quests 106, where the player's objective is to fight a "dragon character" to progress to the next level of the video game.

[0042] In one embodiment, the player 102a may begin his gameplay at point A along the golden path 104a. As the player 102a moves along the golden path 104a in a direction toward point B, the game metrics of the player 102a are continuously processed and monitored. In some embodiments, the player 102a may encounter multiple main story quests (not shown) associated with the golden path 104a. As shown along the golden path 104a, the system may generate and insert a dynamic quest 106a along the path 104a to present the player 102a with a dynamic quest that includes "talking to fisherman Fred at Kettle River" to obtain a map that will guide the player 102a to the location of the "dragon character" (e.g., point B). In some embodiments, the player 102a may take on the dynamic quest 106 presented to the player 102a or may ignore it and continue moving along the golden path 104a.

[0043] As the player 102a continues to move along the golden path 104a, the system may generate and insert additional dynamic quests 106b-106f along the golden path 104a. In one example, the player 102a may be presented with dynamic quest 106b, which involves "finding Mike the metalsmith" to purchase a sword. After purchasing the sword, the player 102a may continue along the golden path 104a and may encounter dynamic quest 106c, which involves "solving a puzzle at a waterfall" to obtain upgraded armor. After obtaining the sword and upgraded armor, the player 102a may encounter dynamic quest 106d, which involves "training with villager Viho" to learn how to use the sword and armor. After a training session with villager Viho, the player 102a may continue along the golden path 104a and may encounter dynamic quest 106e, which involves "following villager Vipona" to return to the correct path. Additionally, the player 102a may encounter a dynamic quest 106f that involves "building a shelter" in order to rest and gain strength before fighting a dragon character at sunrise.

[0044] To that end, the system examines the player's game metrics as the player progresses along the golden path 104a and identifies game areas along the golden path 104a where it is determined that the player 102a needs assistance to progress through the video game. In the illustrated example, dynamic quests 106a-106f have been generated and inserted in game areas where the player 102a needs help preparing for a battle with a dragon character, e.g., obtaining a map, sword, armor, training, etc. As further illustrated in FIG. 1A, the game path 116a shows the footprints of the path taken by the player 102a as the player 102a moves from point A to point B in the video game.

[0045] FIG. 1B illustrates an embodiment of the golden path 104a shown in FIG. 1A illustrating multiple dynamic quests 106g-106j that are generated and inserted along the golden path 104a to create a customized game experience for the player 102b. As described above, during the game play of the player 102, the game metrics of the player 102 are continuously processed and monitored to determine game areas along the golden path 104 where the player 102 may need assistance. In response, dynamic quests 106 may be generated and inserted at specific areas along the golden path 104 to enable reward acquisition to help the player 102 advance in the video game or make the video game more attractive to the player 102. As illustrated in FIG. 1B, the player 102b is shown to start game play at point A and travel along the golden path 104a in a direction toward point B.

[0046] As player 102b progresses along the golden path 104a, the system may generate and insert dynamic quests 106g-106i along the golden path 104a. The dynamic quests 106 may be customized for each player 102 and may be based on the player's game metrics. For example, player 102b may travel along the same golden path (e.g., 104a) and encounter the same main story quests as player 102a of FIG. 1A, but the dynamic quests 106 generated for players 102a and 102b may be different and depend on each player's respective game metrics.

[0047] In one example, dynamic quest 106g may be a dynamic quest that involves "training with Igor" to learn how to fight a dragon character. Dynamic quest 106h may include "participating in a spiritual ritual" to mentally prepare for a fight with a dragon character. Dynamic quest 106i may include "building a fireproof shield" that can be used to defend against a dragon character. Dynamic quest 106j may include "climbing a mountain" to reach the dragon character's cave. As a result, in the illustrated example, dynamic quests 106g-106i are generated and inserted in the game area of ​​golden path 104a where player 102b needs assistance to progress through the video game. As further illustrated in FIG. 1B, game path 116b illustrates the footprints of the path taken by player 102b as player 102b moves from point A to point B in the video game.

[0048] FIG. 1C illustrates an embodiment of a unique gaming experience generated for players 102a and 102b, including dynamic quests 106a-106f and in-game meetup spaces 108 that are dynamically generated along each player's respective golden path 104. In one embodiment, players 102a-102b may be at approximately the same level and playing a video game, such as an online multiplayer video game. Each player's golden path 104 may start at a different location (e.g., point A, point A') within the game environment and lead each player to the same location (e.g., point B). In some embodiments, each player's 102 golden path 104 may include dynamic quests 106 that can move each player along their golden path, encouraging them to meet at an in-game meetup space 108 where the players can engage in in-game activities together.

[0049] To illustrate a customized gaming experience for player 102a and player 102b, in one example, as illustrated in FIG. 1C, golden paths 104a-104b may start at points A and A' for player 102a and player 102b, respectively. Golden paths 104a-104b may be paths within a video game that guide players 102a-102b through a series of main story quests (not shown) and dynamic quests 106, whose objectives are to fight enemy soldiers, rescue prisoners, and lead the prisoners to a safe zone (e.g., point B). In one example, player 102a may start gameplay from point A. Game metrics for player 102a are continuously processed as player 102a moves along golden path 104a in a direction toward point B. Using the game metrics of the player 102a, the system may generate and insert a dynamic quest 106a along the golden path 104a to present the player 102a with a dynamic quest that includes "find the hidden treasure chest" to obtain an assault rifle. After engaging in the dynamic quest 106a, the player 102a may continue along the golden path 104a toward point B. In some embodiments, the player 102a may encounter and engage in multiple main story quests (not shown) as he progresses along the golden path 104a.

[0050] In some embodiments, as the player 102a continues to move along the golden path 104a after engaging in the dynamic quest 106a, the system may determine that the player 102a is off track and moving in the wrong direction. In response, the system may generate a dynamic quest 106b and insert it near the golden path 104a to attract the player 102b back to the correct path. In one embodiment, the dynamic quest 106b may include "fighting enemy soldiers" and obtaining information on where a prisoner may be located. After engaging in the dynamic quest 106b, the dynamic quest 106b may allow the player 102a to enter an in-game meetup space 108 where the player 102b may be located. In other embodiments, the system may generate a dynamic quest 106 at a particular time during gameplay if it is determined that the player needs a reward associated with the dynamic quest.

[0051] As further illustrated in FIG. 1C, the player 102b may begin gameplay at point A' along the golden path 104b that leads to point B. As the player 102b travels along the golden path 104b, the player 102b may be presented with a dynamic quest 106d that includes a task to "defeat an enemy" and obtain night vision goggles. After engaging in the dynamic quest 106d, the player 102b may use the night vision goggles to facilitate progress along the golden path 104b. Along the golden path 104b, the player 102b is presented with a dynamic quest 106e that includes a task to "follow the game character to the top of a tree" to gain a better vantage point of the golden path 104b. While engaged in the dynamic quest 106e, the dynamic quest 106e may cause the player 102b to visually discover the in-game meetup space 108, thereby orienting the player 102b in a direction toward the in-game meetup space 108.

[0052] As players 102a and 102b progress along their respective golden paths, their corresponding dynamic quests 106 can lead them to in-game meetup spaces 108. In some embodiments, in the in-game meetup spaces 108, players can engage with each other to accomplish various objectives and tasks, such as fighting together to accomplish tasks, cooperating, and strategizing to achieve objectives. As further illustrated in FIG. 1C, players 102a and 102b are shown meeting at the in-game meetup space 108. In one example, players 102a and 102b are shown interacting with each other to plan to rescue the prisoner and lead the prisoner to a safe zone (e.g., point B) along their respective golden paths. After departing from the in-game meetup space 108, players 102a and 102b can continue to progress along their respective golden paths and may encounter main story quests and dynamic quests. As further illustrated in FIG. 1C, players 102a and 102b are presented with dynamic quests 106c and 106f, respectively, which involve "rescuing the prisoner" and guiding the prisoner to a safe zone at point B.

[0053] 1D illustrates an embodiment of a unique gaming experience for players 102a-102b, including dynamically generated dynamic quests 106a-106e and a cooperative game space 110 in which players of different experience and levels can cooperate and engage with each other in the same game space. In some embodiments, multiple players 102 may be playing a video game, and each player may be playing at a different level, as each player's gaming experience and skills may vary. In one embodiment, each player 102 may be playing in a game environment 114 that is unique to each player, which may include a main story quest (not shown) and dynamically generated dynamic quests 106 along each player's 102 respective golden paths 104.

