Dynamic Control Adaptation for Simulation Ride Difficulty

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Solution Overview

Problem

In multiplayer electronic gaming and simulation experiences, adjusting the difficulty of content to match varying skill levels among players is challenging, leading to an uneven experience where the content may be too difficult or too easy for some players.

Innovation Solution

A dynamic unlock system that uses a processor to identify user skill levels and modify the difficulty of the ride experience by adjusting the operability of controls and interfaces, including deactivating or reassigning controls, and changing the sensitivity or functionality of interfaces based on predefined thresholds.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the difficulty level of content is adjusted to match varying skill levels among players, then the gaming experience becomes more tailored and enjoyable for individual players, but it becomes challenging to implement in multiplayer modes where content difficulty cannot be easily adjusted

Engineering Contradiction:
Improveadaptability to skill levelVSAvoidcomplexity of difficulty adjustment system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies local quality by making different controls available to different players based on their skill levels. Advanced players have access to all controls while novice players have certain controls deactivated or reassigned. This allows each player to interact with the game content at their appropriate skill level without requiring separate difficulty settings for the entire multiplayer session.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts control availability based on detected player skill levels during gameplay. The processor monitors player performance and automatically reassigns or deactivates controls in real-time, allowing the game to adapt to varying skill levels without manual intervention or complex pre-configuration.

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If controls are deactivated or reassigned based on skill level, then the gaming experience becomes more accessible to novice players, but the system requires complex detection and modification of user skill levels

Engineering Contradiction:
Improveease of control for novice playersVSAvoiddifficulty of detecting user skill level
Core Design Contradiction:
Ease of operationVSDifficulty of detecting and measuring

Solution Approach 1:

The system uses feedback from player inputs and performance metrics to detect skill levels. The processor monitors how players interact with controls, their success rates, and gameplay performance to automatically determine appropriate skill levels and adjust control availability accordingly, eliminating the need for manual skill assessment.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system performs self-service by automatically detecting player skill levels and adjusting control configurations without requiring manual input from players or complex external assessment tools. The game itself provides the mechanisms for skill detection and adaptation through normal gameplay data.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10828572B1Systems and method for dynamic content unlock and adaptive control
Publication Date: 2020.11.10 DISNEY ENTERPRISES INC
  • US10828572B1 patent drawing
  • US10828572B1 patent drawing
  • US10828572B1 patent drawing

AI summary

Systems and methods for dynamic modification of an amusement ride are disclosed herein. The system can include a simulation vehicle including a plurality of controls and at least one interface, which simulation vehicle can transit at least one passenger through a ride experience from a starting position to a terminating position. The system can include a content presentation system, and a processor. The processor can: provide content to the at least one passenger; identify a user skill level based on a plurality of user inputs received by at least some of the plurality of controls of the simulation vehicle; identify a modification to a difficulty of the ride experience based in part on the identified user skill level; and modify the difficulty of the ride experience according to the identified modification.