Adaptive Difficulty Cues in Computer Games via Subliminal Feedback

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Solution Overview

Problem

Computer games and learning programs face challenges in maintaining engagement and difficulty levels, as they often fail to provide effective feedback that helps users achieve success without making the tasks feel easier, leading to a lack of fulfillment and retention of information.

Innovation Solution

A computer-implemented method and system that modifies output information and provides cues to increase or decrease the difficulty of answering questions in computer game or learning programs, using subliminal and supraliminal cues to aid or hinder users, allowing for the creation of easier or harder versions of the programs through the Extra Software Perception (ESP) program.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If output information is modified to provide cues that help users perceive correct answers, then user success rate improves, but user satisfaction and information retention deteriorate because users feel the task became easier

Engineering Contradiction:
Improveuser success rateVSAvoiduser satisfaction
Core Design Contradiction:
ReliabilityVSEase of manufacture

Solution Approach 1:

The patent applies local quality by providing cues only in specific locations (peripheral vision areas) and only when needed, rather than uniformly throughout the interface. This allows help to be provided locally without compromising overall task difficulty perception

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system provides partial action by offering cues selectively rather than continuously. The cues are provided at controlled frequencies and intensities (subliminal or supraliminal) to provide just enough assistance to achieve success without making the task trivial

Inventive Principle:
Principle #16Partial or excessive action

2Adaptability or versatility

If computer games provide progressive challenge to maintain engagement, then player engagement improves, but player frustration increases making the game excessively difficult

Engineering Contradiction:
Improvegame engagementVSAvoidgame difficulty
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system dynamically adjusts the provision of cues based on real-time analysis of user performance, attention state, and task difficulty. This allows the game to adapt its effective difficulty by providing assistance when needed without requiring manual difficulty adjustments

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system continuously monitors user performance and provides feedback in the form of cues that guide users toward success. This feedback loop allows the game to maintain engagement by adapting to user capabilities while preserving the sense of challenge

Inventive Principle:
Principle #23Feedback

3Reliability

If educational programs provide extensive help and output information, then learning effectiveness improves, but program complexity and computational resources increase

Engineering Contradiction:
Improvelearning effectivenessVSAvoidprogram complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent extracts only the essential information needed to guide users toward correct answers, rather than providing comprehensive explanations. This reduces program complexity while maintaining learning effectiveness by providing minimal sufficient help

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system uses simplified representations of information (cues) that copy only the essential elements needed for problem-solving, rather than replicating full problem solutions. This reduces computational overhead while maintaining educational value

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11011069B1Method and system for altering level of difficulty of computer games and learning programs
Publication Date: 2021.05.18 WOLF RANDY
  • US11011069B1 patent drawing
  • US11011069B1 patent drawing
  • US11011069B1 patent drawing

AI summary

A computer implemented method for helping a user of computer game and learning programs to perceive a correct answer to a question presented by the programs. These computer game and learning programs (Set A programs) are modified by a computer program of this invention that accepts exactly one token string to be a correct answer (Set ESP program). Answer related output information in a Set A program is modified by the Set ESP program to provide a cue (hint) to a user to increase or decrease the ability of a user to perceive a correct answer. When a user enters an answer a guard requirement in the Set ESP program is satisfied and a guarded subfunction in the Set ESP program is executed if the user's answer is correct. Cues for answers can be visual (with or without eye-tracking), audible, and haptic and can be presented subliminally.