[0054] In some embodiments, the dynamic quests 106 are generated based on the game metrics of the players. For example, a player 102 with more game experience and higher skills in a video game may be presented with a more challenging dynamic quest 106 compared to a novice player who is new to video games. In other embodiments, the dynamic quests 106 may be generated to encourage players to meet or interact in a particular game space, such as the cooperative game space 110. In some embodiments, the cooperative game space 110 may be located within a particular player's game environment 114 that is accessible to other players if access is granted. The cooperative game space 110 may be shared with players who do not have the same cooperative game space 110 in their respective game environments 114. For example, the cooperative game space 110 may be located within the game environment 114 of an advanced player. The advanced player may allow the novice player to access the cooperative game space 110 so that the novice player can experience gameplay in the cooperative game space 110 that includes an advanced game scene.

[0055] As shown in FIG. 1D, the player 102a is playing in a game environment 114a at level 26. The player 102a may begin gameplay at point A along a golden path 104a that leads the player 102a to point B. The golden path 104a may include multiple main story quests (not shown) and dynamic quests 102a-102c that are generated based on the game metrics of the player 102a. Since the player 102a is playing in the game environment 114a at level 26, the dynamic quests 102a-102c and subparts thereof may be of the same or similar level so that the gameplay of the player 102a continues to be challenging and keeps the player 102a immersed. The game environment 114a may also include a cooperative game space 110 that includes a game scene in which the player 102a and other players can interact.

[0056] As further illustrated in FIG. 1D, player 102b is shown playing in level 2 game environment 114b. Player 102b may begin gameplay at point A' along golden path 104b that leads player 102b to point B'. Golden path 104b may include multiple main story quests (not shown) and dynamic quests 102d-102e that are generated based on game metrics of player 102b. In one example, dynamic quest 106d is generated to encourage player 102b to meet and interact with player 102a in the cooperative game space 110 so that player 102b can play at a higher level for a period of time. For example, dynamic quest 106d may include a training session to learn how to use a sniper rifle. After successfully engaging in dynamic quest 106d, player 102a may provide player 102b with access to the cooperative game space 110 so that player 102b can assist player 102a in a game scene involving shooting and killing character 112. Once player 102b has interacted with player 102a and helped him defeat character 112, player 102b may exit the cooperative game space 110 and return to game environment 114b, continuing along golden path 104b towards point B'.

[0057] FIG. 2A illustrates an embodiment of a player metrics table 202 illustrating player game metrics 204 tracked and processed for multiple players 102 playing a video game and corresponding dynamic quests 106 generated based on each player's game metrics 204. In one embodiment, the player game metrics 204 may include game play conditions tracked while the player is playing the video game. In one example, the game play conditions may relate to a combination of game conditions (e.g., what is happening in the game play) and player interactivity conditions (e.g., what the player is doing in the game play). As shown in FIG. 2A, the player metrics table 202 includes a player identification 206 and player game metrics 204 tracked and processed during each player's game play. In one example, during each player's gameplay, the system may track various player conditions, and player game metrics 204 may include various parameters related to the player, such as game level, ammo amount, health level, armor level, currency amount, etc. In one embodiment, game level may range from 1-100 or may depend on the particular video game. In some embodiments, ammo amount, health level, and armor level may range from 1-100%.

[0058] After the system processes each player game metric 204 associated with each player, the system may determine a total score 208 for each player. In some embodiments, the total score 208 is calculated based on the player game metrics 204, the game conditions, and the player interactivity conditions. In some embodiments, the player game metrics 204 and the total score 208 may be used to determine whether a player 102 is eligible to participate in a particular dynamic quest 106. In one embodiment, a dynamic quest 106 may require a player 102 to meet a set of conditions and prerequisites in order to qualify for a particular dynamic quest 106. For example, a dynamic quest 106 may require a prerequisite total score of greater than "50" and an ammunition level greater than 85% in order to qualify for the dynamic quest 106.

[0059] As further illustrated in FIG. 2A , each dynamic quest 106 may have a corresponding quest type 210, content 212, and rewards 214 associated with the dynamic quest 106. In one embodiment, the dynamic quest type 210 may be an objective-based dynamic quest or a proximity-based dynamic quest. An objective-based dynamic quest may be a task within a video game that the player 102 completes to obtain a reward. In some embodiments, a proximity-based dynamic quest is a self-contained, location-based objective quest. In some embodiments, the content 212 and rewards 214 provide a brief description of the dynamic quest and the type of reward that may be obtained when engaging in the dynamic quest.

[0060] To provide an illustration of the player metrics table 202 of FIG. 2A , in one example, the system may track and determine that player game metrics associated with player B indicate that player B is playing at level 5, and that player B has an ammo level of 75%, a health level of 89%, an armor level of 75%, and has accumulated $68 in currency throughout game play. Based on player B's game metrics, game conditions, and player interactivity conditions, the system may determine that player B's total score is "75." Using player B's game metrics and total score, the system may generate and insert a dynamic quest 106 that involves "buying ammo" to increase player B's ammo level by 5%.

[0061] FIG. 2B illustrates an embodiment of a dynamic quest table 216 showing a list of dynamic quest types 218 and a dynamic quest type summary 220. As shown in FIG. 2B, the dynamic quest types 218 are diverse and may include a wide variety of types such as "find an item" and "solve a puzzle or riddle" in a video game. In addition to generating dynamic quests 106 to enable acquisition of rewards that help the player 102 progress along the golden path 104 in the video game, dynamic quests 106 may be generated to enhance or maintain the gameplay of the player 102. In some embodiments, the player game metrics 204 of a player may provide information related to the player's emotions indicating that the player is dissatisfied with his or her gameplay. As a result, the system may generate dynamic quests 106 that may match the player's interests and preferences so that the player's gameplay becomes more engaging. For example, the system may determine that the player enjoys game scenes that involve verbal interactions with game characters based on the player's past experiences. As a result, the system can generate dynamic quest types that involve interaction with a game character, or any other type of dynamic quest that may involve the player verbally interacting with a game character.

[0062] FIG. 2C illustrates an embodiment of a main story quest table 224 illustrating various main story quests 226 and corresponding main story quest subparts 228. As described above, each golden path 104 associated with the gameplay of a player 102 may include multiple main story quests. The main story quests and corresponding main story quest subparts may vary and vary depending on the particular video game being played. The main story quest table 224 of FIG. 2C provides examples of main story quests and main story quest subparts that may be available in a particular video game. As further illustrated in FIG. 2C, each main story quest subpart 228 may include a quest type 230, a quest prerequisite 232, and a reward 234.

[0063] In some embodiments, the quest prerequisites 232 may indicate that a particular main story quest subpart may require a prerequisite or certain conditions to be met before the player can engage in that particular main story quest subpart. For example, a main story quest subpart that includes "assisting a wounded soldier" may be a task that includes protecting fellow soldiers from enemy fire and may require a prerequisite that the player 102 have sufficient ammunition to engage in this main story quest subpart. As further illustrated in FIG. 2C, each main story quest subpart may include a corresponding reward 234 that the player 102 can earn after successfully engaging in the main story quest subpart.

[0064] FIG. 2D illustrates an embodiment of a dynamic quest table illustrating predefined dynamic quests 236 that can be accessed to select a dynamic quest 106 for insertion along the golden path 104. In one embodiment, the table of predefined dynamic quests 236 may include a list of dynamic quests 106 and their corresponding dynamic quest subparts 238, dynamic quest types 218, dynamic quest prerequisites 240, and rewards 242 in exchange for successfully engaging in the dynamic quest. The table of predefined dynamic quests 236 of FIG. 2D provides an example of dynamic quests 106 and corresponding dynamic quest subparts 238 that may be available for a particular video game. In other embodiments, the total number of dynamic quest subparts 240 generated for a player 102 may vary and change depending on the particular player 102 playing the video game. For example, an inexperienced player 102 may be provided with only one dynamic quest subpart 240, while a more advanced player may be provided with more dynamic quest subparts 240 so that gameplay becomes more challenging.

[0065] In some embodiments, the dynamic quests 106 and corresponding dynamic quest subparts 240 are inserted along the golden path 104 before or after the main story quests 226. As described above, the dynamic quests 106 may be inserted in areas along the golden path 104 where it is determined that the player 102 needs assistance to progress through the video game. For example, based on the player game metrics 204 of a particular player 102, the system may determine that the player's 102 health level is low. Thus, the system may generate and insert dynamic quests 106 along the player's golden path to allow the player to earn rewards that will increase the player's health level.

