Personalized Gaming Animations via Playstyle Analysis

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Solution Overview

Problem

Computer gaming systems lack the ability to provide personalized animations based on individual player playstyles, resulting in generic and uncustomized gaming experiences for players.

Innovation Solution

A personalization system that analyzes gameplay data to determine player playstyles and personas, using dynamic content generation algorithms to create customized animations and in-game content tailored to each player's unique preferences and behaviors.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If generic animations are used for all gamers, then device complexity is reduced and ease of manufacture is improved, but adaptability and player personalization deteriorate

Engineering Contradiction:
Improveanimation personalizationVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system pre-collects gameplay data during normal gaming sessions and pre-determines player playstyles before animation generation is needed. This preliminary data collection and analysis enables rapid personalized animation generation without adding complexity during critical animation playback moments.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates personalized animations by generating variations based on collected gameplay patterns rather than creating entirely new animation systems. It copies and adapts base animation templates according to detected playstyle characteristics, reducing the overall system complexity while maintaining personalization capability.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If personalized animations are generated for each player, then adaptability and player engagement are improved, but loss of time for data collection and processing increases

Engineering Contradiction:
Improveanimation personalizationVSAvoiddata collection time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system continuously collects gameplay data during normal gaming sessions rather than requiring separate data collection phases. This continuous data gathering occurs in the background during regular play, eliminating dedicated data collection time and enabling seamless transition to personalized animation generation.

Inventive Principle:
Principle #20Continuity of useful action

Solution Approach 2:

The system performs preliminary analysis of gameplay patterns and determines player playstyles in advance, before personalized animations need to be generated. This preliminary determination stores player characteristics that can be quickly applied to animation generation without requiring time-consuming analysis at animation creation moments.

Inventive Principle:
Principle #10Preliminary action

3Measurement precision

If gameplay data is collected and analyzed to determine player playstyles, then measurement precision of player behavior is improved, but device complexity and processing requirements increase

Engineering Contradiction:
Improveplaystyle detection accuracyVSAvoidanalysis system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system extracts only the essential and most relevant gameplay data elements needed for playstyle determination, rather than analyzing all possible gameplay parameters. This selective extraction of critical data points maintains high measurement precision while reducing the complexity of the data collection and analysis system.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS20240325923A1Personalizing animations from player playstyle
Publication Date: 2024.10.03 ELECTRONIC ARTS INC
  • US20240325923A1 patent drawing
  • US20240325923A1 patent drawing
  • US20240325923A1 patent drawing

AI summary

A personalization system determines a playstyle associated with a player of a gaming system based on gameplay information for the player and, for example, generates personalized animation for the player based on the player's playstyle. The personalization system can receive gameplay data associated with a playstyle of a player in one or more games and receive persona data associated with the player and the gameplay. The persona system can generate an animation for the player based on the gameplay data associated with the playstyle of the player in the one or more games, dynamically generate, based at least in part on a portion of the playstyle of the player, content including personalized animation, wherein the content including personalized animation is dynamically generated personalized content associated with the player, and transmit the content including personalized animation for presentation in a game associated with the player.