Dynamic In-Game Ad Policy Customization via Software Agent
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Solution Overview
Problem
Current in-game advertising systems lack the ability to dynamically customize advertisement policies on-the-fly based on feedback from game stations during play and do not allow for real-time display of video-audio synchronized files in 3D environments.
Innovation Solution
A mechanism that enables dynamic advertisement policy customization and display during game play, using a software agent to interface with game programs, allowing real-time communication between game stations and publisher ad servers to manage and track ad interactions, and supports the display of video-audio content in 3D environments through a Java script-based software agent.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a centralized server manages ad objects in game programs, then ad delivery and management capability is improved, but system complexity and communication overhead increase
Solution Approach 1:
A centralized server acts as an intermediary between advertisers and game programs, managing ad objects and policies centrally while allowing distributed game programs to access and display ads independently. This mediator approach enables sophisticated ad management without requiring complex integration in each game program.
2Adaptability or versatility
If ad policies are predefined and static, then system simplicity is maintained, but adaptability to real-time game conditions and player behavior is reduced
Solution Approach 1:
Ad policies are transformed from static predefined rules to dynamic policies that can be modified in real-time based on game conditions, player behavior, and performance metrics. The system allows policy parameters to be adjusted during game execution, enabling adaptive advertising strategies.
Solution Approach 2:
The system implements feedback mechanisms where ad performance data, player interactions, and game state information are collected and used to automatically adjust ad policies. This closed-loop approach enables the system to learn from actual performance and optimize ad delivery dynamically.
3Productivity
If advertisements are displayed during game play, then revenue generation is improved, but player experience and game performance may be degraded
Solution Approach 1:
Different regions or aspects of the game are assigned different qualities regarding ad integration. Critical game functions maintain high performance standards while less critical areas can accommodate advertisements. This allows selective ad placement that minimizes impact on core game experience.
Solution Approach 2:
The system uses partial ad integration rather than full-screen or continuous advertising. Ads are displayed selectively during appropriate game moments, using only the necessary ad content and duration to generate revenue without overwhelming the player or degrading game performance.
4Measurement precision
If multiple ad policies are pre-defined for different game states, then ad targeting precision is improved, but memory usage and policy management complexity increase
Solution Approach 1:
Ad policies are segmented into modular components that can be independently managed and loaded. Instead of loading all possible ad policies into memory simultaneously, the system divides policies into segments based on game states and loads only the relevant segments when needed, reducing overall memory requirements.
Data Source
AI summary
A software agent interfaces with an interactive game program allowing for dynamic conveyance of objects during runtime for receiving data indicative of at least one parameter relating to a player of the interactive game program and/or to the player station on which the program is run. The data is used to set a dynamic policy that is customized on-the-fly according to the at least one parameter, and which is adapted to determine one or more objects to be conveyed to the player station for dynamically embedding in the program. The dynamic policy is also adapted to determine one or more characteristics of the object and is capable of subsequent re-customization and revision during game play. The objects are retrieved and periodically conveyed to the interactive game program based on the dynamic policy for dynamically embedding in the interactive game program to interface with the game player of the interactive game program.