[0066] FIG. 2E illustrates an embodiment of a reward type table 244 illustrating reward types 248 that a player 102 may earn in exchange for successfully completing a dynamic quest 106. As shown, the table includes reward identifications 246 and corresponding reward types 248. As further shown in FIG. 2E, the reward types 248 may vary and include a variety of rewards. In one embodiment, the rewards may serve to assist the player 102 in progressing through the video game. In other embodiments, rewards such as points may honor the player so that the player is aware that he or she is progressing through the video game.

[0067] 3A illustrates a conceptual diagram of a method for storing dynamic quests 106 in a dynamic quest interface and presenting relevant dynamic quests 106 to a player 102 that are useful at a particular time along a golden path 104. In one example, the method includes operations 302 configured to monitor and detect the activity of the player 102 and any actions occurring within the game environment 114 of the player 102 as the player 102 moves along the golden path 104. For example, the player 102 may move along the golden path 104 to reach point B in a video game, and the player 102 may be presented with a series of main story quests and various dynamic quests 106 along the golden path 104. In one embodiment, the operations 302 may be configured to track the current location 304 of the player 102, the main story quests, the dynamic quests 106 provided to the player 102, the interactivity of the player 102, the context of the game play, and the like.

[0068] In some embodiments, the player 102 may be provided with a dynamic quest 106 to engage with at any time as the player progresses along the golden path 104. In one embodiment, if the player 102 decides not to select or participate in an offered dynamic quest, operation 302 may be configured to add the dynamic quest to a queue, such as a dynamic quest interface, that the player can access at any desired time. As a result, the dynamic quest interface may include multiple dynamic quests 106 that the player 102 can return to and engage with, even if the dynamic quest 106 is not offered along the golden path 104 at a particular time.

[0069] The method may proceed to operation 306, where a gameplay model 307 may be used to enable cleanup of dynamic quests in the dynamic quest interface. During a game session of the player 102, the player 102 may be provided with many options for different types of dynamic quests 106 that may be dynamically and uniquely generated for the particular player 102 and added to the dynamic quest interface by the player 102. In some embodiments, the dynamic quest interface may become overwhelming and include dynamic quests that may not be useful to the player. Thus, in one embodiment, operation 306 may be configured to identify dynamic quests that are relevant to the user at a point in time. As the player 102 progresses along the golden path 104 and dynamic quests are added to the dynamic quest interface, certain dynamic quests may become useless to the player. For example, the dynamic quest interface may include dynamic quests that offer rewards of knives and guns. Operation 306 may determine that the player 102 encounters a main story quest and a dynamic quest 106 that requires the player to use a gun rather than a knife to succeed in the next quest. In response, operation 306 may identify a dynamic quest that provides a gun as a reward as being beneficial and relevant to the player.

[0070] The method proceeds to operation 308 where the operation may access a dynamic quest interface to determine the type of dynamic quest currently stored in the dynamic quest interface. Using information obtained from the gameplay model 307, relevant dynamic quests are identified and the method proceeds to operation 310 with a list of relevant dynamic quests being presented to the player 102. As shown in FIG. 3A, at operation 310, dynamic quests are provided to the player 102 that allow for acquisition of rewards including ammunition, armor, and machine guns as these may be useful to the player when the player encounters dynamic quest 106e along the golden path 104.

[0071] FIG. 3B illustrates a conceptual diagram of a method for generating a unique gaming experience for a player 102 that includes diversifying dynamic quests 106 to keep the player 102 engaged with the video game. In one example, the method includes an operation 312 configured to monitor and detect the activity of the player 102 and any actions that occur within the gaming environment of the player 102 as the player 102 moves along the golden path 104. As shown in FIG. 3B, in operation 312, the player's gaming environment includes multiple main story quests (e.g., MSQ-1 through MSQ-n) and multiple dynamic quests 106. With reference to MSQ-2, MSQ-2 may include multiple game areas (e.g., GR-1 through GR-n) in which the player 102 can be involved (e.g., in the gaming environment context). In other embodiments, one or more dynamic quests 106 may be inserted within, after, or before the main story quest.

[0072] In another embodiment, the method may further include analyzing the gameplay data to identify player game metrics 204 as the player progresses along the golden path 104. In one embodiment, the player game metrics 204 may capture a variety of data such as the player's experience, instant game conditions, the player's game state, the player's interactivity, and the player's emotions. In other embodiments, the player game metrics 204 may include a profile for a number of inputs received for a game area associated with one of a number of main story quests.

[0073] In some embodiments, the method may include an operation 314 configured to extract and identify a profile for the plurality of inputs from the player game metrics 204. In some embodiments, the profile for the plurality of inputs may include various data associated with a player for a particular game domain. In one example, the profile for the plurality of inputs may include data identifying actions, movements, controller inputs, response times, pause times, biometrics, etc. associated with a player during gameplay. In one embodiment, the plurality of inputs may be normalized and range from 1 to 10.

[0074] In another embodiment, the method may further include an operation 316 configured to generate an engagement score for the player 102 based on the plurality of inputs and the profile of the game area. In one embodiment, the engagement score may be normalized based on the type of action occurring in the game area and may range from 1 to 10. In one embodiment, an engagement score of "10" may indicate optimal player engagement. Conversely, an engagement score of "1" may indicate that the player is not engaged in gameplay. In some embodiments, the engagement score may be compared to a score threshold associated with a particular game area to determine whether the player 102 is engaged in the particular game area. For example, if the player's engagement score exceeds a score threshold for a game area, this may indicate that the player is engaged in that game area. In another example, if the player's engagement score does not exceed a score threshold for a game area, this may indicate that the player is engaged in that game area. Thus, the system may generate and provide a dynamic quest 106 to the player 102 such that the player's engagement score increases, thereby engaging the player in gameplay.

[0075] In some embodiments, the method may include an operation 318 configured to generate a dynamic quest 106 for the player 102. In some embodiments, the dynamic quest 106 is generated in response to a determination that the engagement score falls below a score threshold for the game region. For example, a game region of a video game may have a score threshold of "3" because it requires minimal player engagement. This game region requires minimal player engagement because the game region includes interactions between game characters in the video game that lay the foundation for a storyline. In another example, a game region of a video game may require a score threshold of "8" because the game region includes a combat scene with enemy soldiers that requires a significant amount of player engagement and player interaction to succeed in the game region. Thus, if the engagement score falls below the score threshold for the game region, operation 318 may generate a dynamic quest that encourages the player to become more involved in the game play. In another embodiment, operation 318 is configured to generate the dynamic quest 106 such that the quest type is configured to increase the engagement score of the player 102 above a score threshold. For example, during a combat scene with enemy soldiers, the engagement score of the player 102 may fall below the score threshold. In response, operation 318 may generate a dynamic quest that may include a smaller number of enemy soldiers to make it easier for the player 102 to defend against attacks that may increase the engagement score of the player 102.

[0076] 4 illustrates an embodiment of a dynamic quest interface 402 of a player 102 including saved dynamic quests 404 and associated dynamic quests 416 that may be useful to the player 102. As shown, each saved dynamic quest 404 includes a dynamic quest identification 406a, a dynamic quest type 408a, dynamic quest content 410a, and a reward 412a corresponding to the dynamic quest. As described above, as the player progresses along the golden path 104, the player may be offered dynamic quests 106 that the player can decline to engage in at the time the dynamic quest is offered to the player. Instead of engaging in a dynamic quest at the particular moment the dynamic quest is offered to the player, the dynamic quest may be added to the dynamic quest interface 402.

[0077] As the player's gameplay progresses, the number of saved dynamic quests 404 may continue to grow and may become overwhelming to the player. In some embodiments, the saved dynamic quests 404 may include various dynamic quests that may no longer be relevant, useful, or appealing to the player 102. Thus, the system may use the gameplay model 307 to determine which saved dynamic quests may be relevant, useful, or appealing to the player 102. In one embodiment, the gameplay model 307 may be used to determine the types of main story quests and dynamic quests that the player 102 may encounter at various points along the golden path 104. Thus, the gameplay model 307 may be used to help identify relevant dynamic quests 416 that may be useful to the player at a particular point along the golden path 104.

[0078] As further illustrated in FIG. 4, the dynamic quest interface 402 may include a number of related dynamic quests 416 that are identified as beneficial and relevant to the player. In some embodiments, dynamic quests that were previously provided to the player and added to the queue may be removed from the list of related dynamic quests 416 because they may not be useful to the player at a more advanced point in gameplay. For example, as shown in FIG. 4, dynamic quest 7, which involves speaking with the Governor to unlock the map, may no longer be useful to the player because the player has already arrived at the desired location displayed on the map.

