Cloud Gaming Mini-Game Generation from Recorded Play
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Solution Overview
Problem
Current gaming technologies lack efficient methods for automatically generating mini-games based on recorded gameplay and enabling remote control of gameplay sessions, limiting user interaction and social sharing of gaming experiences.
Innovation Solution
The system records user gameplay, analyzes it to identify regions of interest, and generates playable mini-games or shares gameplay with social graphs, allowing for remote control and multi-part mini-game creation by defining boundaries within the gameplay context based on user input and thresholds.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the system automatically generates mini-games from recorded gameplay, then user interaction and social sharing are enhanced, but the complexity of the system increases due to automated analysis and generation processes
Solution Approach 1:
The system automatically analyzes recorded gameplay and generates mini-games without requiring manual intervention. The automated analysis engine identifies regions of interest, extracts game elements, and constructs playable mini-games autonomously, reducing the need for human operators while enhancing user interaction capabilities
Solution Approach 2:
The system creates simplified copies (mini-games) from the original full-game recordings by extracting and reproducing key gameplay elements. These mini-games are playable versions that capture essential game mechanics and regions of interest, allowing users to interact with condensed game experiences
2Adaptability or versatility
If the system allows remote control of gameplay sessions, then social sharing and user engagement improve, but the difficulty of controlling and synchronizing remote interactions increases
Solution Approach 1:
The system introduces an intermediary control layer that manages remote gameplay sessions. This intermediary handles the complex synchronization between remote controllers and the actual game state, mediating control inputs and coordinating multi-user interactions to simplify the operational experience
Solution Approach 2:
The system implements feedback mechanisms that provide real-time information about remote gameplay sessions to all participants. This feedback loop enables synchronized control by showing the current game state and control effects to remote users, making the complex remote interaction more manageable
3Productivity
If the system analyzes recorded gameplay to identify regions of interest and generate mini-games, then productivity in creating game content increases, but the loss of time required for automated analysis and processing occurs
Solution Approach 1:
The system performs preliminary analysis of recorded gameplay during or immediately after the gaming session, identifying regions of interest and preparing mini-game content in advance. This preliminary action allows the system to have game content ready for quick deployment, reducing the perceived processing time when users want to access mini-games
Data Source
Figure 1A~1B
Figure 2A
Figure 2B
AI summary
A method for generating a playable limited version of a video game is provided. A user's gameplay of a full version of the video game is recorded. The user's recorded gameplay is analyzed to determine a region of interest. Boundaries are defined within a gameplay context of the video game based on the determined region of interest. The limited version of the video game is generated based on the defined boundaries.