Personalization of user-generated content
The system personalizes user-generated content by analyzing user interaction data to rank and recommend content based on play characteristics, addressing the lack of personalized content recommendations in existing platforms.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SONY INTERACTIVE ENTERTAINMENT LLC
- Filing Date
- 2022-09-19
- Publication Date
- 2026-07-29
AI Technical Summary
Current user-generated content platforms lack personalization based on a user's recent gameplay, play style, or skill level, requiring users to sift through numerous content results to find suitable content.
A system that analyzes user interaction data in a virtual environment to identify user-influenced play characteristics, ranks user-generated content streams based on metadata matches, and provides personalized recommendations using a unified data system to enhance content relevance.
Enhances the personalization of user-generated content by delivering content tailored to a user's play style and preferences, reducing the need for extensive searching and improving content relevance.
Smart Images

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Abstract
Description
Technical Field
[0001] The system of the present invention generally relates to providing user-generated content to users. More specifically, the present system relates to providing recommendations of personalized user-generated content to users of entertainment devices.
Background Art
[0002] Modern digital media content is available in various forms and can be accessed through various services and platforms. Currently, in addition to user-generated content from platforms such as YouTube (registered trademark) and Twitch.tv, conventional digital media content forms such as television programs, feature films, and video games are also available. With the improvement of high-speed Internet technology, computing systems, and entertainment devices and the improvement of their availability, users can now create content and consume content created by other users in ways never before possible. While the improvement in the diversity and availability of content provides additional options for content consumers, it is becoming increasingly difficult to provide filtering and curation of content based on user preferences and needs.
[0003] User-generated content (UGC), such as recorded videos and live streams of gameplay and tutorials related to video games, can be uploaded by users or video game developers to user-generated content platforms. User-generated content can be found when game players browse categories or perform searches on such platforms. The categories of content and the search queries for content can be organized and displayed based on the metadata of the content, such as the title, description, or tags.
[0004] Players may want to browse or search for videos and livestreams on user-generated content platforms for various reasons, such as improving their game-related skills by watching other users play, or discovering additional playable content related to the games and genres they enjoy. Current platforms present user-generated content to players in a structure that is limited by useful information about the player and the content the player is looking for. The platform can sort and display content to players using their viewing history and the text they enter in search queries. However, this method of finding content lacks direct information from the player's recent gameplay, play style, or skill level. Therefore, searches do not provide content personalized to the player's preferred play style. Consequently, players may have to sort, watch, and browse through many content results before finding content that suits their play style.
[0005] Therefore, in this technological field, there is a need to improve the personalization of the presentation of user-generated content. [Overview of the project]
[0006] Embodiments of the present invention include a method for providing personalized assistance in a virtual environment. Multiple trigger events may be stored in memory, each trigger event being based on user interaction in the virtual environment. Data transmitted over a communication network regarding the user's gameplay associated with a media title played in the virtual environment may be received. Based on the received data, user-influenced play characteristics may be identified. One or more user-generated content streams that satisfy the conditions of one or more identified trigger events may be identified. The identified streams may be ranked based on the match between user-influenced play characteristics and the metadata of each identified stream. A display of the ranked streams may be provided, which includes an analysis of the matches.
[0007] Embodiments of the present invention include a system that provides personalized assistance in a virtual environment. The system includes a memory capable of storing multiple trigger events, each trigger event being based on user interaction in the virtual environment. The system also includes a communication interface capable of receiving data transmitted over a communication network regarding user gameplay associated with media titles played in the virtual environment. The system also includes a processor that executes instructions stored in memory, which can identify user-influenced play characteristics based on the received data, identify one or more user-generated content streams that satisfy the conditions of an identified trigger event among the trigger events, rank the identified streams based on the match between the user-influenced play characteristics and the metadata of each identified stream, and provide a display of the ranked streams, which includes analysis of the matches.
[0008] Embodiments of the present invention also include a non-temporary computer-readable storage medium embodying a program, the program being executable by a processor to perform a method for providing personalized assistance in a virtual environment. The method may include a plurality of trigger events stored in memory, each trigger event being based on user interaction in the virtual environment. The method may also include receiving data transmitted over a communication network regarding user gameplay associated with a media title played in the virtual environment. The method may also include identifying user-influenced play characteristics based on the received data. The method may also include identifying one or more user-generated content streams that satisfy the conditions of one or more identified trigger events. The method may also include ranking the identified streams based on the match between user-influenced play characteristics and the metadata of each identified stream. The method may also include providing a display of the ranked streams, which includes analysis of the matches. [Brief explanation of the drawing]
[0009] [Figure 1] This describes a network environment that can implement a system for personalizing user-generated content.
[0010] [Figure 2] This shows an exemplary Unified Data System (UDS) that could be used to provide data to a system for personalizing user-generated content.
[0011] [Figure 3] This flowchart illustrates an exemplary method for providing personalization of user-generated content.
[0012] [Figure 4] This shows an example of user-generated content ranked by a system for personalizing user-generated content.
[0013] [Figure 5] This example shows personalized, user-generated content provided by the system as an interstitial overlay during gameplay.
[0014] [Figure 6] This shows an example of playback of user-generated content provided by a system for personalizing user-generated content.
