IoT Game World Creation Using Device Context

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Solution Overview

Problem

Existing video game technologies face challenges in creating engaging and realistic game worlds, particularly in balancing pre-specified details with procedural generation, and in utilizing user-generated content effectively.

Innovation Solution

The solution involves associating electronic devices with communication capabilities, such as IoT devices, with specific game locations in a virtual world. Non-player controlled game characters are then determined based on information related to these devices, allowing for dynamic and contextually relevant game interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If game developers painstakingly specify every detail of the game play world, then the quality and specificity of the game world is improved, but the complexity and time required to create the game world increases

Engineering Contradiction:
Improvespecificity of game world detailsVSAvoidcomplexity of game world creation
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent segments the game world creation process into two parts: pre-specified general constructs (templates) and procedurally generated specific details. The general forms are created once by developers, while specific instances are automatically generated using algorithms that combine these templates with random elements, reducing the manual workload while maintaining quality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent uses parameter changes by varying the combination of pre-specified constructs and procedural generation parameters. Instead of manually specifying every detail, the system changes parameters such as pseudo-random number seeds, construct combinations, and template selections to generate diverse game worlds efficiently.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If game play worlds are procedurally generated using pseudo-random numbers, then the complexity of game world creation is reduced, but the quality and realism of the game world deteriorates

Engineering Contradiction:
Improvecomplexity of game world creationVSAvoidquality and realism of game world
Core Design Contradiction:
Device complexityVSManufacturing precision

Solution Approach 1:

The patent merges procedural generation with pre-specified general forms. Instead of purely random generation, the system combines algorithmic construction with developer-created templates that define acceptable structures and patterns, ensuring realism while maintaining procedural efficiency.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system incorporates feedback mechanisms where the procedurally generated game worlds are evaluated and refined based on desired characteristics. The generation process adjusts parameters based on feedback to ensure the output meets quality standards for realism and engagement.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If user generated content is used to create game play worlds, then the variety and player insight are improved, but the quality consistency and reliability of the game world deteriorates

Engineering Contradiction:
Improvevariety of game world featuresVSAvoidquality consistency of generated worlds
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent creates a universal framework where pre-specified general forms serve as templates that can be applied across multiple game worlds. This framework ensures quality consistency through standardized construction rules while allowing procedural variation to maintain diversity and player engagement.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS12337238B2Internet of things based video game play
Publication Date: 2025.06.24 ACTIVISION PUBLISHING INC
  • US12337238B2 patent drawing
  • US12337238B2 patent drawing
  • US12337238B2 patent drawing

AI summary

A virtual game world may have game locations based on electronic devices with communications capabilities. In some embodiments electronic devices with communications capabilities are identified to a server, which forms a game location for the identified devices, or at least some of them. The game locations may have non-player controlled game characters as inhabitants of the game locations. One or more characteristics of the inhabitants of a game location may be based on an aspect relating to the electronic device with communication capability with which the game location is associated.