Adaptive Tutorial System Using Player Segmentation

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Solution Overview

Problem

Traditional game tutorials often fail to cater to individual player skill levels, leading to frustration for beginners and boredom for advanced players, as they provide one-size-fits-all guidance.

Innovation Solution

An adaptive tutorial system that uses machine learning to analyze player behavior and generate tailored tutorial recommendations based on historical data, providing guidance only on moves the player has not mastered, and avoiding unnecessary information.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional one-size-fits-all tutorials are provided to all players, then all players receive tutorial guidance, but beginners find it too difficult while advanced players find it too simple

Engineering Contradiction:
Improvetutorial adaptabilityVSAvoidtutorial system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The tutorial system segments players into different skill levels (beginner, intermediate, advanced) based on their gameplay performance and characteristics. Each segment receives customized tutorial content appropriate to their skill level, resolving the contradiction between adaptability and complexity by organizing the system into manageable player groups with tailored experiences.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The tutorial system dynamically adjusts its content and difficulty level based on real-time player performance data and historical gameplay information. The system evolves from static one-size-fits-all tutorials to dynamic adaptive tutorials that automatically modify themselves according to player skill assessment, achieving adaptability without requiring complex manual configuration.

Inventive Principle:
Principle #15Dynamics

2Loss of information

If comprehensive tutorials are provided to ensure all players learn controls, then player knowledge is enhanced, but player engagement decreases due to frustration or boredom

Engineering Contradiction:
Improveplayer knowledge acquisitionVSAvoidplayer engagement
Core Design Contradiction:
Loss of informationVSProductivity

Solution Approach 1:

The system provides different quality and depth of tutorial information tailored to each player's specific needs and skill level. Beginners receive comprehensive step-by-step guidance, while advanced players receive concise tips or no tutorials at all. This local quality approach ensures each player receives appropriate information without causing frustration or boredom, maintaining engagement while achieving knowledge transfer.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system continuously monitors player performance and uses this feedback to determine whether tutorial intervention is needed. By analyzing player actions, success rates, and gameplay patterns, the system provides tutorials only when beneficial, avoiding unnecessary information that would reduce engagement. This feedback-driven approach optimizes both knowledge acquisition and player engagement.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10279264B1Adaptive gaming tutorial system
Publication Date: 2019.05.07 ELECTRONIC ARTS INC
  • US10279264B1 patent drawing
  • US10279264B1 patent drawing
  • US10279264B1 patent drawing

AI summary

Embodiments of the present disclosure provide a tutorial system that can aid a user in performing various game commands in response to different game states in a virtual game environment. As the user plays the game, various game states may be encountered. A tutorial engine may, based on a current game state, determine one or more game commands to be recommended to the user, based on historical information of the user and a game state model, wherein the game state model maintains associations between game states and different segments of users. The user is recommended relevant game commands during the normal course of gameplay, based on their own gameplay history and on game commands commonly performed by other users of the game application.