[0015] [Figure 7] This is a block diagram of an exemplary electronic entertainment system. [Modes for carrying out the invention]
[0016] The following detailed description is intended to illustrate the diverse configurations of the subject art and not to represent the only configuration in which the art can be practiced. The accompanying drawings are incorporated herein and constitute part of the detailed description. The detailed description includes specific details to provide a more complete understanding of the art. However, it is clear and obvious that the art is not limited to the specific details described herein and can be practiced without these details. In some examples, structures and components are shown in block diagram form so as not to obscure the concepts of the subject art.
[0017] Figure 1 shows a network environment in which a system for personalizing user-generated content may be implemented. The network environment 100 may include one or more interactive content servers 110 that provide streaming content (interactive video, video games, etc.), one or more platform servers 120, one or more user devices 130, and one or more databases 140.
[0018] An interactive content server 110 may maintain, stream, and host interactive media that can be streamed or downloaded on a user device 130 over a communication network. Such an interactive content server 110 may be implemented in the cloud (e.g., one or more cloud servers). Each piece of media may contain one or more object datasets that can be made available for user participation (e.g., viewing or interacting with the content's activities). Data about the objects shown in the media may be stored by the interactive content server 110, the platform server 120, and / or the user device 130.
[0019] The platform server 120 may be the source of communication with various interactive content servers 110, databases 140, and user devices 130. Such a platform server 120 may be implemented on one or more cloud servers. The interactive content server 110 may communicate with multiple platform servers 120, but the interactive content server 110 may be implemented on one or more platform servers 120. The platform server 120 may also execute commands to receive user requests to stream streaming media (such as games, activities, videos, podcasts, user-generated content (UGC), and publisher content). The platform server 120 may further execute commands to stream streaming media content titles, for example.
[0020] Streaming media and at least one associated object dataset may be provided by an Application Programming Interface (API) 160, which enables various types of interactive content servers 110 to communicate with different platform servers 120 and different user devices 130. The API 160 may be specific to the computer programming language, operating system, protocol, etc., of the interactive content server 110 that provides the streaming media content title, the platform server 120 that provides the media and at least one associated object dataset, and the user device 130 that receives it. Similarly, in a network environment 100 that includes multiple different types of interactive content servers 110 (or platform servers 120 or user devices 130), there may be a corresponding number of APIs 160.
[0021] The user device 130 may include multiple different types of computing devices. For example, the user device 130 may include any number of different game consoles, mobile devices, laptops, and desktops. In another example, the user device 130 may be implemented in the cloud. Such a user device 130 may also be configured to access data from other storage media, such as memory cards or disk drives, which may be appropriate in the case of downloaded services. Such a device 130 may include, but is not limited to, standard hardware computing components such as network interfaces and media interfaces, non-temporary computer-readable storage (memory), and a processor for executing instructions that can be stored in memory. The user device 130 may include various hardware sensors for detecting user interaction (such as cameras, microphones, haptic feedback input mechanisms, and gyroscopes). The hardware sensors of the user device can be used to capture user responses and feedback, such as gestures, speech, and facial expressions. These user devices 130 may also operate using various different operating systems, such as iOS or Android®. User device 130 may also run various applications or computer languages, such as C++ or Java® Script. User device may include one or more devices associated with the user, or user devices that can be displayed on one or more screens.
[0022] The database 140 may be stored in the platform server 120, in the interactive content server 110, in the same server, in different servers, in a single server, in various servers, or in any of the user devices 130. Such a database 140 may store streaming media and / or related object data sets. Such streaming media may represent one or more objects or activities in which a user can participate or interact. One or more user profiles may also be stored in the database 140. Each user profile may include information about the user (such as the user's progress in activities and / or media content titles, user ID, or the user's game character), and may be associated with entertainment devices and media in which the user has participated.
[0023] The personalized UGC system 170 may be stored in and executed from the database 140, the user device 130, the platform server 120, or the interactive content server 110. The personalized UGC system 170 may track users of the personalized UGC system 170 for each user profile, and may store the user's preferences for the information distributed by the personalized UGC system 170 in the database 140. The personalized UGC system 170 may utilize a digital display (such as a television, projector, monitor, smartphone, virtual reality (VR) head-mounted display, or a handheld device of the user device 130), and may incorporate one or more physical input devices of the user device 130 (such as a touch screen, remote controller, controller, joystick, or mouse and keyboard).
[0024] FIG. 2 shows an exemplary Universal or Unified Data System (UDS) that can be used to provide data to a system for a personalized UGC system. Based on the data provided by the UDS, the personalized UGC system detects in-game objects, entities, activities, and events that a player has participated in, and supports the analysis of in-game activities and the coordination with in-game activities. Each player interaction can have metadata of the type of in-game interaction, the location within the in-game environment, and the point in time within the in-game timeline, as well as other players, objects, and entities, among other data associated with the game play. Thus, the metadata is metadata for any of the various player interactions that may occur during a game session, including entity, setting, result, action, effect, location, and character statistics. Such data can be further aggregated, applied to a data model, and be subject to analysis. Such a UDS data model may be used to assign context information to each part of the information in a unified manner across any game.