[0079] 4, each of the related dynamic quests 416 includes a dynamic quest identification 406b, a dynamic quest type 408b, dynamic quest content 410b, and a reward 412b corresponding to the dynamic quest. For example, as shown, the related dynamic quests 416 include dynamic quests related to purchasing ammunition (e.g., DQ2), finding armor (e.g., DQ3), searching for hidden ammunition (e.g., DQ9), and chasing a team leader to obtain a machine gun (e.g., DQ10). In one example, the related dynamic quests 416 and their corresponding rewards may be helpful to the player 102 in an upcoming scene involving a firefight with enemy soldiers.

[0080] In some embodiments, the identification of relevant dynamic quests 416 for inclusion in the dynamic quest interface 402 is based on processing the player game metrics 204 and the saved dynamic quests 404 via the gameplay model 307. The gameplay model 307 is configured to identify features from the player game metrics 204 and the saved dynamic quests 404 and classify the features using one or more classifiers. The classified features are then used by the gameplay model 307 to predict and identify which of the saved dynamic quests 404 are likely to be relevant to the player 102. In some embodiments, the type of rewards provided by the dynamic quest, the player's interests, and the type of game scenes the player may encounter along the golden path may be considered in determining whether the dynamic quests are relevant to the player. In other embodiments, if the dynamic quests are determined to be not useful to the player, they may be removed or excluded from the list of relevant dynamic quests 416.

[0081] 5A illustrates an embodiment of a method for using the gameplay model 307 to generate dynamic quests 106 for a player 106 using the player game metrics 204 and training data rules 504 as inputs. As described above, the generated dynamic quests 106 may be uniquely generated for each player and inserted along the player's golden path 104 to provide the player with a customized gaming experience.

[0082] In one example, the method includes accessing player interactive gameplay data 502 from a video game being played by the player 102. In one embodiment, the player interactive gameplay data 502 may include gameplay metadata, such as state data identifying all of the actions, inputs, and movements made by the player 102 during gameplay. In another embodiment, the method may further include analyzing the player interactive gameplay data 502 to extract and identify player game metrics 204 associated with the gameplay of the player 102. In one embodiment, the player game metrics 204 may capture various data, such as player experience 514, instant game conditions 516, player game state 518, player interactivity 520, and player emotion 522.

[0083] In one embodiment, player experience 514 may include various attributes and characteristics of the player 102, such as game experience, game play history, viewing history, game skill level, preferences, interests, disinterests, etc. In some embodiments, instant game conditions 516 may include data associated with the context of game play, the character in the game play, the current state of game play, etc. Player game state 518 may include data identifying the level of the game, the total score, and various parameters related to the player's status, such as ammunition level, health level, armor level, currency amount, etc. In some embodiments, player interactivity 520 may include information associated with player interactions when engaging in main story quests, dynamic quests, and other interactions as the player moves along the golden path. For example, player interactivity 520 may include information related to the player's engagement with main story quests and dynamic quests, the context of the interactions, actions performed by the player, etc. In some embodiments, player emotion 522 may include information related to the player's emotions and mood during game play.

[0084] In another embodiment, the method may further include a feature extraction 506 operation configured to receive the player game metrics 204 and extract and identify various features within the player game metrics 204. After the feature extraction 506 operation identifies features associated with the player game metrics, a classifier 508 may be configured to classify the extracted features using one or more classifiers to form a gameplay model 307 for the player for the video game.

[0085] In some embodiments, the method proceeds to a gameplay model 307 configured to receive as input the classified features from the classifier 508 and the training data rules 504. In one embodiment, the gameplay model 307 may be built over time using the training data rules 504. The gameplay model 307 may use one or more machine learning models that may be trained using the training data rules 504. The training data rules 504 may include multiple training data rules that may be used to build the gameplay model 307 and strengthen the connections between the nodes of the gameplay model 307. In another embodiment, other inputs that are not direct inputs or lack of input / feedback may also be obtained as inputs to the gameplay model 307. For example, a particular type of dynamic quest 106 provided to the player 106 may help determine the player's interest or disinterest in dynamic quests. If the player selects a dynamic quest to engage with, this may indicate that the player is interested in the dynamic quest. Conversely, if the player does not select a dynamic quest to engage with, this may indicate that the player is not interested in the dynamic quest.

[0086] In other embodiments, each player may have a corresponding player game model that can be used to custom tailor the generation of dynamic quests for each player. In one example, the player game model may be defined by a player's past play activity, likes and dislikes, achievements, skill level, etc.

[0087] In one example, player game metrics 204 may indicate that the player is engaged in a main story quest that includes a fight scene in which the player fights an enemy character using a knife. Player game state 518 and player emotion 522 indicate that the player 102 was seriously injured by the enemy character during the fight scene and that the player 102 did not like using the knife. Using the data provided by player game metrics 204, gameplay model 307 may predict dynamic quests that offer different types of combat weapons that the player may be interested in using other than a knife, such as guns, bombs, bows and arrows, swords, etc.

[0088] In some embodiments, the dynamic quest generator 510 may use the gameplay model 307 to determine the type of dynamic quest 106 and dynamic subparts to generate for the player 102. In one embodiment, the dynamic quest generator 510 may generate a dynamic quest based on an examination of the gameplay model 307 and the training data rules 504. In other embodiments, the dynamic quest generator 510 may be configured to generate a dynamic quest 106 and dynamic subparts based on meeting a set of certain conditions and prerequisites. For example, if the player 102 exceeds a certain total score in a video game, the dynamic quest generator 510 may generate a dynamic quest 106 that allows the player to engage in a game scene that allows for the acquisition of special skills and abilities. In other embodiments, the dynamic quest generator 510 may use the gameplay model 307 to generate dynamic quests 106 and dynamic subparts that provide assistance to the player based on the current scenario of gameplay, the goals attempted by the player, the level of success or failure experienced by the player, the game assets required for the player to progress, the detected level of engagement or disengagement by the player, the player's determined emotions, failure to achieve a goal, prerequisites for achieving one or more tasks or goals, or a combination of two or more thereof.

[0089] In some embodiments, after the dynamic quest generator 510 generates the dynamic quest 106 and dynamic sub-parts, an insert dynamic quest 512 operation is configured to insert the dynamic quest 106 and dynamic quest sub-parts along the golden path 104 to provide the player with a quest and allow them to earn corresponding rewards. In one embodiment, the dynamic quest may be inserted before or after the main story quest 226. In one example, the system may determine that the player is approaching a main story quest that requires the use of a particular weapon and skill, such as a sniper rifle and long-range shooting, to succeed in the main story quest. Thus, the system may generate a dynamic quest that allows the player to acquire the sniper rifle and long-range shooting skills before the player reaches the main story quest.

[0090] According to another embodiment, the dynamic quest generator 510 can be configured to diversify the dynamic quest selection process and to prevent the generation of dynamic quests that weaken the player's desire to play the video game, resulting in the player abandoning the video game. In one embodiment, the dynamic quest generator 510 may generate dynamic quests 106 based on a historical analysis of the player's aversion to certain types of dynamic quests 106 or enthusiasm for playing certain types of dynamic quests during a game session. For example, the player game metrics 204 can identify the player's gameplay and viewing history, which can indicate the types of dynamic quests that the player may or may not be interested in engaging in. As a result, the dynamic quest generator 510 can generate dynamic quests that are tailored to the player's interests to keep the player engaged in the game session.

[0091] In some embodiments, the dynamic quest generator 510 may be configured to limit the complexity of the dynamic quest 106 such that the number of necessary components required to achieve a reward associated with the dynamic quest is limited. For example, a dynamic quest 106 that typically requires a player to perform five objectives to obtain a reward may be limited to two objectives. In one embodiment, the dynamic quest generator 510 may be configured to generate a dynamic quest 106 that satisfies a player's gameplay duration. For example, the player game metrics 204 may indicate that a player's average gameplay duration is approximately 45 minutes. In response, the dynamic quest generator 510 may generate a dynamic quest that is intended to limit a player's gameplay time to approximately 45 minutes.

[0092] In some embodiments, the dynamic quest generator 510 may generate a dynamic quest 106 that induces one or more players to play interactively at a particular game location (e.g., an in-game meetup space 108, a collaborative game space 110). As the players interact with each other at the game location, the dynamic quest 106 may result in an increase or decrease in the number of interactions a player has with other players. For example, when players of different experience and levels meet and interact with each other at the collaborative game space 110, players granted access to the collaborative game space 110 may be limited to interacting in the collaborative game space 110 for a specified period of time before returning to their respective game environments.

