Simulating Specific Human Opponent Behavior in Video Games

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Solution Overview

Problem

Current videogames lack the ability to simulate the behavior of a specific human opponent, limiting practice and skill development when that opponent is unavailable, as the experience of playing against a computer AI differs significantly from playing against a human.

Innovation Solution

A computer program with a simulator that operates in two modes: learning mode, where it records and analyzes user inputs and circumstances, and simulation mode, where it retrieves and applies this data to simulate the behavior of a specific user, allowing for practice against a simulated opponent.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a computer AI is used to simulate an opponent when a human opponent is unavailable, then the game can continue and players can practice, but the simulation experience differs significantly from playing against a real human opponent

Engineering Contradiction:
Improveavailability for practiceVSAvoidaccuracy of opponent simulation
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system creates a digital copy of a specific human opponent's playing style by recording and analyzing their actual gameplay data. This copy includes the opponent's strategies, decision-making patterns, and behavioral tendencies, allowing players to practice against a realistic simulation rather than a generic AI.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system performs preliminary analysis and recording of a human opponent's gameplay behavior before the practice session begins. By pre-processing the opponent's actual gameplay data and storing it in a database, the system prepares an accurate behavioral model in advance, enabling realistic simulation during practice without requiring the actual opponent to be present.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If generic computer AI opponents are used in single-player mode, then players can practice anytime, but the AI behavior and strategy do not match specific human opponents

Engineering Contradiction:
Improvepractice availabilityVSAvoidrealism of opponent behavior
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

Instead of using a single generic AI for all opponents, the system creates specialized simulations tailored to each specific human opponent's unique playing style. Each opponent profile contains localized behavioral characteristics, strategies, and tendencies that are specific to that individual player, providing realistic practice against particular opponents rather than a one-size-fits-all AI.

Inventive Principle:
Principle #3Local quality

3Reliability

If players wait for human opponents to be available for multiplayer games, then they can practice against real opponents, but they cannot practice when opponents are unavailable

Engineering Contradiction:
Improveauthenticity of opponentVSAvoidwaiting time for opponent availability
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system introduces a simulated opponent as an intermediary that represents a specific human player's behavioral patterns. This intermediary allows players to practice against realistic opponent behavior without requiring the actual human opponent to be present, bridging the gap between waiting for real opponents and using generic AI.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10150039B2Systems and methods for simulating a particular user in an interactive computer system
Publication Date: 2018.12.11 TAKE TWO INTERACTIVE SOFTWARE INC
  • US10150039B2 patent drawing
  • US10150039B2 patent drawing
  • US10150039B2 patent drawing

AI summary

Systems and methods for simulating a user's behavior in an interactive computer system are provided. For example, a computer program product includes a simulator configured to simulate a user interacting with a computer program. The simulator includes a learning mode of operation and a simulation mode of operation. During the learning mode, for example, the simulator is configured to monitor the user's interaction with the computer program for one or more events and analyze one or more current circumstances during the occurrence of the one or more events, and further, to record at least one user input in response to the occurrence of at least one event, store the at least one user inputs in at least one data field, and associate the at least one data field with the at least one events and the at least one current circumstances.