[0025] As shown in Figure 2, an exemplary console 228 (e.g., user device 130) and an exemplary server 218 (e.g., streaming server 220, activity feed server 224, user-generated content (UGC) server 232, and object server 226) are shown. In one example, console 228 may be implemented on platform server 120, cloud server, or server 218. In one exemplary example, content recorder 202 may be implemented on platform server 120, cloud server, server 218, any console 228, or any user device 130. Such content recorder 202 receives content (e.g., media) from interactive content title 230 and records it on content ring buffer 208. Such a ring buffer 208 may store multiple content segments (e.g., v1, v2, and v3), start times for each segment (e.g., V1_START_TS, V2_START_TS, V3_START_TS), and end times for each segment (e.g., V1_END_TS, V2_END_TS, V3_END_TS). Such segments may be stored by the console 228 as media files 212 (e.g., MP4, WebM, etc.). Such media files 212 may be uploaded to the streaming server 220 for storage and subsequent streaming or use, but media files 212 may be stored on any server, cloud server, any console 228, or any user device 130. Such start and end times for each segment may be stored by the console 228 as a content timestamp file 214. Such a content timestamp file 214 may also include a streaming ID that matches the streaming ID of the media file 212, thereby associating the content timestamp file 214 with the media file 212.Such a content timestamp file 214 may be uploaded to and stored on the activity feed server 224 and / or the UGC server 232, but the content timestamp file 214 may be stored on any server, cloud server, any console 228, or any user device 130.
[0026] As the content recorder 202 receives and records content from the interactive content title 230, the object library 204 receives data from the interactive content title 230, and the object recorder 206 tracks the data to determine when the object starts and ends. The object library 204 and object recorder 206 may be implemented on the platform server 120, the cloud server, the server 218, any console 228, or any user device 130. When the object recorder 206 detects the start of an object, it receives object data from the object library 204 (for example, if the object is an activity, player interaction with the activity, activity ID, activity start time, activity end time, activity result, activity type, etc.) and records this activity data (for example, ActivityID1, START_TS; ActivityID2, START_TS; ActivityID3, START_TS) in the object ring buffer 210. Such activity data recorded on the object ring buffer 210 may be stored in the object file 216. Such an object file 216 may also include the activity start time, activity end time, activity ID, activity result, activity type (e.g., tutorial interaction, menu access, competitive match, quest, task, etc.), and player or peer data associated with the activity. For example, the object file 216 may store data about the in-game skills used, attempts to use skills, or the success or failure rate of using skills during the activity. Such an object file 216 may be stored in the object server 226, but the object file 216 may be stored in any server, cloud server, any console 228, or any user device 130.
[0027] Such object data (e.g., object file 216) may be associated with content data (e.g., media file 212 and / or content timestamp file 214). In one example, UGC server 232 stores the content timestamp file 214 in association with object file 216 based on a match between the streaming ID of the content timestamp file 214 and the corresponding activity ID of the object file 216. In another example, object server 226 may store object file 216 and receive queries about object file 216 from UGC server 232. Such queries may be executed by searching for the activity ID of object file 216 that matches the streaming ID of the content timestamp file 214 transmitted with the query. In yet another example, a query of the stored content timestamp file 214 may be executed by matching the start and end times of the content timestamp file 214 with the start and end times of the corresponding object file 216 transmitted with the query. Such an object file 216 may also be associated with a matched content timestamp file 214 by the UGC server 232, but this association may be made by any server, cloud server, any console 228, or any user device 130. In another example, the object file 216 and the content timestamp file 214 may be associated by the console 228 during the creation of files 216 and 214, respectively.
[0028] Figure 3 is a flowchart illustrating an exemplary method for providing personalization of user-generated content. The steps shown in Figure 3 are exemplary and may include, but are not limited to, a variety of alternatives, equivalents, or derivatives thereof, including their execution order. The steps of the process in Figure 3, and any alternative similar processes, may be embodied in hardware or software including a computer-readable storage medium containing instructions that can be executed by a processor in a computing device, for example. The exemplary process shown in Figure 3 may be executed repeatedly during the use of the personalized UGC system 170.
[0029] In step 310, the personalized UGC system 170 receives the player's gameplay data from the UDS. The player's gameplay data received by the personalized UGC system 170 may include various data corresponding to both the player's past and current gameplay in one or more interactive content titles, such as video games. Past gameplay data may include lifetime information of past events the player has experienced, such as metadata indicating the player's progress in one or more video games. Current gameplay data may include various object and activity data of the character controlled by the player, such as character movement, camera angles, and input accuracy recorded by the UDS during the most recent or active gameplay session.
[0030] In step 320, the personalized UGC system 170 can identify gameplay characteristics associated with the player based on their play of one or more video games. By analyzing past and present gameplay data from the user profile received in step 310, it can identify aspects of gameplay that can classify the player's gameplay.
[0031] Past gameplay data, including progress toward completion of a game or activity, the game mode played by the player, the total time the player played the game, and similar engagement data, can be analyzed by a personalized UGC system 170 to identify gameplay style behavior patterns and player preferences. The personalized UGC system 170 can determine scores for categories of gameplay preferences or styles shown by the player. The determined scores for each gameplay category provided by the personalized UGC system 170 may be weighted on various scales and interpreted in various ways based on each past gameplay category. For example, the personalized UGC system 170 may receive past gameplay data of a player whose progress toward an activity in the single-player game mode of a game is recorded as 80% complete. The same player's past gameplay data may also show that the player has only completed 5% of an activity in the multiplayer game mode of the same game. The personalized UGC system 170 can feature a player's preference score of 80 points for the single-player mode of a game, and can receive a player's preference score of 5 points for the multiplayer mode of the same game, indicating that the player is more actively engaging in single-player gameplay.
