Adaptive Difficulty Adjustment for Multiplayer Game Balance

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Solution Overview

Problem

Interactive experiences, such as multiplayer video games, often result in imbalanced competitions due to significant skill differences between participants, leading to frustration and dissatisfaction, especially when individuals with lower skills engage with those who have higher skills.

Innovation Solution

Implementing computer-implemented methods that adjust difficulty levels in real-time by modifying physical inputs based on the performance of each participant, ensuring that challenges are commensurate with individual skills, thereby maintaining a balanced and enjoyable experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If standard multiplayer interaction is implemented without difficulty adjustment, then the game is simple to operate and follows conventional rules, but the experience becomes frustrating and dissatisfying for participants with lower skills due to consistent domination by higher-skilled participants

Engineering Contradiction:
Improvesimplicity of interactionVSAvoidadaptability to different skill levels
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts the difficulty level of the simulated object's behavior based on real-time analysis of participant responses. The processor modifies parameters such as reaction time, speed, or complexity of the simulated object's actions to match the observed skill level of each participant, creating a balanced competitive experience without requiring complex manual configuration.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements feedback loops where the processor continuously monitors participant responses and uses this information to adjust subsequent interactions. By analyzing performance metrics from previous turns, the system adapts the difficulty level to ensure equitable competition between participants of varying skill levels, preventing consistent domination by more skilled players.

Inventive Principle:
Principle #23Feedback

2Adaptability or versatility

If difficulty adjustment is implemented by modifying physical inputs based on participant performance, then balanced competition is achieved between participants of varying skills, but the system complexity increases

Engineering Contradiction:
Improvedifficulty adaptation to skill levelsVSAvoidcomplexity of input modification system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The processor acts as an intermediary between participant inputs and the simulated object's behavior. Rather than directly modifying complex physical inputs, the system uses the simulated object as a mediator to translate and adjust interactions, simplifying the overall system architecture while maintaining adaptability to different skill levels.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system achieves difficulty adjustment by modifying parameters of the simulated object (such as reaction speed, movement patterns, or response timing) rather than altering the fundamental nature of participant inputs. This approach maintains system simplicity while effectively adapting to participant skill levels through controlled parameter adjustments.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If real-time performance monitoring and input modification is implemented, then challenging experiences are maintained for all skill levels, but processing requirements and computational load increase

Engineering Contradiction:
Improvemaintenance of engaging challengesVSAvoidcomputational energy consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system implements partial monitoring by focusing computational resources on key performance metrics rather than analyzing every aspect of participant behavior. By selectively monitoring only the most relevant response parameters, the system maintains engaging challenges while reducing overall computational energy consumption.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12053707B2Methods and systems for difficulty-adjusted multi-participant interactivity
Publication Date: 2024.08.06 RGT UNIV OF CALIFORNIA
  • US12053707B2 patent drawing
  • US12053707B2 patent drawing
  • US12053707B2 patent drawing

AI summary

The present disclosure provides computer-implemented methods for difficulty-adjusted multi-participant interactivity. Also provided are computer readable media and computer devices that find use, e.g., in practicing the methods of the present disclosure. In certain aspects, the disclosure pertains to closed-loop assessment and adaptive methods and systems designed to equilibrate difficulty challenge levels across multiple (two or more) participants in interactive activities. In some embodiments, a first individual presents a first simulated challenge to a second individual and the second individual responds to it. Depending upon the response of the second individual to the first challenge, the second challenge presented by the first individual to the second individual may be unchanged, made more difficult, or made less difficult so that the modified second challenge is commensurate with the skills of the second individual. Thus, the disclosure provides customized experiences for individuals of disparate physical abilities to enjoyably interact with each other.