Dynamic Game Difficulty Adjustment via Real-Time Skill Detection

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Solution Overview

Problem

Existing electronic gaming machines struggle to provide an engaging experience for users of skill-based games, as games can become repetitive, and fail to account for the range of skill levels among players, leading to reduced engagement and inefficiency in hardware utilization.

Innovation Solution

An enhanced electronic gaming machine that includes a data storage device, card reader, display screen, and game processor to automatically generate and modify game enhancement elements based on player skill levels, dynamically updating the game experience and awarding players with virtual credits, using game enhancement elements such as simulated player robots and graphical animation effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game is designed to be challenging to maintain player engagement, then player interest is improved, but the game becomes too difficult for lower skill levels reducing accessibility

Engineering Contradiction:
Improvegame difficulty adaptationVSAvoidgame accessibility
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent implements dynamic difficulty adjustment by continuously monitoring player performance metrics (win/loss ratios, reaction times, accuracy) and automatically modifying game parameters such as enemy strength, resource availability, and challenge intensity. This allows the game to adapt its difficulty level in real-time based on individual player skill, maintaining engagement for expert players while ensuring accessibility for beginners.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes multiple game parameters simultaneously based on detected skill level, including but not limited to: enemy health points, attack frequencies, resource regeneration rates, and challenge thresholds. These parameter adjustments are made progressively as the player's skill level is assessed, creating a customized difficulty curve for each player without requiring manual intervention.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If the game remains static to simplify development, then development time is reduced, but the game becomes repetitive reducing long-term engagement

Engineering Contradiction:
Improvedevelopment efficiencyVSAvoidgame variety
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent pre-generates extensive libraries of game enhancement elements including visual effects, audio clips, power-up types, enemy variants, and scenario modifications during the development phase. These elements are stored in a configurable database with associated metadata and trigger conditions, allowing the game to create numerous unique experiences through different combinations without requiring complex real-time generation algorithms, thus maintaining development efficiency while enabling high variety.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The game system automatically selects and applies appropriate enhancement elements from the pre-generated libraries based on real-time player performance data and game state, without requiring developer intervention. The system self-adjusts by evaluating player skill level, game progress, and engagement metrics to dynamically compose unique game variants, maintaining both development simplicity and gameplay diversity.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If hardware resources are allocated to advanced features, then game enhancement capability is improved, but the physical limitations of the hardware are exceeded

Engineering Contradiction:
Improvegame enhancement capabilityVSAvoidhardware utilization efficiency
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a tiered enhancement system where only a subset of available enhancement elements is activated based on detected player skill level and current game state. Lower skill levels receive basic enhancements that consume minimal hardware resources, while higher skill levels progressively unlock more resource-intensive features. This partial activation strategy ensures that advanced hardware capabilities are utilized only when necessary, maintaining performance within physical limitations while still providing access to enhancement features.

Inventive Principle:
Principle #16Partial or excessive action

4Reliability

If the game provides consistent challenges for all players, then fairness is maintained, but the experience becomes repetitive for skilled players

Engineering Contradiction:
Improvegame fairnessVSAvoidplayer engagement
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent applies different challenge profiles and enhancement element combinations to different skill level segments rather than using a uniform approach for all players. Each skill level bracket receives customized challenge parameters and enhancement types tailored to their demonstrated abilities, creating locally optimized experiences that maintain fairness within each segment while providing appropriate difficulty progression. This allows skilled players to face appropriately scaled challenges without compromising the fair experience of beginner players.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS10198914B2Gaming device for updating game play in real-time
Publication Date: 2019.02.05 IGT CANADA SOLUTIONS ULC
  • US10198914B2 patent drawing
  • US10198914B2 patent drawing
  • US10198914B2 patent drawing

AI summary

A device for playing a skill-based game that modifies the visual representation of the game play using game enhancement elements. A game processor automatically generates game enhancement elements using game data of the skill-based game and computes a game skill level. A game controller is connected to a data storage device and a display screen. The game controller controls the skill-based game, the game controller configured to: render visual representation of game play; detect real-time game play of the game by the player; compute a player skill level based on the detected game play; select a game enhancement element by comparing the game skill level and the player skill level; modify the visual representation of the game play using the one or more selected game enhancement elements; and award the player based on the additional game play and the comparison of the game skill level and the player skill level.