Telemetry-Based Interactive Content Generation for Online Services

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Solution Overview

Problem

Existing online services face challenges in maintaining user engagement as manually creating new interactive experiences is costly in terms of manpower, time, and resources, and existing solutions rely on manual processes that are inefficient and resource-intensive.

Innovation Solution

The use of telemetry data from individual and multiple users, combined with service management data, to dynamically generate new interactive experiences and quests for online services, such as video games, without the need for manual intervention by developers, optimizing resource utilization and load balancing across servers.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If manual creation of new interactive experiences is performed, then user engagement can be maintained, but development cost and time increase significantly

Engineering Contradiction:
Improveuser engagementVSAvoiddevelopment time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system enables self-service by automatically generating new interactive experiences using telemetry data from users. The generation system processes user behavior data, service management data, and existing content metadata to autonomously create new quests and interactive content without requiring manual developer intervention, thus maintaining user engagement while eliminating development time costs

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system changes parameters by transforming raw telemetry data and service management data into structured generation parameters that define new interactive experiences. These parameters include quest objectives, locations, rewards, and difficulty levels, which are dynamically adjusted based on aggregated user behavior patterns and service state

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If manual creation of new interactive experiences is performed, then new content can be added, but manpower and resource consumption increase

Engineering Contradiction:
Improvecontent varietyVSAvoidresource efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The generation system performs self-service by automatically creating diverse interactive content using telemetry data and service management data. It processes user behavior patterns, service state, and existing content metadata to autonomously generate new quests and experiences, eliminating the need for manual developer resources while maintaining content variety

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system achieves universality by using a single generation framework that can create multiple types of interactive content (quests, events, challenges) from the same telemetry and service management data inputs. This multi-functional approach allows diverse content variety to be generated without requiring separate manual development processes for each content type

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

3Productivity

If telemetry data is used to dynamically generate interactive experiences, then development costs are reduced, but system complexity increases

Engineering Contradiction:
Improvedevelopment efficiencyVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system applies segmentation by dividing the complex generation process into distinct modular components: telemetry data collection, service management data collection, data processing and aggregation, generation parameter determination, and content generation. Each module handles a specific aspect of the process, making the overall complex system manageable and maintainable while achieving high development efficiency

Inventive Principle:
Principle #1Segmentation

4Productivity

If existing game content is fully utilized through load balancing, then resource efficiency improves, but user engagement may decrease

Engineering Contradiction:
Improveresource efficiencyVSAvoiduser engagement
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system changes parameters by dynamically adjusting quest parameters (objectives, locations, rewards, difficulty) based on aggregated telemetry data from multiple users. This allows the generation of novel interactive experiences that maintain user engagement while the load balancing component efficiently distributes users across server instances, achieving both goals simultaneously

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9981190B2Telemetry based interactive content generation
Publication Date: 2018.05.29 MICROSOFT TECHNOLOGY LICENSING LLC
  • US9981190B2 patent drawing
  • US9981190B2 patent drawing
  • US9981190B2 patent drawing

AI summary

Techniques are described for performing telemetry based interactive content generation for online services. For example, telemetry data can be obtained from individual users of the online service and/or from multiple users of the online service (e.g., and processed to generate aggregate telemetry data). Other types of data can also be obtained, including service management data. Service management data can be generated from the users of the online service and can comprise user density information for virtual areas of the online service. Using telemetry data (e.g., user-specific telemetry data and/or aggregate telemetry data), service management data, and/or other types of data related to the online service, new interactive experiences can by dynamically created for the users of the online service.