Virtual World NPC Task System with Dynamic Difficulty Adjustment
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Solution Overview
Problem
Traditional virtual worlds offer static menus of games and activities, lacking personalized difficulty levels and interactive experiences with non-player characters, which fail to cater to varying user skills and preferences.
Innovation Solution
A method and system that allows users to participate in activities within a virtual world, where a virtual character is controlled by the user and interacts with non-player characters, receiving tasks and invitations to perform tasks, with difficulty levels and rewards adjusted based on user experience and relationship with NPCs, enabling dynamic and skill-level appropriate interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional virtual worlds offer static menus of games and activities, then the system structure is simple and easy to implement, but the adaptability to different user skill levels and preferences is poor
Solution Approach 1:
The patent implements dynamic difficulty adjustment where the system automatically modifies game difficulty levels based on real-time detection of user skill levels. The difficulty parameters (such as enemy strength, puzzle complexity, or task requirements) are dynamically adjusted to match the user's current ability, transforming the static game menu into an adaptive experience that evolves with the user's skills.
Solution Approach 2:
The system incorporates continuous feedback loops where user performance is monitored and evaluated to determine skill level. This feedback information is then fed back into the system to automatically adjust game parameters, create personalized activity recommendations, and modify challenge levels, enabling the virtual world to adapt to individual user needs without manual intervention.
2Ease of operation
If users manually select difficulty levels, then the system remains simple, but the ease of operation deteriorates due to limited and inappropriate difficulty options for some users
Solution Approach 1:
The system performs self-service by automatically detecting and evaluating user skill levels without requiring manual input from the user. The automated skill assessment system analyzes user performance data and independently determines appropriate difficulty levels, eliminating the need for users to manually navigate difficulty selection menus and making the system self-adjusting to individual capabilities.
Solution Approach 2:
The patent changes the parameter of difficulty level from a static, manually-selected value to a dynamic parameter that is automatically adjusted based on detected skill levels. The system modifies game parameters (difficulty thresholds, challenge requirements, task complexity) as variables that respond to real-time skill assessment, transforming the user experience from manual selection to automated adaptation.
3Adaptability or versatility
If games are updated universally for all users, then the system maintains simplicity and universality, but the adaptability to individual user experiences and skill levels is reduced
Solution Approach 1:
The patent applies local quality by customizing game content and difficulty parameters to match individual user characteristics and skill levels. Instead of a uniform update applied to all users, the system delivers personalized content variations tailored to each user's detected abilities, creating localized experiences that are optimized for individual needs while maintaining the overall framework of the virtual world.
Solution Approach 2:
The system segments the universal game content into multiple difficulty variants or personalized activity versions. By dividing the content into distinguishable segments that can be selectively delivered based on user skill levels, the system enables personalized experiences without requiring complete redesign of the entire virtual world, managing complexity through modular content delivery.
Data Source
AI summary
A method of providing an interactive virtual environment is provided. The method includes using a computer system to receive registration information, establish an account for a user and associating a virtual character with the account. In response to an interaction between the virtual character and a non-player character in the virtual environment, task information is served over the communication network for presenting the user controlling the virtual character with a request from the non-player character to perform a task. An invitation is received over the communication network inviting at least one additional virtual character to participate in performing the task. In response to receiving an acceptance of the task on behalf of the additional virtual character, task content is served over the communication network to allow both the virtual character and the additional virtual character to take actions to perform the task included in the request.


