Intent-Based Game-State Models for Contextual Action Selection
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Solution Overview
Problem
Video games present inexperienced players with complex sequences of actions and numerous choices, making it difficult to navigate to desired outcomes due to the lack of awareness of available contextual actions and the need for manual performance of each action.
Innovation Solution
An intent-based model is generated using a graph that represents game states and transitions, scoring nodes and outcome nodes, and determining distances and scores to facilitate efficient selection of actions that reach desired outcomes, including contextual actions, without manual performance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the video game provides numerous choices and complex sequences of actions to experienced players, then the game depth and engagement are improved, but the ease of operation deteriorates for inexperienced players
Solution Approach 1:
An automated assistant system acts as an intermediary between the player and the complex game systems. The assistant analyzes the current game state, identifies available actions, determines their outcomes, and presents recommended sequences to the player. This mediator handles the complexity of navigating numerous choices while preserving game depth, allowing inexperienced players to succeed without manually exploring all action sequences.
2Ease of operation
If the video game requires manual performance of each action in a complex sequence, then the player has full control, but the time and effort required to reach desired outcomes increases
Solution Approach 1:
The system performs preliminary analysis of available actions and their outcomes before the player executes them. The automated assistant pre-computes the consequences of action sequences, identifies optimal paths to desired outcomes, and prepares recommended sequences in advance. This preliminary processing reduces the time players need to spend experimenting with actions while maintaining their ability to review and select from presented options.
3Adaptability or versatility
If the video game presents many contextual actions available at different states, then the game realism and complexity are improved, but the difficulty of detecting and measuring available actions increases
Solution Approach 1:
The automated assistant implements a feedback mechanism that continuously monitors the current game state, identifies all contextually available actions, and presents them to the player with information about their outcomes. The system provides feedback about which actions are available based on current conditions, what their consequences will be, and which sequences are recommended. This feedback loop makes the complex set of contextual actions detectable and measurable for the player.
Data Source
AI summary
This specification describes a computer-implemented method of generating an intent-based model for use in selecting actions in a video game. The method comprises initializing a graph comprising a plurality of nodes. Each node of the plurality of nodes represents a state of an entity in the video game. The method further comprises adding one or more edges to the graph. Each edge of the one or more edges represents a transition from a first state to a second state. The method further comprises determining, for each node of the plurality of nodes, a distance to each other node, comprising performing a path-finding algorithm on the graph. The method further comprises determining one or more outcome nodes. Each outcome node represents an outcome state of the entity. The method further comprises scoring the one or more outcome nodes, comprising, for each outcome node, determining a score based on an outcome of the outcome node. The method further comprises scoring the plurality of nodes of the graph. Scoring the plurality of nodes of the graph comprises, for each node of the plurality of nodes, and for each outcome out of a set of outcomes, determining whether one or more outcome nodes for the outcome are immediately available from the node; and when one or more outcome nodes for the outcome are immediately available from the node, scoring the outcome for the node using the scores of the one or more outcome nodes. The method further comprises, for each node of the graph, and for each outcome out of the set of outcomes, determining a distance from the node to a highest scoring outcome node for the outcome.