[0093] In other embodiments, the dynamic quest generator 510 may select dynamic quests based on the reward types the player wants to achieve and that will help the player progress in the video game to keep the player engaged in the video game. In some embodiments, the dynamic quest generator 510 may throttle the number of dynamic quests provided to the player or provide dynamic quests with increased or decreased difficulty. For example, the system may determine based on the player's game metrics 204 that the player is frustrated with his gameplay because there are too many dynamic quests and they are difficult to complete. Thus, the system may dynamically throttle the number of dynamic quests and reduce the difficulty of the dynamic quests. As a result, by dynamically adjusting and generating dynamic quests based on the player's desires, the player may stay engaged in the gameplay and continue to play.

[0094] 5B illustrates a conceptual diagram of a method for generating a unique gaming experience for a player playing a video game using player interactive gameplay data 502 associated with the player's gameplay to generate one or more dynamic quests 106 for insertion along a golden path 104 of the player 102. In one example, the method includes an operation 524 configured to monitor and track player actions and activity occurring in the gaming environment. For example, as shown, the gaming environment of the player 102 illustrates the player 102 moving along a golden path 104 that includes multiple main story quests (MSQs) 226a-226h and dynamic quests 106 that are dynamically generated along the golden path 104.

[0095] In another embodiment, the method proceeds to an operation configured to extract player interactive gameplay data 502 from the gameplay of the player 102. In another embodiment, the method further includes processing the player interactive gameplay data 502 to identify player game metrics 204 as the player progresses along the golden path 104. As described above, the player game metrics 204 may include various parameters related to the player's gameplay, such as player experience 514, instant game conditions 516, player game state 518, player interactivity 520, and player emotion 522. For example, at any point during the player's gameplay, the player's score, game level, emotion, and location along the golden path may be determined and used to generate a dynamic quest 106 for the player 102.

[0096] In another embodiment, the method proceeds to a dynamic quest generator 510 configured to generate a dynamic quest 106 and dynamic quest subparts for the player 102. In one embodiment, the dynamic quest generator 510 can use the gameplay model 307 to generate the dynamic quest 106 and one or more dynamic quest subparts for the player. For example, based on the player game metrics 204, the gameplay model 307 can be used to determine that the player has failed to outperform an enemy character in the game and that the player is beginning to disengage from gameplay. As a result, the gameplay model 307 can be used to generate a dynamic quest that provides the player with game assets that will help the player defeat the enemy character. In some embodiments, the dynamic quest generator 510 can generate a dynamic quest 106 that includes one or more dynamic quest subparts. As described above, the dynamic quest 106 can be an objective-based dynamic quest or a proximity-based dynamic quest. An objective-based dynamic quest can be a task within a video game that the player 102 completes to obtain a reward. In some embodiments, a proximity-based dynamic quest is a quest that is a self-contained location-based objective. In other embodiments, instead of generating a dynamic quest, the dynamic quest generator 510 may be configured to access a particular table of predefined dynamic quests. For example, the dynamic quest generator 510 may access the predefined dynamic quests 236 of FIG. 2D to select a dynamic quest and a dynamic quest subpart to insert along the golden path 104 of the player 102.

[0097] In another embodiment, after generating the dynamic quest 106 or accessing a particular table of predefined dynamic quests, the method proceeds to an insert dynamic quest 512 operation configured to insert the dynamic quest 106 and dynamic quest subparts along the golden path 104. As shown, the dynamic quest 106 may be inserted before or after the main story quest 226. In another embodiment, the dynamic quest 106 may be inserted along the golden path and presented to the player when the player meets a prerequisite that may be associated with the dynamic quest. For example, a dynamic quest may have a prerequisite that the player must exceed a total score of 200 points in order to be engaged in the dynamic quest. Thus, the dynamic quest may be inserted along the golden path at a predicted time or when the player achieves a score of 200 points or more.

[0098] FIG. 6 illustrates a method for executing a video game for a player 102 to provide the player 102 with a unique gaming experience involving dynamic quests 106 that are dynamically generated along a golden path 104. In one embodiment, the method includes an operation 602 configured to determine a golden path associated with the player's gameplay. For example, the player begins gameplay at an initial point (e.g., point A) along a golden path 104 in the game environment that leads the player to a desired point (e.g., point B) in the video game. The player's gameplay may include a golden path 104 that guides the player from point A to point B in the game environment. As described above, each golden path 104 may include multiple main story quests 226 associated with the golden path 104 that are presented to all players who engage with the golden path 104.

[0099] The method illustrated in FIG. 6 then proceeds to operation 604, where the operation is configured to examine the activity of the player 102 in playing the game as the player progresses along the golden path 104. In one embodiment, during the game play of the player 102, operation 604 may be configured to determine various actions of the player to determine what is happening in the game. Using the game play data, operation 604 may process the game play data to identify player game metrics 204 at any point in time. In one embodiment, the player game metrics 204 may include various parameters related to the player's game play, such as player experience 514, instant game condition 516, player game state 518, player interactivity 520, and player emotion 522. In other embodiments, operation 604 may be configured to determine a game area along the golden path 104 where it is determined that the player 102 needs assistance in progressing through the video game. For example, the player game metrics 204 may provide information indicating that the player has a low health level and is approaching a main story quest that involves an intense combat scene with multiple enemy soldiers. Thus, when the player reaches a low health level in a particular area along the golden path 104, operation 604 may identify this area as a game area in which the player needs assistance in progressing through the video game.

[0100] The method proceeds to operation 606, where the operation is configured to identify and track a position of the player 102 along the golden path 104. During the player's gameplay, the player may proceed along the golden path 104 in a direction towards a desired destination within the game environment. The player may inadvertently deviate from the golden path 104 and proceed in a direction away from the desired destination. Consequently, operation 606 may identify game areas within the game environment where the player may get lost and insert dynamic quests that invite or prompt the player to get back on track along the golden path 104.

[0101] The method illustrated in FIG. 6 then proceeds to operation 608, where the operation is configured to generate one or more dynamic quests 106 and dynamic quest subparts based on the player's activity and the player's location along the golden path. In one embodiment, in game areas where the player needs assistance to progress in the video game, operation 608 is configured to generate dynamic quests 106 that help the player progress in the video game. For example, the player's game metrics 204 can be used to help identify game areas along the golden path where the player may need assistance, e.g., attempting a goal, failing a goal, needing assets to progress, dropping out of game play, etc. As a result, operation 608 can be configured to generate dynamic quests that enable the player to earn rewards to help the player progress in the video game. In some embodiments, operation 608 may use a dynamic quest generator 510 to generate a dynamic quest 106 for the player 102. As described above, the dynamic quest generator 510 can use the gameplay model 307 to generate the dynamic quest 106 and one or more dynamic quest subparts for the player.

[0102] The method proceeds to operation 610, where the operation is configured to present one or more dynamic quests 106 to the player by inserting the one or more dynamic quests 106 into the golden path 104. In some embodiments, inserting the one or more dynamic quests 106 along the golden path 104 allows the player to earn rewards associated with the dynamic quests. In another embodiment, operation 610 is configured to insert the dynamic quests 106 along the golden path 104 in game areas during gameplay of the video game where it is determined that the player needs assistance in progressing through the video game. For example, in game areas along the golden path, it is determined that the player has a low health level. Prior to reaching a game scene involving combat with enemy soldiers, one or more dynamic quests 106 may be inserted along the golden path that allows the player to increase his or her health level before engaging in combat.

[0103] 7 illustrates a method for playing a video game for multiple players in which a dynamically generated dynamic quest 106 is generated to move the multiple players along their respective golden paths 104 to meet the multiple players at an in-game meetup space 108. In one embodiment, the method includes an operation 702 configured to determine respective golden paths associated with gameplay of the multiple players playing the video game. In one embodiment, multiple players may play a video game, such as an online multiplayer video game, in which each player may have their own golden path 104 that directs each player to a desired destination within the game environment.

[0104] The method illustrated in FIG. 7 then proceeds to operation 704 where the operation is configured to examine the activities of the multiple players as they progress along their respective golden paths. In one embodiment, operation 704 may be configured to determine various actions of each player to determine what is happening in the game. In some embodiments, operation 704 may process game play data for each player to identify player game metrics 204 at any point in time. For example, referring to the player metrics table 202 of FIG. 2A, operation 704 may be configured to process game play data for each player (e.g., players A-N) to identify player game metrics 204 for each player. The method proceeds to operation 706 where the operation is configured to identify and track the location of each player as they progress along their respective golden paths.