[0032] Analysis of past gameplay data may also include identifying a player's play style and skill level in video games. Game completion progress, object and activity data, skill usage, and other gameplay data recorded by the UDS can be analyzed by a personalized UGC system 170 to identify categories of a player's preferred play style and skill level. For example, the personalized UGC system 170 may identify a player who prefers to complete tasks quickly, has an aggressive play style, and prefers high risk and high reward, compared to another player who prefers completion over speed, has a more defensive play style, and prefers low risk in completing activities. In a later step of process 300, the personalized UGC system 170 may compare past gameplay data indicating a player's preferences for playing in a particular play mode or gameplay style with current or recent gameplay data.
[0033] Current gameplay data, including failed or completed activities, activated in-game skills, duration of engagement with activities or objects during a gameplay session, and other similar engagement data, can be analyzed by a personalized UGC system 170 to identify recent challenges the player has experienced during gameplay. These recent challenges may be associated with active gameplay categories by the personalized UGC system 170.
[0034] The personalized UGC system 170 can identify gameplay characteristics by comparing recent challenges in active gameplay categories with behavioral patterns and preferred scores in past gameplay categories. In particular, the personalized UGC system 170 can identify the characteristics and gameplay style of gameplay that players have chosen to play and have recently experienced challenges in.
[0035] In step 330, the personalized UGC system 170 can detect trigger events for presenting user-generated content to the player. These trigger events may include automatic triggers detected by the personalized UGC system 170 and manual triggers activated by player input associated with a video game or entertainment device.
[0036] Automatic triggers for presenting user-generated content to the player may be detected by data recorded by the UDS and sensor data collected by the entertainment system to be analyzed by the personalized UGC system 170. Automatic triggers may include detected player behavior in gameplay categories identified in step 320, such as recent challenges the player has experienced, player frustrations, and a series of player actions.
[0037] The personalized UGC system 170 can identify challenges recently experienced by the player in their preferred gameplay categories, as in the example described in step 320, and can detect an automatic trigger event to present user-generated content to the player. Recent challenges experienced by the player can also be associated with gameplay by the personalized UGC system 170 to detect player frustration and trigger an automatic trigger event. Player frustration may be detected by the personalized UGC system 170 from data collected by the UDS, sensor data received by the entertainment system, or a combination of UDS and sensor data.
[0038] Data collected by UDS that are detected as player frustration may include challenges that the player has repeatedly or over a long period of time, failures to record progress in one or more activities of a video game across multiple gameplay sessions, or abruptly stopping play in a game after consecutive losses or when the player had previously recorded significant gameplay time or progress.
[0039] Sensor data detected as player frustration may include data collected from cameras, microphones, controller gyroscopes, or haptic feedback sensors, as well as other sensor data that can monitor the player interacting with the entertainment system. For example, camera data associated with player frustration may include detection of the player's gestures, facial expressions, or body language corresponding to negative emotions. In another example, microphone data associated with player frustration may include detection of audible disappointment, such as increased volume, use of phrases corresponding to negative emotions, or the player's sighs.
[0040] Within the data received from the UDS associated with the player's gameplay, a personalized UGC system 170 may detect a sequence of actions performed by the player. This sequence of actions may include patterns of gameplay. It may also include data on activities and objects, such as the player repeatedly using the same skill in the video game, selecting a related or similar option after making a choice during gameplay, or repeatedly completing similar quests. The sequence of actions may also include unique actions performed consecutively by the player during gameplay, such as failing to defeat a particular enemy and then changing the character's equipment.
[0041] The personalized UGC system 170 may simultaneously detect a series of player actions, player frustrations, or recent challenges the player has experienced. By detecting simultaneous events that can be associated with an automated trigger for presenting UGC, the personalized UGC system can increase the likelihood of triggering that trigger.
[0042] The personalized UGC system 170 can also detect manually triggered events activated by player input related to a video game or entertainment device via the console 228 or user device 130. Manual triggered events for presenting UGC to the player may include the player accessing a game help file, calling up a game help card that appears when the player's frustration or a challenge the player is facing is detected, or executing a search query from the entertainment system menu. The game help file may be accessed by the player for a variety of reasons, including searching for information, and may help the player progress through the game, improve the player's skills in gameplay mechanics, and provide the player with gameplay information that might have been missed or ignored.
[0043] The personalized UGC system 170 may display a game help card when it detects player frustration or a challenge the player has recently faced. The game help card may appear as an overlay in a location on the screen during gameplay that does not interrupt gameplay. For example, if the personalized UGC system 170 detects that the player has repeatedly failed to defeat an enemy, it may display an overlay in the upper right corner of the gameplay screen. The overlay may include instructions to invoke a game help card, such as "Press Start to see what other players are doing to this boss."
[0044] Alternatively, in addition to accessing the game help file, the player can also enter search queries from the console 228 or user device 130 into entertainment system menus related to information about the video game the player has played. The personalized UGC system 170 can identify words and phrases associated with other information about the game, such as the game, gameplay categories, skills, or additional content for the game. The personalized UGC system 170 can detect any combination of the player's searches, or the player accessing the game help file as a manually triggered event, and present UGC to the player.
[0045] The personalized UGC system 170 can initiate additional steps in process 300 when it detects an automatic trigger, a manual trigger, or any combination thereof.
[0046] In step 340, upon detecting a trigger event in step 330, the personalized UGC system 170 can identify user-generated content related to the player's gameplay style and the video game. User-generated content related to the player's gameplay style and the video game played by the player, based on the type of trigger event, may be identified by analyzing the player's gameplay metadata and the user-generated content and detecting matching or similar metadata.
