Machine-Learned Game Configuration for Adaptive Gameplay Tuning

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Solution Overview

Problem

Existing computer games lack flexibility in gameplay adjustments, limiting user engagement and game provider enhancements.

Innovation Solution

A client-server environment utilizing machine learning to analyze gameplay data and device data, detecting complex associations, predicting parameter changes, and configuring games to improve defined metrics such as user engagement, through a process involving communication modules, prediction modules, and configuration modules.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional game configuration methods are used, then game development is simple and straightforward, but game flexibility and adaptability are limited

Engineering Contradiction:
Improvegame flexibilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

A machine learning model serves as an intermediary between gameplay data and game parameter adjustments. The system collects gameplay data, processes it through ML algorithms to detect complex associations, and uses these insights to automatically adjust game parameters. This intermediary layer enables flexible adaptation without requiring complex manual configuration systems.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The game system performs self-configuration through automated machine learning processes. The ML model continuously analyzes gameplay data and automatically adjusts game parameters without human intervention, enabling the game to adapt and optimize itself based on player behavior patterns.

Inventive Principle:
Principle #25Self-service

2Productivity

If game parameters are manually adjusted, then implementation is straightforward, but real-time adaptation to user behavior is impossible

Engineering Contradiction:
Improvegame optimization efficiencyVSAvoidautomation level
Core Design Contradiction:
ProductivityVSExtent of automation

Solution Approach 1:

The system implements continuous feedback loops where gameplay data is collected, analyzed by ML models to detect associations with target metrics, and used to adjust game parameters. These adjusted parameters then influence subsequent gameplay, creating ongoing feedback that enables real-time optimization of user engagement and other target metrics.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

Manual game configuration mechanics are replaced with automated machine learning systems. Instead of developers manually adjusting parameters based on intuition, ML models automatically analyze gameplay data and adjust parameters based on detected complex associations, dramatically improving optimization efficiency.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Adaptability or versatility

If complex machine learning models are deployed, then game adaptability improves, but computational resources and processing time increase

Engineering Contradiction:
Improvegame adaptabilityVSAvoidcomputational resource consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system applies machine learning selectively to detect specific complex associations between gameplay parameters and target metrics rather than analyzing all possible parameters. This partial action approach maintains high adaptability while reducing computational overhead by focusing only on the most relevant associations for game optimization.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentEP3694619B1Flexible computer gaming based on machine learning
Publication Date: 2026.03.04 WARNER BROS ENTERTAINMENT INC
  • EP3694619B1 patent drawingFigure 1~2
  • EP3694619B1 patent drawingFigure 3~4
  • EP3694619B1 patent drawingFigure 5

AI summary

A game modification engine modifies configuration settings affecting game play and the user experience in computer games after initial publication of the game, based on device level and game play data associated with a user or cohort of users and on machine-learned relationships between input data and a use metric for the game. The modification is selected to improve performance of the game as measured by the use metric. The modification may be tailored for a user cohort. The game modification engine may define the cohort automatically based on correlations discovered in the input data relative to a defined use metric.