[0105] 7 proceeds to operation 708, where the operation is configured to generate a respective dynamic quest for each of the multiple players along each of the players' golden paths based on their respective locations, activities, and player game metrics 204. In some embodiments, operation 708 may be configured to generate dynamic quests 106 that enable acquisition of rewards to help the players progress through the video game. In some embodiments, operation 708 may use dynamic quest generator 510 to generate the dynamic quests 106 for each of the players 102.

[0106] 7 proceeds to operation 710, where the operation is configured to cause multiple players to meet and play in the same game space, such as the in-game meetup space 108. In some embodiments, at least one dynamic quest associated with each of the multiple players may induce each of the multiple players to enter the in-game meetup space 108. In some embodiments, in the in-game meetup space 108, the players may engage with one another to perform various tasks or objectives, such as fighting together, cooperating to accomplish goals, strategizing to accomplish a mission, etc.

[0107] 8 illustrates a method for playing a video game for multiple players 102 including a dynamically generated dynamic quest 106 and a cooperative game space 110 in which players of different experience and different levels can cooperate and interact with each other in the cooperative game space 110. In one embodiment, the method includes an operation 802 configured to determine a first golden path associated with the first player's gameplay within the first player's game environment. In one embodiment, multiple players may play a video game, such as an online multiplayer video game, in which players may play at different levels and have different levels of game experience. Thus, each player playing the video game may play in a different game environment 114 including a golden path 104 with a main story quest and dynamically generated dynamic quests 106.

[0108] 8 proceeds to operation 804 where the operation is configured to generate one or more dynamic quests along the first golden path based on the first player's activity, location, and player game metrics 204. In one embodiment, operation 804 may be configured to generate a dynamic quest 106 for insertion along the golden path 104 using the dynamic quest generator 510. In some embodiments, the dynamic quest 106 may prompt or invite the player to move in a particular direction within the player's game environment. In one example, if the player becomes lost or disoriented during gameplay, the dynamic quest 106 may help guide the player in a direction toward the golden path.

[0109] 8 proceeds to operation 806, where the operation is configured to determine a second golden path associated with the second player's gameplay within the second player's game environment. As noted above, multiple players may play a video game, and players may play at different levels and have different levels of game experience. To that end, in one embodiment, operation 806 is configured to determine a golden path 104 associated with the second player, and identify main story quests and dynamic quests 106 along the second player's golden path 104.

[0110] The method proceeds to operation 808, where the operation is configured to generate one or more dynamic quests along the second golden path based on the second player's activity, location, and player game metrics 204. In some embodiments, another dynamic quest associated with the second golden path directs the second player in a direction toward the first player's game environment. Because the players are playing at different levels and the first player's game environment and the second player's game environment are different, operation 808 is configured to generate a dynamic quest that directs the second player in a direction toward the first player's game environment such that the second player can enter the collaborative game space 110 of the first player's environment.

[0111] The method of FIG. 8 proceeds to operation 810, where the operation is configured to grant the second player access to enter the cooperative game space 110 within the first player's game environment based on the second player's activity and game metrics 204. In some embodiments, the cooperative game space 110 may allow players of different experience and players playing at different levels to meet and engage with each other in the same game space. In one example, the first player is playing at a higher level than the second player, so the cooperative game space 110 may include an advanced game scene associated with the first player. In one embodiment, the first player may grant the second player access to cooperate in game play in the cooperative game space 110 for a certain period of time. In some embodiments, the second player may be granted access based on his / her player game metrics 204. For example, access to the cooperative game space 110 may require prerequisites, such as a certain total score, health level, currency amount, a certain weapon, etc. Once the second player has engaged with the first player in the collaborative game space 110, the second player may return to his / her game environment and continue along his / her Golden Path towards the desired destination.

[0112] 9 illustrates a method for executing a video game for a player in which dynamic quests 106 are dynamically generated by accessing a particular table of predefined dynamic quests. In one embodiment, the method includes an operation 902 configured to determine a golden path 104 associated with gameplay of the player 102. In one embodiment, as described above, each golden path 106 may include multiple main story quests 226 associated with the golden path 106. The method of FIG. 9 then proceeds to an operation 904 where the operation is configured to examine player game metrics 204, which may include a current state, game level, and acquired assets associated with the player as the player progresses along the golden path. In one embodiment, the operation 904 is configured to determine a player score based on the player game metrics 204.

[0113] The method illustrated in FIG. 9 proceeds to operation 906 where the operation is configured to process the player score to qualify the player for access to one or more dynamic quests. For example, in one embodiment, the player score may be based on a number of factors, such as the completion of tasks or objectives associated with main story quests and dynamic quests, a total number of kills, a monetary amount, obtaining a particular weapon, having a particular skill, damage taken, etc. At operation 908, the operation is configured to determine whether the player score satisfies a prerequisite for the dynamic quest. If the player score satisfies a prerequisite associated with the dynamic quest, the method proceeds to operation 910 where the operation is configured to access a table of predefined dynamic quests. If the player score does not satisfy a prerequisite associated with the dynamic quest, the method proceeds to operation 906 where the player score continues to be processed based on gameplay.

[0114] At operation 910, the operation is configured to access a table of predefined dynamic quests. For example, referring to the predefined dynamic quests 236 table of FIG. 2D, operation 910 is configured to access the table and select a dynamic quest and a corresponding dynamic quest subpart that the player may be eligible to receive. In one example, the player 102 may be eligible to receive the dynamic quest based on the player score. In other embodiments, the player 102 may be eligible to receive the dynamic quest based on other prerequisites and conditions associated with the dynamic quest. The method illustrated in FIG. 9 proceeds to operation 912, where the operation is configured to present the dynamic quest to the player for selection by the player. In one embodiment, operation 912 is configured to insert the dynamic quest along a golden path in an area of ​​the game where the player 102 may need assistance in progressing through the gameplay. In other embodiments, operation 912 is configured to insert the dynamic quest before or after a main story quest.

[0115] FIG. 10 illustrates components of an exemplary device 1000 that can be used to implement aspects of various embodiments of the present disclosure. The block diagram illustrates device 1000, which can incorporate or be a personal computer, video game console, personal digital assistant, server, or other digital device suitable for implementing embodiments of the present disclosure. Device 1000 includes a central processing unit (CPU) 1002 for executing software applications and optionally an operating system. CPU 1002 may be comprised of one or more homogeneous or heterogeneous processing cores. For example, CPU 1002 is one or more general-purpose microprocessors with one or more processing cores. Further embodiments can be implemented using one or more CPUs with a microprocessor architecture that is particularly adapted for highly parallel and computationally intensive applications, such as interpreting queries, identifying contextually relevant resources, and real-time implementation and rendering of contextually relevant resources within a video game. The device 1000 may be localized to the player playing the game segment (e.g., a game console), or remote from the player (e.g., a back-end server processor), or one of many servers that use virtualization in a game cloud system for remote streaming of game play to clients.

[0116] Memory 1004 stores applications and data used by CPU 1002. Storage 1006 provides non-volatile storage and other computer-readable media for applications and data and may include fixed disk drives, removable disk drives, flash memory devices, and CD-ROM, DVD-ROM, Blu-ray, HD-DVD, or other optical storage devices, as well as signal transmission and storage media. User input devices 1008 communicate user input from one or more users to device 1000, examples of which may include a keyboard, mouse, joystick, touchpad, touch screen, still or video recorder / camera, gesture-recognizing tracking device, and / or microphone. Network interface 1014 enables device 1000 to communicate with other computer systems over electronic communications networks, which may include wired or wireless communications over local area networks and wide area networks such as the Internet. The audio processor 1012 is adapted to generate analog or digital audio output from instructions and / or data provided by the CPU 1002, the memory 1004, and / or the storage 1006. The components of the device 1000, including the CPU 1002, the memory 1004, the data storage 1006, the user input device 1008, the network interface 1010, and the audio processor 1012, are connected via one or more data buses 1022.

[0117] A graphics subsystem 1020 is further coupled to the data bus 1022 and the components of the device 1000. The graphics subsystem 1020 includes a graphics processing unit (GPU) 1016 and a graphics memory 1018. The graphics memory 1018 includes a display memory (e.g., a frame buffer) used to store pixel data for each pixel of an output image. The graphics memory 1018 may be integrated in the same device as the GPU 1008, may be connected as a separate device to the GPU 1016, and / or may be incorporated within the memory 1004. The pixel data may be provided to the graphics memory 1018 directly from the CPU 1002. Alternatively, the CPU 1002 provides data and / or instructions defining a desired output image to the GPU 1016, from which the GPU 1016 generates pixel data for one or more output images. The data and / or instructions defining the desired output image may be stored in the memory 1004 and / or the graphics memory 1018. In an embodiment, the GPU 1016 includes 3D rendering capabilities for generating pixel data for output images from instructions and data defining the scene's geometry, lighting, shading, texturing, motion, and / or camera parameters. The GPU 1016 may further include one or more programmable execution units capable of executing shader programs.