[0047] The metadata of a player's gameplay may include information received from the UDS based on player-to-media interactions during recorded gameplay (such as player characters interacting with objects, other characters, or events). The UDS may transmit metadata of detected interactions to the personalized UGC system 170. For example, the UDS may transmit metadata of events in which the player character participated during gameplay. Such metadata may include quest titles, character statistics, quest rewards, the level of the video game in which the quest is available, and other similar metadata. The personalized UGC system 170 may also receive metadata of identified characteristics of the player's gameplay style, such as metadata of preferred gameplay categories, as described in step 320.
[0048] User-generated content metadata may include metadata for pre-recorded videos and livestreams, such as the content title, the content subject, and descriptions and tags containing phrases associated with gameplay sections or gameplay styles. In some embodiments, user-generated content metadata may include gameplay data recorded from the UDS. User-generated content metadata recorded from the UDS may be available when UGC videos or livestreams are recorded using an entertainment device capable of capturing UDS metadata during gameplay and subsequently created as user-generated content from the entertainment device, such as recorded videos or livestreams uploaded directly from the video game console.
[0049] The personalized UGC system 170 may determine the number of matching metadata categories based on metadata included in the player's gameplay and metadata of user-generated content. Metadata categories may include the detected player's skill level, the player's preferred gameplay style, and metadata related to the game. The personalized UGC system 170 can use the matching metadata to identify user-generated content related to the player's gameplay preferences, the player's gameplay style, and trigger events that perform additional steps in process 300.
[0050] In an alternative embodiment, the personalized UGC system 170 may receive gameplay records of the player's gameplay from the UDS and analyze the records to identify features of the vector space within the game environment.
[0051] Features in the vector space of the game environment may include rooms, objects, characters, and other three-dimensional rendering elements of the game. These features may be identified by a personalized UGC system by processing recorded image frames to map position vectors (i.e., three-dimensional X, Y, Z coordinates corresponding to positions within the video game environment) and further tracking the movement and changes of these position vectors in one or more subsequent image frames. The position vectors may be associated with game environment features by comparing their three-dimensional coordinate positions to different position vectors within one or more image frames. These game environment features can be analyzed by the personalized UGC system 170 to identify the exact locations or events experienced by the player within the game. The personalized UGC system 170 can store the identified features in the game environment, the locations or events experienced by the player, and the player's progress in the game as metadata for the player's gameplay.
[0052] The personalized UGC system 170 can further perform feature identification of the vector space game environment within user-generated content by processing image frames of the user-generated content to identify recorded videos or live streams that match or are similar to locations or events experienced by the player during gameplay. The personalized UGC system 170 may store the features identified in the user-generated content and the locations or events experienced in the videos or live streams as metadata associated with the user-generated content. User-generated content and recorded gameplay of the player that have matching or similar vector metadata associated with the game environment may be identified by the personalized UGC system 170 as relevant UGC to present to the player.
[0053] Furthermore, the personalized UGC system 170 may identify uniqueness factors associated with user-generated content. Uniqueness factors may include exemplary metadata categories of interest to the player, determined by the player's skills and the gameplay style exhibited by the player, as tracked by the personalized UGC system 170. For example, the personalized UGC system 170 may determine that a player's gameplay style is aggressive and prefers to achieve goals as quickly as possible. The personalized UGC system 170 may further identify user-generated content that includes gameplay focused on quickly achieving goals and mark its uniqueness factor as an aggressive style.
[0054] In step 350, the personalized UGC system 170 can rank and present identified user-generated content to the player. Ranking of user-generated content may include determining the number of matching metadata categories and scoring various factors identified in the matching metadata of the identified user-generated content and the player's gameplay.
[0055] The relevance factors for user-generated content may include scoring the relevance or similarity between factors within the user-generated content and the same factors identified in the player's gameplay. Factor relevance may be further weighted based on recency. For example, game title metadata may have a greater weight than game type metadata. In another example, metadata in user-generated content that includes skills used in a player's preferred game mode may have a greater weight than the same skills used in a game mode the player dislikes. In yet another example, a player's most recent gameplay style and preferences may have a greater weight than gameplay style and preferences expressed by the player based on general player data or historical gameplay data.
[0056] Furthermore, the personalized UGC system 170 may score user-generated content that contains many metadata categories common to the player's gameplay metadata as more relevant than user-generated content that contains fewer metadata categories common to the recorded player's gameplay. Such relevance scoring may also be applied to the vector space analysis of the image frames processed and identified in step 340. User-generated content with the highest overall relevance score may have the highest priority ranking when presented to the player upon detection of a trigger event.
[0057] In some cases, the ranking of user-generated content may be adjusted based on the video game publisher's priorities. The personalized UGC system 170 incorporates rules set by the video game publisher, along with scored rankings, and can prioritize certain objectives defined by the video game publisher. The objectives of the video game publisher incorporated as rules may include making players aware of additional content for the video game (e.g., downloadable content, or "DLC") or related but separate games developed and / or distributed by the publisher.
[0058] For example, when a video game publisher releases new DLC for a video game on a digital distribution platform, they can set rules such as "prioritize DLC for personalized user-generated content." The personalized UGC system 170 may incorporate rules that prioritize DLC when appropriate when presenting relevant UGC to players, for example, by ranking a trailer video for the DLC as top-ranked user-generated content for players who have tracked UDS data indicating completion or near completion of the base video game. DLC released for a base video game where a player has made significant progress is more relevant to the player and can increase awareness of the publisher's content.
