Dynamic Bot Strength Selection for Balanced PVE Match Durations
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Solution Overview
Problem
Conventional techniques for selecting strength levels of bots in video games are inadequate for new types of games that involve player matchups where performance is evaluated relative to in-game environments.
Innovation Solution
A system and method for dynamically selecting bots of varying strength levels based on a human player's rating, using circuitry to implement a video game with PVE matches where the bot player's rating is matched or adjusted to ensure balanced gameplay durations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If conventional techniques for selecting bot strength levels are used, then the gaming system can implement simple bot selection, but the player matchups become unbalanced and match durations vary significantly
Solution Approach 1:
The system changes the parameter of bot strength level selection from static/conventional methods to dynamic selection based on player rating. The circuitry selects bot strength levels by comparing player ratings and choosing bots with corresponding ratings, thereby achieving balanced match durations while maintaining operational simplicity through automated rating-based selection.
Solution Approach 2:
The system implements feedback by using player ratings as a basis for bot selection. The circuitry receives player rating information, compares it with bot ratings, and selects appropriate bot strength levels to achieve balanced matchups. This feedback loop ensures that match durations are aligned while keeping the selection process systematic and simple.
2Manufacturing precision
If bot strength levels are dynamically adjusted based on player rating, then matchup balance is improved, but the complexity of the gaming system increases
Solution Approach 1:
The system applies self-service by enabling the circuitry to automatically select appropriate bot strength levels based on player ratings without requiring manual intervention or complex configuration. The automated selection process based on rating comparison reduces the need for manual balancing while maintaining high precision in matchup balance.
Solution Approach 2:
The system manages complexity by changing the selection parameter from arbitrary or manual bot strength assignment to rating-based selection. This parameter change enables automated, precise bot matching that improves matchup balance while the system handles the complexity internally through rating comparison algorithms.
3Duration of action of moving object
If the gaming system implements rating-based bot selection, then match durations are aligned, but the computational workload increases
Solution Approach 1:
The system applies preliminary action by pre-establishing rating-based selection criteria and storing player and bot ratings in advance. When a matchup is requested, the circuitry quickly compares the player's rating with available bot ratings and selects an appropriate bot, avoiding the need for complex real-time calculations during match setup.
Solution Approach 2:
The system optimizes computational workload by changing from complex real-time bot strength adjustment to a simpler rating comparison process. The circuitry selects bots based on pre-determined rating thresholds and comparisons, which reduces computational requirements while achieving aligned match durations through rating-based matching.
Data Source
AI summary
A system may include circuitry that implements a video game that involves a first player-versus-environment (PVE) match whose player side is controlled by a human player and a second PVE match whose player side is controlled by a bot player. In this example, the circuitry may also select, based at least in part on a rating of the human player, the bot player that controls the player side of the second PVE match. Additionally or alternatively, the system may include and/or implement a graphics processing unit (GPU) that renders a user interface that involves the first PVE match and the second PVE match in response to at least one instruction received from the circuitry. The GPU may also render, in the user interface, at least one player-side character controlled by the bot player in response to the instruction. Various other devices, systems, and methods are also disclosed.


