Generative Game World Population via Player Interaction Data
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Solution Overview
Problem
Conventional game development processes limit the ability of developers to provide game content that suits all users, as they often rely on fixed mappings and game architectures, which restrict user customization and generative game elements.
Innovation Solution
The implementation of systems and methods for generative game world population and player customization, which involve detecting player data from in-game interactions, determining game elements based on this data, and outputting game data to populate game areas dynamically.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If fixed mappings and game architectures are used, then development complexity is reduced, but user customization capability deteriorates
Solution Approach 1:
The patent implements dynamic game element generation where the game world population and elements are not fixed but dynamically created based on player data and interactions. The system transitions from static pre-defined content to dynamic procedurally generated content that adapts to player preferences and behaviors, resolving the contradiction between development complexity and customization capability.
Solution Approach 2:
The system changes key parameters from fixed values to variable parameters driven by player data. Game elements such as character appearances, storylines, and world population are generated with varying parameters based on detected player interactions and preferences, allowing extensive customization without requiring complex manual configuration for each scenario.
2Ease of operation
If manual selection of game features is allowed, then user control is improved, but content generation capability deteriorates
Solution Approach 1:
The system implements self-service content generation where the game automatically generates customized content based on player data without requiring manual selection. The game world population and elements are autonomously created and adjusted based on detected player interactions, eliminating the need for manual content selection while maintaining high content generation capability.
Solution Approach 2:
The system uses feedback from player interactions to continuously improve and adapt content generation. Player data detected during gameplay provides feedback that guides the generation of personalized game elements, creating a closed-loop system that enhances both user control and content generation capability simultaneously.
3Loss of time
If conventional development processes are used, then development time is reduced, but content personalization capability deteriorates
Solution Approach 1:
The system performs preliminary actions by collecting and analyzing player data early in the gameplay process. This early data collection enables the game to pre-generate personalized content and adjust game elements before players encounter them, achieving both efficient development timelines and high personalization capability through advance preparation.
Solution Approach 2:
The patent replaces traditional mechanical content creation processes with automated data-driven generation systems. Instead of manual content creation and curation, the system uses algorithmic generation based on player data, significantly reducing development time while enabling extensive content personalization across multiple game elements.
Data Source
AI summary
System, process and device configurations are provided for generative game world population and player customization. A method can include detecting player data for at least one player of an electronic game including in-game player interactions with elements of the electronic game and determining at least one element for populating a game area of the electronic game based on the player data. Generative game world population may include selection or generation of a template for populating a game area. Generative population may use in-game player interactions for one or more of setting a display style for the at least one element, generating an adaptive storyline for the electronic game, inserting the new storyline into the electronic game, and generating audio output and music output for the electronic game. Processes may include generating a new game area for the electronic game using a game world generation model trained on in-game player interactions.