[0059] In step 360, the personalized UGC system 170 can display ranked user-generated content on the user device 130. The display of ranked user-generated content may be presented to the player during a trigger event detected in step 330, or it may be displayed as an overlay on the video game or entertainment system. The display may initiate playback based on the detected relevance and provide specific points on the UGC to avoid spoilers. In some embodiments, the ranked user-generated content may be presented during interrupted gameplay, such as during a trigger event when the player pauses the game and accesses a game help file. In other embodiments, the display may be presented to the player on the home screen or in the game hub in the list of games when the player initiates engagement with the entertainment system.
[0060] Figures 4-6 include a detailed explanation of how the personalized UGC system 170 can display ranked user-generated content and further evaluate and display the effectiveness of the content presented to the player.
[0061] In step 370, the personalized UGC system 170 can determine a post-game summary of the effectiveness of the provided user-generated content. The post-game summary may be determined after a gameplay session of the game if the player has also engaged with user-generated content related to the game. The personalized UGC system 170 may analyze UDS data received during the gameplay session and compare the session metadata with the player's previous gameplay sessions. This comparison may be tracked by the personalized UGC system 170 and may be used to refine the ranking of the player's user-generated content based on the results of the player's gameplay sessions. If the tracked gameplay results indicate that in game sessions related to previously presented user-generated content, the player performs feats more effectively, with greater variability, or with other outcomes in relation to the strategies, skills, and information provided by the user-generated content, the next user-generated content provided may be presented based on the same weighting combination. Alternatively, if a gameplay session indicates that a player performed the same as in a previous gameplay session, or showed no improvement in activity related to previously presented user-generated content, the ranking may be adjusted based on a different weighting combination than the previous ranking.
[0062] Figure 4 shows an exemplary display of user-generated content ranked by a system for personalizing user-generated content. The ranked user-generated content display 400 may be presented to the player by the personalized UGC system 170 when an asynchronous trigger event is detected, such as when the player executes a search query from the entertainment system menu. The asynchronous trigger event can be provided in various forms that can be displayed on the user device 130, resulting from the process described in steps 310-350 of Figure 3.
[0063] Display 400 allows the displayed results to be sorted by rank, with the highest-ranked user-generated content 410 displayed first, the second-highest-ranked user-generated content 420 displayed second, and so on. Display 400 may include a personalized message 430 indicating to the player that the displayed UGC results were curated based on gameplay records recorded during previous gameplay of the video game. Each displayed UGC result may include a relevance score 440 and a uniqueness factor 450. The relevance score 440 may indicate how similar the UGC result is to the player's gameplay by displaying a match rate that combines metadata and a vector-based game environment mapping score. The uniqueness factor 450 may include the player's skills and gameplay style associated with the player's gameplay history, also exemplified by the content of the ranked UGC result. The ranking of user-generated content may be determined based on a weighted combination of the relevance score 440 and the uniqueness factor 450.
[0064] In some embodiments, the display of ranked user-generated content 400 may include a gameplay comparison 460 that compares the user-generated content with UDS data recorded about the player. The gameplay comparison 460 may include specific factors of gameplay metadata detected by the analysis of UDS data by a personalized UGC system 170 that are relevant to both the player's gameplay and the ranked UGC results, such as the selected difficulty level, the time taken to complete the activity, the skills used during the completion of the activity, and the character experience level at completion.
[0065] Display 400 may also display a spoiler label 470 overlaid on the UGC result. The spoiler label 470 may be displayed to indicate that the UGC result contains video game content that the player has not yet interacted with. The spoiler label 470 may be displayed if spoilers exist in any part of the UGC result. In some embodiments, the part of the UGC result containing spoiler content may be in a different part of the video than the part proposed for the player. In such cases, the spoiler label 470 may be made yellow, for example, to indicate that the UGC result can be viewed without seeing spoilers. In some embodiments, the part of the UGC result containing player-related content may contain spoilers. In such cases, the spoiler label 470 may be changed to red, for example, to indicate that the player cannot avoid the spoiler-containing part when watching the video.
[0066] Figure 5 shows an exemplary display of personalized user-generated content provided by the system as an interstitial overlay concurrently with gameplay. Such a display may appear during a pause in gameplay initiated by the player (for example, when the player pauses the game to access the help menu) or may be initiated by an automatically triggered event detected by the personalized UGC system 170. The interstitial overlay 500 may display one or more ranked UGC results 510, a title 520 of the UGC result, and subtext 530. The subtext 530 may briefly explain to the player why the UGC result was selected and prioritized for the interstitial overlay 500.
[0067] Figure 6 shows an exemplary display for playback of user-generated content provided by a system for personalizing user-generated content. The player can choose to view ranked UGC results from a display of UGC results, such as the displays shown in Figures 5 and 6. Upon receiving the player's selection to view ranked UGC results, the personalized UGC system 170 may start playback of the selected user-generated content and display a media player 600 containing various information about the selected user-generated content.
[0068] The media player 600 may display a recorded video or live stream playback viewport 610 that can play streaming video of user-generated content. The playback viewport 610 may also include the display of metadata, such as local activity names 620, game titles, relevance scores 440, and uniqueness factors 450 included in the gameplay of the user-generated content, as illustrated in Figure 4, and an identified relationship between the selected user-generated content and the player's gameplay.