[0118] Graphics subsystem 1014 periodically outputs pixel data of an image from graphics memory 1018 to be displayed on display device 1010. Display device 1010 may be any device capable of displaying visual information in response to signals from device 1000, including CRT, LCD, plasma, and OLED displays. Device 1000 may provide analog or digital signals to display device 1010, for example.

[0119] It should be noted that access services distributed over a wide geography, such as providing access to games in the current embodiment, often use cloud computing. Cloud computing is a computing paradigm in which dynamically scalable, often virtualized resources are provided as a service over the Internet. Users do not need to be experts in the technical infrastructure of the "cloud" that supports them. Cloud computing can be categorized into different services such as Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS). Cloud computing services often provide common applications, such as video games, online, accessed through a web browser, but the software and data are stored on servers in the cloud. The term cloud is used as a metaphor for the Internet based on how the Internet is depicted in computer network diagrams, and is an abstract concept that hides a complex infrastructure.

[0120] A game server may be used in some embodiments to perform the operation of a persistent information platform for video game players. Most video games played on the Internet operate through a connection to a game server. Typically, the game uses a dedicated server application that collects data from the player and distributes the collected data to other players. In other embodiments, the video game may be executed by a distributed game engine. In these embodiments, the distributed game engine may run on multiple processing entities (PEs), such that each PE executes a functional segment of the given game engine on which the video game is executed. Each processing entity is viewed by the game engine as simply a computational node. A game engine typically performs a functionally diverse set of operations to execute a video game application along with additional services experienced by the user. For example, the game engine implements game logic and performs game calculations, physics, geometry transformations, rendering, lighting, shading, audio, and additional in-game or game-related services. The additional services may include, for example, messaging, social utilities, audio communication, game play playback functions, help functions, and the like. The game engine may run on an operating system virtualized by a hypervisor on a particular server, but in other embodiments the game engine itself may be distributed across multiple processing entities, each of which may reside on a different server unit in a data center.

[0121] According to this embodiment, for execution, each processing entity may be a server unit, a virtual machine, or a container, depending on the needs of each game engine segment. For example, if a game engine segment is responsible for camera transformation, since it will be performing a lot of relatively simple mathematical operations (e.g., matrix transformations), that particular game engine segment may be provisioned with a virtual machine associated with a graphics processing unit (GPU). Other game engine segments, requiring fewer but more complex operations, may be provisioned with processing entities associated with one or more higher-powered central processing units (CPUs).

[0122] By distributing the game engine, the game engine has elastic computational characteristics that are not bound by the capabilities of a physical server unit. Instead, the game engine is provisioned with more or fewer computation nodes as needed to meet the demands of the video game. From the perspective of the video game and the video game player, a game engine that is distributed across multiple computation nodes is indistinguishable from a non-distributed game engine running on a single processing entity, since a game engine manager or supervisor distributes the workload and seamlessly integrates the results to provide the video game output component to the end user.

[0123] Users access remote services through a client device that includes at least a CPU, a display, and I / O. The client device may be a PC, a cell phone, a netbook, a PDA, etc. In one embodiment, a network running on the game server recognizes the type of device used by the client and adjusts the communication method employed. In another case, the client device accesses the application on the game server over the Internet using a standard communication method such as HTML.

[0124] It should be understood that a given video game or game application may be developed for a particular platform and a particular associated controller device. However, when making such games available through a game cloud system as presented herein, users may access the video game with different controller devices. For example, a game may be developed for a game console and its associated controller, but a user may access a cloud-based version of the game from a personal computer utilizing a keyboard and mouse. In such a scenario, the input parameter configuration may define a mapping from inputs that can be generated by the user's available controller device (in this case, a keyboard and mouse) to inputs that are acceptable for execution of the video game.

[0125] In another example, a user may access the cloud gaming system via a tablet computing device, a touchscreen smartphone, or other touchscreen driven device. In this case, the client device and the controller device are integrated together in the same device, and input is provided by detected touchscreen input / gestures. For such devices, the input parameter configuration may define a particular touchscreen input that corresponds to game input for the video game. For example, a button, a directional pad, or other type of input element may be displayed or overlaid during the execution of the video game to indicate locations on the touchscreen that the user may touch to generate game input. Gestures such as swipes in a particular orientation, or particular touch motions may also be detected as game input. In one embodiment, to familiarize the user with control operations on the touchscreen, a tutorial may be provided to the user showing how to input gameplay via the touchscreen, for example, before beginning gameplay of the video game.

[0126] In some embodiments, the client device serves as a connection point for the controller device. That is, the controller device communicates with the client device via a wireless or wired connection and transmits inputs from the controller device to the client device. The client device may then process these inputs and then transmit the input data to the cloud gaming server over a network (e.g., a network accessed via a local network device such as a router). However, in other embodiments, the controller itself may be a networked device that has the ability to communicate inputs directly to the cloud gaming server over a network, without the need for such inputs to be communicated through the client device first. For example, the controller may connect to a local network device (such as the router mentioned above) to send and receive data to the cloud gaming server. Thus, input latency may be reduced by allowing the controller to send inputs directly over the network to the cloud gaming server, bypassing the client device, while the client device may still be required to receive video output from the cloud-based video game and render it on a local display.

[0127] In one embodiment, the networked controller and client devices can be configured to transmit certain types of inputs directly from the controller to the cloud gaming server and other types of inputs via the client device. For example, inputs that are not dependent on any additional hardware or processing, apart from the controller itself, can be transmitted directly from the controller to the cloud gaming server over the network, bypassing the client device. Such inputs can include button inputs, joystick inputs, embedded motion detection inputs (e.g., accelerometers, magnetometers, gyroscopes), and the like. However, inputs that utilize additional hardware or require processing by the client device can be transmitted by the client device to the cloud gaming server. These can include video or audio captured from the gaming environment that can be processed by the client device prior to transmission to the cloud gaming server. In addition, inputs from the controller's motion detection hardware can be processed by the client device in conjunction with the captured video to detect the position and movement of the controller, which is then communicated by the client device to the cloud gaming server. It should be understood that the controller device according to various embodiments can also receive data (e.g., feedback data) from the client device or directly from the cloud gaming server.

[0128] It should be understood that the various embodiments defined herein may be combined or assembled into specific implementations that use various features disclosed herein. Thus, the examples provided are only some of the possible examples and are not intended to limit the various implementations that may be defined by combining various elements. In some examples, an implementation may include fewer elements without departing from the spirit of the disclosed or equivalent implementations.

[0129] Embodiments of the present disclosure may be practiced with a variety of computer system configurations including handheld devices, microprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers, etc. Embodiments of the present disclosure may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a wire-based or wireless network.

[0130] Although the operations of the method have been described in a particular order, it should be understood that other housekeeping operations may be performed between operations, or operations may be coordinated to occur at slightly different times, or operations may be distributed within the system to allow processing operations to occur at various intervals relative to processing, so long as the processing of telemetry and game state data to generate modified game state is performed in the desired manner.

[0131] One or more embodiments may also be fabricated as computer readable code on a computer readable medium. The computer readable medium may be any data storage device that can store data. The data may then be read by a computer system. Examples of computer readable media include hard drives, network attached storage (NAS), read only memory, random access memory, CD-ROM, CD-R, CD-RW, magnetic tape, and other optical and non-optical data storage devices. The computer readable medium may include computer readable tangible media distributed across network connected computer systems such that the computer readable code is stored and executed in a distributed fashion.

[0132] In one embodiment, the video game is executed locally on a game console, personal computer, or server. In some cases, the video game is executed by one or more servers at a data center. When the video game is executed, some instances of the video game may be simulations of the video game. For example, the video game may be executed by an environment or server that generates a simulation of the video game. The simulation, in some embodiments, is an instance of the video game. In other embodiments, the simulation may be generated by an emulator. In either case, when the video game is represented as a simulation, the simulation may be executed to render interactive content that can be interactively streamed, executed, and / or controlled by user input.

[0133] Although the foregoing embodiments have been described in some detail for clarity of understanding, it will be apparent that certain changes and modifications can be practiced within the scope of the appended claims. Thus, the present embodiments should be considered as illustrative and not restrictive, and the present embodiments should not be limited to the details set forth herein, but may be modified within the scope of the appended claims and their equivalents.

