Dynamic Game Activity Generation via Question Answering System

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional massively multiplayer online role-playing games (MMORPGs) are static, requiring significant input from game designers for storyline changes and lack dynamic content generation, leading to repetitive gameplay experiences.

Innovation Solution

A data processing system, such as a question answering system, is used to load game information and generate dynamic game activities in real-time by correlating game models and context data, allowing for the creation of novel quests and scenarios responsive to player interactions and location-based context.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional MMORPGs use static game content designed by game designers, then game storyline and content can be controlled and maintained, but gameplay becomes repetitive and requires constant designer input

Engineering Contradiction:
Improvegame content variabilityVSAvoiddesigner input requirements
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game system automatically generates quests and game activities using a question answering system that processes game information and context data to create dynamic content without requiring constant designer intervention. The system serves itself by autonomously creating gameplay content based on player actions and game state.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent transforms static game content into dynamic content by using a question answering system that generates quests and activities in real-time based on player context, location, and game state. This makes the game content adaptive and variable rather than fixed and repetitive.

Inventive Principle:
Principle #15Dynamics

2Productivity

If dynamic content generation is implemented using a question answering system, then gameplay variability and player engagement are enhanced, but system complexity and processing requirements increase

Engineering Contradiction:
Improvegame content generation efficiencyVSAvoiddata processing system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent introduces a question answering system as an intermediary between game events and content generation. This intermediary processes natural language queries and game information to generate appropriate quests and activities, bridging the gap between player actions and dynamic content creation without requiring direct complex programming for each scenario.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The question answering system serves multiple functions: it processes game information, understands player context, generates quests, and adapts content based on various inputs. This multi-functional approach consolidates what would otherwise require multiple separate systems into a single versatile platform.

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

3Ease of operation

If static game activities are used, then game development and maintenance are simpler, but player experience becomes单调 and repetitive

Engineering Contradiction:
Improvegame development simplicityVSAvoidplayer engagement consistency
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system loads game information into the question answering system in advance, preparing the knowledge base before gameplay occurs. This preliminary action enables rapid generation of dynamic content during gameplay without requiring complex real-time processing of raw game data.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9908052B2Creating dynamic game activities for games
Publication Date: 2018.03.06 INTERNATIONAL BUSINESS MACHINE CORPORATION
  • US9908052B2 patent drawing
  • US9908052B2 patent drawing
  • US9908052B2 patent drawing

AI summary

A technique for dynamically generating game activities for a game (e.g., a role-playing game) includes loading game information about the game into a data processing system (e.g., a question answering system). Context data (e.g., a question) is received from a client (e.g., a player of the game, a user of the game, another system, or a game engine). In response to receiving the context data, a game activity is dynamically generated based on the context data and the game information. The game activity is then initiated in the game and presented to the client.