Nested Template Generation for Custom Game World Population
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Solution Overview
Problem
Existing games lack the ability to generate game elements and provide user customization, often relying on fixed mappings and architectures, which limits their adaptability to diverse user preferences.
Innovation Solution
The system employs a method to detect player data and use it in conjunction with a nested template to generate game elements for populating game areas, allowing for customization and dynamic content creation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If fixed mapping and game architecture are used, then development simplicity is maintained, but adaptability to diverse user preferences deteriorates
Solution Approach 1:
The game architecture is segmented into modular templates that can be independently configured and combined. Each template represents a discrete game element or structure that can be customized without affecting the entire system, enabling adaptability while maintaining manageable complexity through modular design
Solution Approach 2:
The system transitions from static fixed mappings to dynamic template-based generation where game elements can be automatically configured and adapted based on user preferences. The templates enable dynamic content creation that responds to player inputs while maintaining structural consistency
2Adaptability or versatility
If manual selection of game features is allowed, then user customization is provided, but content generation capability is limited
Solution Approach 1:
The template system enables automatic self-generation of game content based on user preferences. Rather than requiring manual selection from fixed options, the system automatically generates customized game elements by applying templates to user inputs, significantly expanding content generation capability while maintaining user control
Solution Approach 2:
The system allows users to customize game content by modifying parameters within template-defined boundaries. Users can adjust various parameters to generate unique game elements without manually creating each element from scratch, balancing customization with automated content generation
Data Source
AI summary
System, process, and device configurations are provided for generative game world population including player customized generation with a user interface and nested templates. A method can include determining elements for populating an electronic game area using player data and a template. Templates can include one or more nested layers including constraints and parameters for generating or populating game elements. Populating electronic game areas may include use of a game world generation model trained to generate a new game area or elements to appear as part of an electronic game. Game world population may be customized based on player input, such as a variable control input to provide preferences for game parameters. Game world generation may be based on sublayers of a template providing a boundary and parameters for generation. Templates may be used to inherit or override game objects and game parameters during game world population.


