Dynamic Game Challenge Generation via Player Profile Segmentation

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Solution Overview

Problem

Conventional game systems rely on static quests that are manually created and lack personalization, leading to repetitive and unengaging experiences for players, as they do not adapt to individual player behaviors or progress.

Innovation Solution

A method and system for generating tailored game challenges by identifying and selecting game objects based on player profile data, calculating selection factors, and adjusting difficulty levels to create unique and dynamic quests that align with player interests and abilities.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If static quests are manually created and assigned according to predefined sequences, then game content can be controlled and structured, but player engagement decreases due to repetition and lack of personalization

Engineering Contradiction:
ImprovepersonalizationVSAvoidquest generation system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent transforms static quests into dynamic, adaptive challenges that automatically adjust based on player behavior. The system continuously monitors player actions and modifies quest parameters in real-time, making the game content responsive to individual player patterns rather than following fixed sequences.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system enables quests to self-generate and self-adjust based on player data without requiring manual intervention. The automated quest generation engine uses player profile information to create personalized challenges, eliminating the need for developers to manually craft numerous static quests for different player types.

Inventive Principle:
Principle #25Self-service

2Productivity

If static quests are assigned to all players uniformly, then development effort is reduced, but player engagement decreases due to lack of individualization

Engineering Contradiction:
Improvequest assignment efficiencyVSAvoidplayer-specific adaptation
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent applies local quality by tailoring quest characteristics to specific player segments. Instead of uniform quest assignment, the system analyzes individual player behaviors and assigns quests with properties matched to each player's preferences, skill level, and play style, creating locally optimized experiences.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically changes quest parameters such as difficulty level, object selection, and challenge type based on player profile data. This allows the same base quest template to generate varied personalized experiences by adjusting parameters according to individual player characteristics.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If manual quest creation is used, then quest quality can be controlled, but time consumption increases for creating and maintaining quest content

Engineering Contradiction:
Improvequest qualityVSAvoidquest creation time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent uses quest templates as reusable copies that can be automatically instantiated and customized. Instead of creating unique quests from scratch for each player, the system maintains a library of template quests that are copied and adapted based on player data, significantly reducing creation time while maintaining quality through standardized design patterns.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system performs preliminary action by pre-defining quest templates with various parameters and configurations. These templates are prepared in advance with quality control built-in, allowing rapid generation of personalized quests without manual creation for each instance, thus reducing time consumption while preserving quality standards.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9101834B2Methods and systems for generating tailored game challenges
Publication Date: 2015.08.11 ZYNGA INC
  • US9101834B2 patent drawing
  • US9101834B2 patent drawing
  • US9101834B2 patent drawing

AI summary

A system, computer-readable storage medium storing at least one program, and a computer-implemented method for generating game features are presented. For example, a first user may be segmented to a user segment based on a property of a game profile of the first user. The property of the game profile may match a threshold of the user segment. The user segment may then be assigned a difficulty level. The difficulty level may be usable to set a configuration value for the feature of the game. The feature of the game is then surfaced to the first user and the configuration value for the feature of the game may be updated with the difficulty level assigned to the user segment.