Adaptive Game Task Assignment via Player Profile Metrics
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Solution Overview
Problem
In social massively multiplayer online (MMO) games, players tend to become discouraged if tasks are too difficult and bored if they are too easy, leading to player attrition and reduced revenue, as existing systems struggle to find the optimal level of challenge.
Innovation Solution
A processor-executed method that assigns players a series of game tasks with specified durations, adjusting difficulty based on completion, with social tasks that can be completed with the assistance of friends, and providing rewards depending on task completion, allowing for adaptive task assignment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If players are assigned game tasks that are too difficult for them to accomplish, then the game challenge increases, but players become discouraged and withdraw from the game
Solution Approach 1:
The patent implements dynamic task assignment where the difficulty level of game tasks is adjusted based on player performance metrics, skill level, and completion history. The system continuously adapts task parameters such as complexity, resource requirements, and time limits to match the player's current capabilities, ensuring challenges remain engaging without becoming overwhelming or repetitive
Solution Approach 2:
The system modifies multiple task parameters simultaneously including difficulty level, resource availability, time constraints, and social interaction requirements based on player profiles and performance data. This multi-parameter adjustment allows fine-tuned customization of game challenges to maintain optimal engagement for each player
2Ease of operation
If players are assigned game tasks that are too easy, then players can complete them successfully, but players become bored and attrition occurs
Solution Approach 1:
The system dynamically increases task difficulty as players demonstrate proficiency and progress through game content. Task parameters such as enemy strength, resource scarcity, and mission complexity are automatically adjusted upward based on completion rates and player skill development, preventing boredom while maintaining achievability
Solution Approach 2:
The patent implements continuous feedback loops where player performance data from task completions is analyzed and used to adjust subsequent task assignments. The system monitors completion times, success rates, and resource management efficiency to provide real-time feedback that shapes future task difficulty, ensuring players consistently face appropriately challenging content
3Reliability
If the game dynamically adjusts task difficulty based on player performance, then player engagement improves, but the system complexity increases
Solution Approach 1:
The patent divides the task assignment system into modular components including player profile management, performance analytics, task generation engines, and difficulty adjustment algorithms. Each module handles specific aspects of the adaptive process independently, allowing the complex system to be developed, maintained, and scaled more efficiently while maintaining overall functionality
Data Source
AI summary
Software at an online game website assigns to a player of a massively multiplayer online (MMO) game a first game task in a conditional series of game tasks. The assignment is based at least in part on a measure of difficulty associated with the first game task. The measure of difficulty depends on a profile associated with the player that includes an Active Social Network (ASN) metric as determined by data that has been read from an in-memory database and that has been retrieved from a social networking website through an application programming interface (API) exposed by the social networking website. Then the software provides a reward to the player upon termination of the conditional series of game tasks. The reward depends at least in part on the game tasks in the conditional series of game tasks that were completed by the player.