[0069] In some embodiments, the media player 600 may automatically start playing user-generated content after the user has selected content. The media player 600 may automatically start playback at the timestamp of the portion of the video suggested to the user.
[0070] The media player 600 may also display controls for navigating the playback of selected user-generated content and identifying sections of content. Controls for navigating the playback of selected user-generated content and identifying sections of content may include a scrubber 630, one or more highlighted content sections 640, and one or more spoiler warning sections 650.
[0071] The scrubber 630 indicates the current playback position on the playback viewport 610, and the player can use this scrubber to navigate the playback of selected user-generated content by providing various inputs to the user device 130. Inputs to the scrubber 630 allow playback to move forward or backward, or jump to a specific timestamp of the selected user-generated content.
[0072] The highlighted content section 640 may contain designated subsections of selected user-generated content identified by the personalized UGC system 170 as relating to the player's gameplay style, skill level, or areas of improvement in the player's gameplay to overcome recent challenges. The highlighted content section 640 may contain various subsections of the selected user-generated content, or it may contain the entire duration of the selected user-generated content.
[0073] A spoiler warning section 650 may include a specified subsection of selected user-generated content that has been identified by the personalized UGC system 170 as containing gameplay content that the player has not yet experienced. The spoiler warning section 650 may be identified by the personalized UGC system 170 during the analysis of UDS data regarding the player's gameplay. For example, the personalized UGC system 170 may identify a history of the player's game activity data and detect one or more content sections within selected user-generated content that contain metadata from gameplay content sections that the player has not yet experienced. The personalized UGC system 170 may flag the duration of sections related to content that the player has not yet experienced as a spoiler warning section 650. The spoiler warning section 650 may be automatically skipped during playback of the selected user-generated content. If the player navigates through the playback of selected user-generated content and moves the scrubber 630 to jump to a section of content flagged as a spoiler warning section 650, the UGC system 170 may request confirmation from the player to play the spoiler content via a confirmation dialog displayed on the user device 130.
[0074] In addition to navigation controls, the media player 600 may include a game call to action (CTA) 660. The game CTA 660 may be selected via player input to the user device 130 during or after playback of selected user-generated content. Selecting the game CTA 660 may cause the media player 600 to pause or exit and launch the associated game application. In some embodiments, the user may end playback of user-generated content without selecting a CTA 660 during or after playback. The media player 600 may automatically continue playing the next user-generated content based on its rank and repeat this process until the user exits the content with a CTA 660 or otherwise.
[0075] Figure 7 is a block diagram of an exemplary electronic entertainment system 700. The entertainment system 700 in Figure 7 comprises a main memory 705, a central processing unit (CPU) 710, a vector unit 715, a graphics processing unit 720, an input / output (I / O) processor 725, an I / O processor memory 730, a controller interface 735, a memory card 740, a Universal Serial Bus (USB) interface 745, and an IEEE interface 750. The entertainment system 700 further comprises an operating system read-only memory (OS ROM) 755, an audio processing unit 760, an optical disc control unit 770, and a hard disk drive 765, which are connected to the I / O processor 725 via a bus 775.
[0076] The entertainment system 700 may be an electronic game console. Alternatively, the entertainment system 700 may be implemented as a general-purpose computer, set-top box, handheld game device, tablet computing device, mobile computing device, or mobile phone. The entertainment system may include more or fewer operating components depending on the specific form factor, purpose, or design.
[0077] The CPU 710, vector unit 715, graphics processing unit 720, and I / O processor 725 in Figure 7 communicate via the system bus 785. Furthermore, the CPU 710 in Figure 7 may communicate with the main memory 705 via a dedicated bus 780, and the vector unit 715 and graphics processing unit 720 may communicate via a dedicated bus 790. The CPU 710 in Figure 7 executes programs stored in the OS ROM 755 and the main memory 705. The main memory 705 in Figure 7 may contain pre-stored programs and programs transferred via the I / O processor 725 from a CD-ROM, DVD-ROM, or other optical disc (not shown) using the optical disc control unit 770. The I / O processor 725 in Figure 7 may also enable the introduction of content transferred via wireless or other communication networks (e.g., 4G, LTE, 3G, etc.). The I / O processor 725 in Figure 7 primarily controls data exchange between various devices of the entertainment system 700, including the CPU 710, vector unit 715, graphics processing unit 720, and controller interface 735.
[0078] The graphics processing unit 720 in Figure 7 executes graphics instructions received from the CPU 710 and the vector unit 715 to generate an image for display on a display device (not shown). For example, the vector unit 715 in Figure 7 can convert an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 720. Furthermore, the audio processing unit 760 executes instructions to generate audio signals, which are output to an audio device such as a speaker (not shown). Other devices may be connected to the entertainment system 700 via a USB interface 745 and an IEEE interface 750 such as a wireless transceiver, and these interfaces may also be embedded in the system 700 or as part of several other components such as a processor.
[0079] In the entertainment system 700 shown in Figure 7, the user provides commands to the CPU 710 via the controller interface 735. For example, the user may instruct the CPU 710 to store specific game information in the memory card 740 or other non-temporary computer-readable storage medium, or to instruct a character in the game to perform a specific action.
[0080] The system may be implemented in applications that can be operated by various end-user devices. For example, the end-user device may be a personal computer, a home entertainment system (e.g., Sony PlayStation 2® or Sony PlayStation 3®, Sony PlayStation 4®, or Sony PlayStation 5®), a portable game device (e.g., Sony PSP® or Sony Vita®), or a lower-end but different manufacturer's home entertainment system. The method described herein is fully intended to be operable on various devices. The system may also be implemented in a cross-title neutral manner, and embodiments of the system may be used in various titles from various publishers.
