Parametric Player Modeling for Automated Game Content Customization

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Solution Overview

Problem

Current game distribution and updating mechanisms for mobile devices require frequent modifications and updates of compiled game applications, which are resource-intensive and inefficient, especially for providing customized gameplay experiences for diverse player groups.

Innovation Solution

A system where a compiled game engine is persistently installed on client devices, with game configuration values, such as game rules and interactive content, provided as separate, non-compiled data for customization, allowing for targeted and automated generation and updating of game content based on player models and behavior analysis.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If compiled game applications are frequently modified and updated to provide customized gameplay experiences, then player customization capability is improved, but resource consumption and update complexity increase significantly

Engineering Contradiction:
Improveplayer customization capabilityVSAvoidupdate complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game application is segmented into two distinct parts: a stable compiled game engine and separate non-compiled configuration data. The game engine remains fixed and is not modified, while customization is achieved by updating only the configuration data files (JSON, XML, or text formats). This segmentation allows frequent customization updates without requiring complex recompilation and redistribution of the entire application.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Configuration data is extracted from the compiled application code and stored as separate external files. These configuration files contain all customizable gameplay parameters, rules, and content definitions. By extracting configuration data from the binary code, the system enables independent modification of game content without affecting the core engine, significantly reducing update complexity.

Inventive Principle:
Principle #2Taking out (Extraction)

2Adaptability or versatility

If compiled game applications are frequently modified and updated for customization, then gameplay variety is improved, but resource intensity increases

Engineering Contradiction:
Improvegameplay varietyVSAvoidresource intensity
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

Configuration data is extracted from the compiled application and stored as separate external files in lightweight formats (JSON, XML, text). This extraction eliminates the need to recompile and redistribute large binary files for every customization change, significantly reducing the computational resources and energy required for updates.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Customization is achieved by changing parameters in configuration data files rather than modifying compiled code. The system reads and interprets these parameter changes at runtime, allowing infinite gameplay variations without the resource overhead of compilation processes. Only small text-based configuration files need to be transferred and processed.

Inventive Principle:
Principle #35Parameter changes

3Ease of manufacture

If traditional update mechanisms are used for customized game content, then implementation simplicity is maintained, but efficiency and scalability deteriorate

Engineering Contradiction:
Improveimplementation simplicityVSAvoidcontent update efficiency
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

A configuration file format (JSON, XML, or text) serves as an intermediary between content creators and the game engine. This intermediary layer allows content to be defined in human-readable formats, automatically parsed by the engine, and updated without complex toolchains or recompilation steps, dramatically improving update efficiency while maintaining simplicity.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The game engine automatically reads and applies configuration changes from external files without requiring manual intervention for recompilation or redistribution. The system self-updates by loading new configuration data, eliminating the need for complex update deployment processes and enabling efficient content production.

Inventive Principle:
Principle #25Self-service

4Manufacturing precision

If fine-grained customization is provided for large player bases, then player experience quality is improved, but labor costs and complexity increase

Engineering Contradiction:
Improvecustomization precisionVSAvoidmanagement complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The configuration system allows different parameter sets to be assigned to different player groups or individual players based on their characteristics and preferences. Each player or group can receive customized configuration files with specific gameplay parameters tuned to their needs, enabling fine-grained customization without manual intervention for each player.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system automatically manages the distribution of customized configuration files to players based on their profiles and preferences. The engine self-configures by reading appropriate configuration data, eliminating the need for manual setup or complex management processes for each player's customization.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11957982B2Parametric player modeling for computer-implemented games
Publication Date: 2024.04.16 ZYNGA INC
  • US11957982B2 patent drawing
  • US11957982B2 patent drawing
  • US11957982B2 patent drawing

AI summary

A game management system generates a multidimensional parametric player model representative of player behavior by one or more players in a computer game. The parametric player model populated is used in the identification of groups or clusters of players, and/or in at least partly automated configuration of custom game content for behavior consistent with the parametric player model. A single parametric player model is defines a single set of parametric values corresponding to multiple predefined gameplay parameters, and can be used to model the behavior of a single respective player or to model the behavior of multiple players (e.g., based on cumulative historical gameplay data for the relevant players), providing a representative player model for those players. The player model is ingested by a content generator configured to generate game content customized to the behavior represented by the player model.