Automated Game Content Generation via Segmented Configuration

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Solution Overview

Problem

Existing computer-implemented game distribution and updating mechanisms are limited in their ability to efficiently customize gameplay experiences for individual players or groups, often requiring frequent updates to the entire game application and lacking the ability to dynamically adjust game content based on player behavior.

Innovation Solution

A system where a compiled game engine is persistently installed on a client device, with game configuration values provided as non-compiled data. These configuration values define game rules, interactive content, and game levels, allowing for dynamic customization and updating of gameplay experiences without modifying the game engine.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the entire game application is updated frequently to customize gameplay experiences, then player engagement and retention are improved, but resource consumption and bandwidth costs increase significantly

Engineering Contradiction:
Improvecustomization capabilityVSAvoidbandwidth cost
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The game application is segmented into two parts: a stable compiled game engine and separate non-compiled configuration values. Only the configuration values are updated and transmitted to players, not the entire application. This segmentation allows customization without requiring full application updates, significantly reducing bandwidth consumption while maintaining adaptability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The configuration values are extracted from the compiled game engine as separate non-compiled data elements. This extraction enables independent updating of game content without modifying or retransmitting the engine code, allowing frequent customization updates with minimal resource cost.

Inventive Principle:
Principle #2Taking out (Extraction)

2Adaptability or versatility

If manual customization of game content is performed for individual players, then player engagement is improved, but time consumption and operational complexity increase

Engineering Contradiction:
Improvepersonalization capabilityVSAvoidcontent creation time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system automatically generates customized configuration values for each player based on their gameplay data and player model, without requiring manual intervention. The automated content generation process analyzes player behavior patterns and creates personalized game experiences programmatically, eliminating time-consuming manual customization while maintaining high adaptability.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system continuously collects player gameplay data and uses it to dynamically adjust and generate configuration values. This feedback loop enables automatic personalization where the game content adapts to player behavior in real-time, improving engagement without manual time investment.

Inventive Principle:
Principle #23Feedback

3Productivity

If game configuration data is transmitted to all players, then all players receive updates, but bandwidth consumption increases for players who don't need specific updates

Engineering Contradiction:
Improveupdate efficiencyVSAvoidbandwidth consumption
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

Instead of transmitting uniform updates to all players, the system transmits configuration values tailored to each player's specific needs and gameplay patterns. Each player receives only the configuration data relevant to their play style and progress, optimizing bandwidth utilization while maintaining update efficiency.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12214281B2Operator interface for automated game content generation
Publication Date: 2025.02.04 ZYNGA INC
  • US12214281B2 patent drawing
  • US12214281B2 patent drawing
  • US12214281B2 patent drawing

AI summary

A game management system provides a generator interface that enables an operator to trigger automated generation by a content generator of a game event based on operator input values. These values include a particular predefined group or cluster of players for whom the game event is to be tailored or customized based on multidimensional parametric player model data. Additional parameters for which operator input mechanisms are provided by the generator interface include respective target values for a target metric (e.g., a difficulty level) for each of a plurality of game levels that are together to form a game event.