[0081] This system may be implemented in applications that can operate using various devices. Non-temporary computer-readable storage media refers to any media(s) involved in providing instructions to a central processing unit (CPU) for execution. Such media include, but are not limited to, non-volatile media such as optical disks and magnetic disks, and volatile media such as dynamic memory, and can take many forms. Common forms of non-temporary computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, FLASHEPROM, and any other memory chips or cartridges.
[0082] Various forms of transmission media can be involved in communicating to the CPU to execute one or more sequences of one or more instructions. A bus transmits data to system RAM, from which the CPU retrieves and executes instructions. Instructions received by system RAM can optionally be stored on a fixed disk either before or after execution by the CPU. Various forms of storage can similarly be implemented in addition to the network interfaces and network topologies required to implement them.
[0083] The detailed description of the technology described above is provided for illustrative and explanatory purposes only. The above detailed description is not intended to be comprehensive or to limit the technology to the exact form disclosed. Many modifications and variations are possible in light of the above teachings. The embodiments described have been selected to best illustrate the principles of the technology and its practical application, and to enable those skilled in the art to utilize the technology in various embodiments and in various modifications suitable for the specific intended use. The scope of the technology is intended to be defined by the claims.
Claims
1. A method for providing personalized assistance in a virtual environment, The storage of multiple trigger events in memory, where each trigger event is based on user interaction in the virtual environment, Receiving data transmitted via a communication network regarding user gameplay associated with media titles performed in the aforementioned virtual environment, The detection of user engagement with one or more interactive objects of the media title based on the received data, Based on the detected user engagement with one or more interactive objects of the media title, the player characteristics shown by the user are identified. Identifying one or more user-generated content streams that satisfy the conditions of the identified trigger event among the aforementioned trigger events, The identified streams are ranked based on the match between the play characteristics indicated by the user and the metadata of each identified stream. To provide one or more representations of the ranked streams, wherein the representation includes the analysis of the matches. Methods that include...
2. The method according to claim 1, wherein identifying the play characteristics shown by the user includes identifying the user's skill level.
3. The method according to claim 1, wherein identifying the play characteristics indicated by the user includes identifying the user's preferred play style.
4. The method according to claim 1, wherein the plurality of trigger events include receiving a user search string for a user-generated content stream.
5. The method according to claim 1, wherein the plurality of trigger events include a series of user engagement actions associated with the media title.
6. The method according to claim 1, wherein the condition of the identified trigger event among the trigger events includes metadata of the user's gameplay that matches the metadata of each of the identified streams.
7. The method according to claim 6, wherein the metadata of the user's gameplay is based on features identified during the gameplay mapped to a vector space.
8. The method according to claim 1, wherein the metadata for each of the identified streams is based on identified features in the stream mapped to a vector space.
9. The method according to claim 1, wherein the ranking is based on a combination of weights for relevance factors.
10. The method according to claim 1, wherein the ranking is further adjusted based on a predetermined priority factor.
11. The method according to claim 1, wherein the display is provided as an interstitial display.
12. The method according to claim 1, wherein the display includes a marker indicating the relevant portion of the identified stream.
13. The method according to claim 1, wherein the display includes a warning about spoilers in the identified stream, and the spoilers include content in the media title that the user has not accessed.
14. The method according to claim 1, further comprising analyzing post-assistance user actions based on the provided display, wherein the play characteristics shown by the user based on the received data are compared with the characteristics of the post-assistance user actions.
15. The method according to claim 14, wherein the ranking of one or more streams is adjusted by comparing the play characteristics shown by the user with the characteristics of the user actions after the assistance.
16. A system that provides personalized support in a virtual environment, A memory for storing multiple trigger events, wherein each trigger event is based on user interaction in the virtual environment and involves the memory, A communication interface that receives data transmitted via a communication network regarding user gameplay associated with a media title performed in the virtual environment, The system comprises a processor that executes instructions stored in memory, and the processor executes the instructions, The detection of user engagement with one or more interactive objects of the media title based on the received data, Based on the detected user engagement with one or more interactive objects of the media title, the player characteristics shown by the user are identified. Identifying one or more user-generated content streams that satisfy the conditions of the identified trigger event among the aforementioned trigger events, The identified streams are ranked based on the match between the play characteristics indicated by the user and the metadata of each identified stream. To provide a display of one or more of the ranked streams, wherein the display includes an analysis of the matches. A system that performs this task.
17. A non-temporary computer-readable storage medium that embodies a program executable by a processor to perform a method of providing personalized assistance in a virtual environment, the method being: The storage of multiple trigger events in memory, where each trigger event is based on user interaction in the virtual environment, Receiving data transmitted via a communication network regarding user gameplay associated with media titles performed in the aforementioned virtual environment, The detection of user engagement with one or more interactive objects of the media title based on the received data, Based on the detected user engagement with one or more interactive objects of the media title, the player characteristics shown by the user are identified. Identifying one or more user-generated content streams that satisfy the conditions of the identified trigger event among the aforementioned trigger events, The identified streams are ranked based on the match between the play characteristics indicated by the user and the metadata of each identified stream. To provide a display of one or more of the ranked streams, wherein the display includes an analysis of the matches. Non-temporary computer-readable storage media, including [specific type of storage medium].