Personalized Game Challenge Generation via Machine Learning

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Solution Overview

Problem

Manual curation of personalized challenges in computer games is laborious and unscalable, failing to effectively cater to individual player preferences due to the lack of efficient challenge generation methods.

Innovation Solution

A computer-implemented method using machine-learned models to generate personalized challenges by processing input data, determining candidate challenges' difficulty scores, and iteratively updating search constraints to meet a target difficulty threshold, incorporating game-specific logic and real-world data through natural language processing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If manual curation of challenges is used, then challenge quality and personalization can be achieved, but the process becomes laborious and unscalable

Engineering Contradiction:
Improvepersonalization of challengesVSAvoidscalability of challenge generation
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent replaces the manual mechanical process of challenge curation with an automated machine learning system. The ML model automatically generates and evaluates challenge parameters based on player data, substituting human manual work with computational processes that can scale indefinitely without proportional increases in labor.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The system enables challenges to generate themselves automatically through the machine learning model. The model takes player data as input and autonomously produces personalized challenge parameters without requiring manual intervention, making the challenge generation process self-service and highly scalable.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If manual curation of challenges is used, then individual player preferences can be considered, but the task becomes very laborious

Engineering Contradiction:
Improveconsideration of player preferencesVSAvoidlabor intensity of challenge generation
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent replaces the complex manual process of analyzing player preferences and creating personalized challenges with a machine learning system. The ML model automatically processes player data and generates appropriate challenges, eliminating the labor-intensive manual analysis while maintaining personalization quality.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Productivity

If automated challenge generation is implemented, then scalability is improved, but context-awareness and personalization may be reduced

Engineering Contradiction:
Improvescalability of challenge generationVSAvoidcontext-awareness of challenges
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent uses machine learning to substitute manual context analysis with automated pattern recognition. The ML model learns from player data to understand context and preferences, enabling scalable automated generation that maintains or even improves context-awareness compared to manual methods.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The system incorporates feedback loops where the ML model continuously learns from player responses and performance data. This feedback mechanism enables the automated system to improve its context-awareness over time, generating increasingly personalized challenges while maintaining scalability.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11413541B2Generation of context-aware, personalized challenges in computer games
Publication Date: 2022.08.16 ELECTRONIC ARTS INC
  • US11413541B2 patent drawing
  • US11413541B2 patent drawing
  • US11413541B2 patent drawing

AI summary

According to an aspect of this specification, there is described a computer implemented method comprising: receiving input data, the input data comprising data relating to a user of a computer game; generating, based on the input data, one or more candidate challenges for the computer game; determining, using a machine-learned model, whether each of the one or more of the candidate challenges satisfies a threshold condition, wherein the threshold condition is based on a target challenge difficultly; in response to a positive determination, outputting the one or more candidate challenges that satisfy the threshold condition for use in the computer game by the user.