Gesture Input Inference Window for False Positive Control

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Solution Overview

Problem

Computer games struggle to accurately distinguish intended gesture and speech inputs from unrelated actions, leading to unintended game commands and adverse gameplay effects.

Innovation Solution

Implement a processor assembly that identifies specific windows of time during gameplay to execute non-computer game controller inputs, such as gestures and voice commands, based on game state data and machine learning models, to ensure commands are executed only when intended.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If the system continuously monitors for gesture and speech inputs during gameplay, then the responsiveness of command execution is improved, but the rate of false positive commands increases

Engineering Contradiction:
Improvecommand execution responsivenessVSAvoidcommand execution accuracy
Core Design Contradiction:
SpeedVSReliability

Solution Approach 1:

The system performs preliminary analysis of game state data before executing commands. By evaluating contextual conditions in advance (such as identifying when a player character is low on health), the system prepares to execute commands only when appropriate conditions are met, thereby reducing false positives while maintaining responsiveness.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically changes the parameters for command execution based on game state. Different commands are enabled or disabled depending on contextual parameters (e.g., health status, game phase), allowing the system to maintain high responsiveness while filtering out inappropriate commands through parameter-based control.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If the system executes all detected gesture and speech inputs, then the ease of operation is improved, but the gameplay integrity deteriorates

Engineering Contradiction:
Improveinput processing simplicityVSAvoidgameplay integrity
Core Design Contradiction:
Ease of operationVSStability of the object's composition

Solution Approach 1:

The system incorporates feedback loops that continuously monitor game state and adjust command execution accordingly. When a gesture or speech input is detected, the system feedback-checks whether the current game state supports the command (e.g., verifying health status before executing a potion drinking command), thereby maintaining gameplay integrity while keeping the interface simple.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system makes command execution dynamic rather than static. The same gesture or speech input may or may not execute a command depending on the current game state conditions. This dynamic approach preserves ease of operation (the interface remains simple) while protecting gameplay integrity through context-aware execution control.

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If the system uses complex analysis of game state data to determine command execution, then the accuracy of command identification is improved, but the device complexity increases

Engineering Contradiction:
Improvecommand identification accuracyVSAvoidprocessor assembly complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system segments the complex game state analysis into distinct functional components. Different aspects of game state (character health, game phase, environmental conditions) are analyzed separately by dedicated processing modules, making the overall complex analysis manageable and maintainable while achieving high command identification accuracy.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12521625B2Inference window for gesture input
Publication Date: 2026.01.13 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12521625B2 patent drawing
  • US12521625B2 patent drawing
  • US12521625B2 patent drawing

AI summary

A system is configured to determine a window of time during which to execute a particular gesture or voice command to a computer game. The system otherwise does not execute the command outside the window of time, helping to reduce false positives from unintended input.