Social Learning Rules Engine for Adaptive Toy Interaction

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Solution Overview

Problem

Existing socially interactive toys lack the ability to engage in contextual and stochastic rule enactment, limiting their capacity to create rich learning environments and interact meaningfully with children and each other.

Innovation Solution

A system of socially connectable agents that utilize stochastic elements and temporal operators to evaluate and enact rules, enabling autonomous interaction and adaptive behavior, with features like personality models, cognitive and affective attributes, and situation-specific interventions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If toys are made socially interactive with sensors and networks, then learning engagement is improved, but device complexity increases

Engineering Contradiction:
Improvesocial interaction capabilityVSAvoidsystem architecture
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system divides the toy into modular functional components: sensors for perception, a rules engine for decision-making, actuators for response, and network modules for communication. Each module operates independently but integrates through standardized interfaces, reducing overall system complexity while enabling rich social interactions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The toy is designed with multi-functional capabilities that allow it to perform various social interaction tasks through a unified architecture. The same sensor suite can detect different stimuli for different games, and the rules engine can implement multiple interaction patterns, reducing the need for separate specialized systems for each function.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If toys learn from environmental interactions to get smarter, then user experience is improved, but loss of information increases

Engineering Contradiction:
Improvelearning capabilityVSAvoiddata privacy
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system extracts only the necessary learning data from environmental interactions and processes it locally within the toy's rules engine. Sensitive information is filtered out or anonymized before any potential cloud transmission, ensuring that only essential learning parameters are handled while maintaining child safety and data privacy.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The toy performs self-learning using locally stored rules and stochastic elements without requiring continuous external data processing. The learning mechanism operates autonomously within the device, using accumulated interaction data to refine behaviors while maintaining privacy and eliminating the need for centralized data processing that could expose sensitive information.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If toys are controlled through apps with periodic cloud refreshes, then functionality is improved, but loss of time increases

Engineering Contradiction:
Improvecontent updatesVSAvoidconnection delays
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system pre-loads content, rules, and activities locally during initial setup or offline periods. The rules engine maintains a cache of frequently used interaction patterns and content that can be executed immediately without network connection, reducing latency and ensuring continuous play while still receiving periodic cloud updates for fresh content.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11455567B2Rules engine for social learning
Publication Date: 2022.09.27 INTERNATIONAL BUSINESS MACHINE CORPORATION
  • US11455567B2 patent drawing
  • US11455567B2 patent drawing
  • US11455567B2 patent drawing

AI summary

A computer-implemented method for a socially connectable agent. A non-limiting example of the computer-implemented method includes receiving, by a processor, input events. The method includes evaluating and enacting rules, by the processor, based on the received input events, where the rule include stochastic elements and temporal operators. The method pushes, by the processor, action events that result from the evaluation and enactment of the rules, and initiates, by the processor, action events.