Group and Area AI-Generated Content for Gaming Personalization

Resolve Bottlenecks,
Find Innovative Solutions
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Solution Overview

Problem

Conventional intelligent agents in gaming systems lack the ability to evolve and adapt to individual player preferences, leading to suboptimal gaming experiences and computational inefficiencies in processing real-time data for personalized content generation.

Innovation Solution

Implement self-evolving AI-based content generative models that analyze player preferences and gaming system data to dynamically generate and present personalized content, using models like VAEs, GANs, and transformer-based models to optimize player engagement and system performance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional intelligent agents are used to process real-time player data, then basic content delivery is maintained, but player personalization and engagement are suboptimal

Engineering Contradiction:
Improvepersonalization capabilityVSAvoidcomputational efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system performs preliminary actions by pre-processing player data during idle periods and pre-generating content variations before they are needed. Player preference profiles are built in advance, and content is pre-processed and staged for rapid delivery when players interact with the system, reducing real-time computational burden while maintaining high personalization quality

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The intelligent agent performs self-service by autonomously learning from player interactions and continuously refining personalization strategies without requiring manual intervention. The system self-adjusts content generation parameters based on accumulated data, automatically optimizing the balance between personalization depth and computational efficiency through experience

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If AI models generate personalized content in real-time, then player engagement is enhanced, but computational overhead increases

Engineering Contradiction:
Improvecontent customizationVSAvoidcomputational resource consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by stationary object

Solution Approach 1:

The system applies local quality by generating content at different levels of detail based on specific context and player preferences. Not all content requires full AI generation - the system intelligently determines which content elements need personalized generation versus which can use templates or pre-generated variations, applying computational resources locally only where needed rather than uniformly across all content

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system implements partial action by generating only the essential personalized elements of content rather than complete re-generation of all content. For example, only key narrative elements or visual features are AI-generated while other elements use standardized components, achieving sufficient personalization with reduced computational overhead

Inventive Principle:
Principle #16Partial or excessive action

3Measurement precision

If comprehensive player data is collected for personalization, then content accuracy is improved, but data processing complexity increases

Engineering Contradiction:
Improvepreference detection accuracyVSAvoiddata processing system
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system extracts and separates the most critical player preference signals from the comprehensive data set, isolating the key features that drive personalization decisions. By extracting only the essential preference indicators needed for content generation, the system maintains high personalization accuracy while simplifying the data processing pipeline and reducing system complexity

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS20250281839A1Group and area artificial intelligence generated content
Publication Date: 2025.09.11 INTERNATIONAL GAME TECHNOLOGY INC
  • US20250281839A1 patent drawing
  • US20250281839A1 patent drawing
  • US20250281839A1 patent drawing

AI summary

The present disclosure relates generally to a gaming system, device, and method that in response to the detected content generation event, generate from a set of group content preferences associated with a group of players, and send a prompt to a generative model; select at least a portion of the received content for presentation by a plurality of gaming devices; and cause the received content to be presented by the gaming devices to the group of players.