Claims

1. 1. A method of running a video game, comprising: determining a golden path associated with a player's gameplay, the golden path including a plurality of main story quests associated with the golden path; processing the gameplay to identify player game metrics as the player progresses along the golden path; examining the player game metrics to identify game areas along the golden path where the player is determined to need assistance in progressing through the video game; generating a dynamic quest for the player, the dynamic quest being generated with one or more subparts that allow the player to earn rewards useful in assisting the player in progressing through the video game along the golden path; inserting the dynamic quest along the golden path, whereby the dynamic quest is presented to the player and enables the acquisition of the reward; Including, A method wherein each of the player game metrics is processed by a machine learning process that extracts features from the player game metrics and classifies the extracted features to form a gameplay model for the player with respect to the video game.

2. 2. The method of claim 1, wherein the dynamic quest is one of a plurality of dynamic quests that are generated and inserted along the golden path during gameplay of the video game, and each of the inserted dynamic quests is based on an area of ​​the game where it is determined that the player needs assistance to progress through the video game.

3. The method of claim 2 , wherein each of the plurality of dynamic quests is inserted before or after one of the plurality of main story quests.

4. 2. The method of claim 1 , wherein the player game metrics include a plurality of game play conditions tracked while the player is playing the video game, each of the plurality of game play conditions being associated with a combination of a game condition and a player interactivity condition.

5. The method of claim 1 , wherein the generation of the dynamic quest is based on the gameplay model and examination of a plurality of training data rules.

6. 6. The method of claim 5, wherein the plurality of training data rules include data for determining a type of dynamic quest to provide assistance to based on one or more of a current scenario of game play, a goal undertaken by the player, a level of success or failure experienced by the player, game assets required for the player to progress, a detected level of engagement or disengagement by the player, a determined emotion of the player, failure to achieve a goal, prerequisites for achieving one or more tasks or goals, or a combination of two or more thereof.

7. 7. The method of claim 6, wherein the generation of the dynamic quest is based on an examination of the gameplay model and the plurality of training data rules to determine whether prerequisites associated with the dynamic quest are satisfied by the player.

8. 7. The method of claim 6, wherein the dynamic quest type is a fetch type, a buy type, a kill type, a destroy type, a sabotage type, a loot type, a build type, a messenger type, a defense type, a capture type, a puzzle type, an escape type, a search type, a loot type, a stealth type, a dialogue type, a follow type, a use type, or a combination of two or more thereof.

9. The method of claim 1 , wherein the generating the dynamic quest for the player is further based on accessing the dynamic quest from a table of predefined dynamic quests based on the player game metrics.

10. The method of claim 1 , wherein the examining the player game metrics further identifies a player experience or a player emotion while the player is playing the video game.

11. The method of claim 1 , wherein the inserting of the dynamic quest along the golden path encourages the player to move in a particular direction within the video game.

12. The method of claim 1 , wherein the inserting of the dynamic quest along the golden path is dynamically generated at a time during the gameplay when it is determined that the player needs the reward.

13. The method of claim 1 , wherein the dynamic quests along the golden path that were not selected for engagement by the player are stored in a queue.

14. 1. A method of running a video game, comprising: determining a golden path associated with a player's gameplay, the golden path including a plurality of main story quests associated with the golden path; processing the gameplay to identify player game metrics as the player progresses along the golden path, the player game metrics including a profile for a plurality of inputs received for a game area associated with one of the plurality of main story quests; generating an engagement score for the player based on the plurality of inputs and the profile of the game area; generating a dynamic quest for the player, the dynamic quest being generated in response to determining that the engagement score has fallen below a score threshold for the game area, the dynamic quest having a quest type configured to increase the engagement score of the player above the score threshold; Including, The method, wherein the player game metrics are processed by a machine learning process that extracts features from the player game metrics and classifies the extracted features to form a gameplay model for the player with respect to the video game.

15. 15. The method of claim 14, wherein the engagement score of the player is generated along the golden path while the player is engaged in gameplay of one or more of the plurality of main story quests and the dynamic quests.

16. 15. The method of claim 14, wherein the generating the dynamic quest for the player is generated with one or more sub-parts to enhance the gameplay of the player by increasing the gameplay engagement of the player.

17. The method of claim 16 , wherein a number of components associated with the one or more subparts of the dynamic quest is dynamically adjusted based on the engagement score.

18. 15. The method of claim 14, providing the dynamic quest to the player along the golden path, said providing further comprising presenting the dynamic quest at a time during the gameplay when the player's engagement score falls below the score threshold for the game area.

19. The method of claim 18 , wherein the dynamic quest is presented to the player before or after one of the plurality of main story quests.

20. The method of claim 18 , wherein the dynamic quest is presented to the player within one of the plurality of main story quests.

21. 20. The method of claim 18, wherein providing the player with the dynamic quests along the golden path presents the player with one or more related dynamic quests that enable acquisition of rewards that aid in the player's progression through the video game.

22. 20. The method of claim 18, wherein providing the dynamic quest to the player along the golden path presents the player with one or more related dynamic quests that enable the player to earn rewards that serve to assist the player in increasing the engagement score.

23. The method of claim 14 , wherein the score threshold is based on the game area and a game context occurring within the game area.

24. 15. The method of claim 14, wherein the profile of the plurality of inputs includes data associated with actions of the player, movements of the player, controller inputs of the player, response times of the player, pause times of the player, biometric information of the player, or a combination of two or more thereof.

25. The method of claim 14 , wherein the engagement score is normalized based on the game area and a game context occurring within the game area.

26. 15. The method of claim 14, wherein the generating the dynamic quest for the player is based on examination of the gameplay model and a plurality of training data rules to determine a gameplay period associated with the player.

27. 1. A method of running a video game for multiple players, comprising: determining a plurality of golden paths associated with gameplay of each of the plurality of players, the plurality of golden paths including a plurality of main story quests associated with the plurality of golden paths; processing the gameplay to identify player game metrics for the multiple players as the multiple players progress along the multiple golden paths associated with each of the multiple players; generating a dynamic quest for each of the plurality of players, the dynamic quest being generated with one or more subparts to engage one or more players of the plurality of players to move toward a game environment associated with a first player of the plurality of players, the game environment of the first player including a cooperative game space; granting access to the one or more players of the plurality of players to enter the cooperative game space based on the player game metrics of the one or more players of the plurality of players, the cooperative game space allowing the first player and the one or more players of the plurality of players to engage in objectives of the video game for a period of time, and the one or more players of the plurality of players returning to their respective golden paths upon joining the cooperative game space; Including, each of the player game metrics for the plurality of players is processed by a machine learning process that extracts features from each of the player game metrics and classifies the extracted features to form a gameplay model for the plurality of players with respect to the video game.

28. 30. The method of claim 27, wherein the game play of the first player and the one or more players of the plurality of players is at different levels and in different game environments.

29. 30. The method of claim 27, wherein the first player and the one or more players of the plurality of players have different gaming skills.

30. 30. The method of claim 27, wherein the granting of access to the one or more players of the plurality of players to enter the collaborative game space is based on satisfying a prerequisite associated with the collaborative game space.

31. 30. The method of claim 27, wherein the collaborative game space includes an advanced game scene associated with the game environment of the first player.

32. 32. The method of claim 31, wherein the advanced game scene in the first player's game environment is not included in a corresponding game environment associated with the one or more players of the plurality of players.

33. 28. The method of claim 27, wherein the granting of access to the one or more players of the plurality of players to enter the cooperative game space is based on qualifying the one or more players of the plurality of players based on an engagement score associated with each of the one or more players of the plurality of players.

34. 28. The method of claim 27, further comprising presenting the dynamic quest to each of the plurality of players in a game area along the plurality of golden paths to move the one or more players of the plurality of players toward the game environment associated with the first player.

35. 35. The method of claim 34, wherein the dynamic quest is one of a plurality of dynamic quests, each of the plurality of dynamic quests being presented before or after one of the plurality of main story quests.

36. 35. The method of claim 34, wherein the dynamic quest is one of a plurality of dynamic quests, each of the plurality of dynamic quests being presented within one of the plurality of main story quests.

37. 28. The method of claim 27, wherein the access to enter the cooperative game space is based on an examination of the gameplay model and a plurality of training data rules to determine whether preconditions associated with the cooperative game space are met by one or more players of the plurality of players.

38. 28. The method of claim 27, wherein the dynamic quest is generated to move the one or more players of the plurality of players along the plurality of golden paths toward a game area to interact with a game character in the video game.

39. 28. The method of claim 27, wherein the dynamic quest is inserted along the multiple golden paths during the gameplay of each of the multiple players upon determining that the multiple players wish to enter the cooperative game space.

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