AI Auto-Play Segmentation for Repetitive Video Game Content

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Solution Overview

Problem

Players often find certain portions of video games less exciting or less interesting to play, which can negatively impact their enjoyment, particularly due to repetitive tasks, disliked quests, or skill mismatches.

Innovation Solution

A method and system that provides an auto-play mode using artificial intelligence (AI) to simulate the player's gameplay style, allowing them to skip less enjoyable parts of the game, with an option to resume active play when desired.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If players continue playing all game content including repetitive and uninteresting portions, then complete gameplay experience is achieved, but player enjoyment and engagement decrease

Engineering Contradiction:
Improvegameplay completion speedVSAvoidplayer enjoyment
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The patent segments game content into interactive portions (requiring player input) and anticipated grinding content (repetitive tasks). The system identifies and separates these segments, allowing players to play interactive portions manually while using auto-play for grinding portions, thus maintaining enjoyment while improving completion speed.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements auto-play mode that allows players to skip or rush through anticipated grinding content by having the system play those portions automatically. This enables players to bypass uninteresting repetitive tasks while still progressing through the game, directly addressing the contradiction between completion speed and enjoyment.

Inventive Principle:
Principle #21Skipping (Rushing through)

2Loss of time

If players manually play all game portions, then full player control and engagement are maintained, but playtime increases

Engineering Contradiction:
Improveoverall playtimeVSAvoidauto-play usage
Core Design Contradiction:
Loss of timeVSExtent of automation

Solution Approach 1:

The patent creates a dynamic gameplay system where players can switch between manual play mode and auto-play mode based on the current game situation. The system automatically detects when to apply auto-play (for grinding content) and when to require manual play (for interactive portions), optimizing the balance between time loss and automation extent.

Inventive Principle:
Principle #15Dynamics

3Productivity

If the system automatically identifies and plays grinding content, then gameplay efficiency improves, but system complexity increases

Engineering Contradiction:
Improvegameplay efficiencyVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements a self-service system where the game engine automatically analyzes gameplay data, identifies grinding content, and executes auto-play mode without requiring external intervention. The system monitors its own performance metrics and autonomously determines when automation is appropriate, improving efficiency while managing complexity through internal self-regulation.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS12350589B2Method and system for auto-playing portions of a video game
Publication Date: 2025.07.08 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12350589B2 patent drawing
  • US12350589B2 patent drawing
  • US12350589B2 patent drawing

AI summary

A method for providing an auto-play mode option to a user during gameplay of a video game includes accessing, by a server, a user play model, which incorporates extracted features related to gameplay by the user and classification of the extracted features. The accessing of the model is triggered at a current time during gameplay. The method also includes identifying, by the server, predicted interactive activity that is predicted to occur ahead of the current time of gameplay. The method further includes identifying, by the server, at least part of the predicted interactive activity to be anticipated grinding content (AGC). The method also includes providing a notification, by the server, to a display screen of a user device, where the notification identifies the AGC in upcoming gameplay and provides the user with an option to use the auto-play mode during gameplay of the AGC.