Behavioral Value Point System for Unbiased Player Action Evaluation

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Solution Overview

Problem

In video games, particularly MMOGs, it is challenging to accurately determine a player's behavior, as intentions can be misinterpreted due to biased feedback from other players, leading to unfair branding and a negative game experience.

Innovation Solution

A behavioral value point system is implemented, where actions in the game are evaluated to adjust the points of players and game items, determining good or bad behavior based on their impact, providing an unbiased assessment and enabling appropriate rewards or penalties.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If player behavior is evaluated based on feedback from other players, then the evaluation reflects community opinion, but the evaluation may be biased or immature leading to incorrect branding

Engineering Contradiction:
Improvebehavior evaluation accuracyVSAvoidevaluation fairness
Core Design Contradiction:
Measurement precisionVSReliability

Solution Approach 1:

The patent introduces an intermediary automated system that objectively analyzes player actions, game state changes, and contextual data to determine behavior intent. This intermediary system acts as a mediator between player actions and behavior evaluation, replacing direct player feedback with algorithmic analysis that considers multiple factors including game objectives, action sequences, and situational context to reduce bias and improve evaluation accuracy

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent implements a feedback mechanism where the automated behavior evaluation system continuously monitors player actions, compares them against game rules and objectives, and provides real-time or post-action behavior assessments. This feedback loop allows for dynamic adjustment of behavior determinations based on accumulated data and pattern recognition, improving both accuracy and fairness over time

Inventive Principle:
Principle #23Feedback

2Measurement precision

If automated systems evaluate player actions, then objectivity improves, but the complexity of analyzing game context and intent increases

Engineering Contradiction:
Improvebehavior detection accuracyVSAvoidevaluation system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent segments the behavior evaluation process into multiple independent analysis modules: action detection module, context analysis module, intent determination module, and behavior classification module. Each module handles a specific aspect of the evaluation, processing game data independently and passing results through the pipeline. This segmentation reduces overall system complexity by breaking down the complex task into manageable, specialized components

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a universal behavior evaluation framework that can analyze multiple types of player actions (combat, trading, communication, exploration) across different game scenarios using the same core system. The evaluation system is designed to be multi-functional, handling various game states and action types through configurable parameters and rules, reducing the need for separate specialized systems for each game mode

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS11090566B1Method for determining player behavior
Publication Date: 2021.08.17 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11090566B1 patent drawing
  • US11090566B1 patent drawing
  • US11090566B1 patent drawing

AI summary

Methods and systems for determining behavior of a player playing a video game includes assigning a behavioral value point for the player and for each game item in a gaming scenario of the video game. An action performed by the player and directed toward a specific game item is detected in the gaming scenario. Adjustment value points defined for the action and for the effect of the action on the different game items are identified. A change in the behavioral value points for the player and for each game item affected by the action of the player is dynamically computed by applying adjustment value points defined for the action and for the effect of the action to the corresponding behavioral value points assigned to the player and for each game item affected by the action. The change in the behavioral value points of the player and of each game item affected by the action are examined to establish if the player is exhibiting good behavior or bad behavior.