Matchmaking System Using Biofeedback to Reduce Player Fatigue

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Solution Overview

Problem

Conventional matchmaking algorithms for videogames do not account for a player's fatigue and emotional state, leading to intense matches that can become less enjoyable over time, as they continue to pair players with similar skill levels without considering the player's increasing tiredness or desire for a more relaxed experience.

Innovation Solution

A system that uses biofeedback sensors to detect a player's emotional state through conventional videogame controllers, training correlators to associate controller inputs with biofeedback data to predict the likelihood of a player quitting, allowing for adjustments in matchmaking settings, such as reducing the player's effective skill level or suggesting less stressful game modes, to maintain engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If conventional matchmaking algorithms pair players with similar skill levels, then match competitiveness is improved, but player enjoyment deteriorates over time due to fatigue and emotional state

Engineering Contradiction:
Improvematch competitivenessVSAvoidplayer enjoyment
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The matchmaking system dynamically adjusts matching criteria based on real-time player state data from biofeedback sensors. The system transitions from static skill-based matching to dynamic matching that considers physiological indicators such as heart rate, skin conductance, and muscle tension, allowing match parameters to adapt as player emotional and physical states change during gameplay sessions.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements a feedback loop where biofeedback sensors continuously monitor player physiological states, and this information feeds back into the matchmaking algorithm. The algorithm uses this feedback to adjust future match recommendations, creating a closed-loop system that learns from player responses and adapts matching decisions to maintain optimal enjoyment levels while preserving competitiveness.

Inventive Principle:
Principle #23Feedback

2Measurement precision

If biofeedback sensors are integrated into conventional videogame controllers, then player emotional state detection is improved, but device complexity increases

Engineering Contradiction:
Improveemotional state detectionVSAvoidcontroller complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent combines multiple sensing functions (conventional game control inputs and biofeedback sensing) into a single integrated controller device. The biofeedback sensors are embedded within the existing controller form factor, merging the gaming interface and health monitoring functions into one unified device that players already possess, thereby reducing the need for separate dedicated sensors.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The controller is designed to serve multiple functions: conventional game play control, biofeedback data collection, and potentially other health monitoring capabilities. By making the controller universal and multi-functional, the system avoids adding dedicated single-purpose biofeedback hardware, thus managing complexity while enabling precise emotional state detection through the existing device.

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

Data Source

PatentUS11772000B2User interaction selection method and apparatus
Publication Date: 2023.10.03 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11772000B2 patent drawing
  • US11772000B2 patent drawing
  • US11772000B2 patent drawing

AI summary

A game selection system for matching a current user to a subsequent game session includes one or more conventional videogame controllers operable to provide data to the game selection system, one or more correlators trained to receive as a first input at least a subset of data from the one or more conventional videogame controllers, and generate as a final output data relating to the likelihood of the user quitting a game session, and a modification processor configured to modify a parameter related to matching the current user to a subsequent game session in response to the final output data.