Dynamic In-Game Capability Assignment Based on Device Information

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Solution Overview

Problem

Existing gaming systems fail to dynamically adapt in-game capabilities to the diverse technical capabilities of different client computing devices, leading to suboptimal gaming experiences across various devices.

Innovation Solution

The system determines and provides customized in-game capabilities based on device information, including class and type, by using HTTP headers or user-provided data, ensuring that users can access suitable roles and content regardless of their device, with capabilities updated in real-time as devices change during gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the system provides the same in-game capabilities to all users regardless of device, then implementation is simple, but gaming experience quality deteriorates across devices with different technical capabilities

Engineering Contradiction:
Improvegaming experience adaptabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically determines and assigns in-game capabilities based on real-time device information. When a user logs in or switches devices, the server detects the device class and type, then dynamically adjusts which in-game capabilities are available to that user, allowing the same game to adapt its functionality to match the technical capabilities of different devices without requiring separate game versions

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of in-game capability availability based on device parameters. By detecting device class (e.g., mobile, tablet, desktop) and type (specific model), the system modifies which game features, roles, and content are accessible to each user, ensuring that capability assignment matches the technical parameters of the accessing device

Inventive Principle:
Principle #35Parameter changes

2Productivity

If the system detects device information through HTTP headers, then device identification is automatic and real-time, but accuracy may deteriorate when device information is not clearly indicated

Engineering Contradiction:
Improvedevice detection efficiencyVSAvoiddevice identification accuracy
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The system performs preliminary device detection by examining HTTP headers and user profile information before assigning in-game capabilities. This preliminary identification allows the system to pre-determine appropriate capability assignments, and users can also pre-register their device types in advance to improve identification accuracy

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses feedback from multiple sources including HTTP headers, user profile data, and explicit user device declarations to continuously refine device identification. When initial detection from headers is ambiguous, the system can prompt users to confirm their device type, using this feedback to improve identification accuracy for subsequent capability assignments

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10086280B2System and method for determining in-game capabilities based on device information
Publication Date: 2018.10.02 ELECTRONIC ARTS INC
  • US10086280B2 patent drawing
  • US10086280B2 patent drawing
  • US10086280B2 patent drawing

AI summary

A virtual space is provided to users via client computing devices. Device information related to a client computing platform used by a user to interact with the virtual space may be obtained. Customized in-game capabilities available for the user may be determined based on the device information, which may include a description of or otherwise identify the client computing platform. The device information may include or otherwise by used to obtain device capabilities such as hardware, software, network, and/or other specifications. Different users using different client computing platforms may be provided with different in-game capabilities such as user roles, content items, levels, and/or other content or actions available for the user in the virtual space based on the client computing platform used by the users to interact with the virtual space.