Third-Party Recommendation Engine for Real-Time Game Context

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Solution Overview

Problem

Game publishers face challenges in maximizing revenue and player engagement, as existing monetization strategies struggle to effectively convert free players into paying players and retain long-term loyalty, due to limitations in real-time analytics and recommendation systems.

Innovation Solution

A computer-implemented method using a third-party recommendation engine that receives real-time game context data, selects predefined actions based on predictive models, and provides targeted recommendations to enhance player engagement and revenue generation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional monetization strategies are used without real-time analytics, then implementation is simpler, but player engagement and conversion to paying players deteriorates

Engineering Contradiction:
Improverevenue generationVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

A third-party recommendation engine is introduced as an intermediary component between the game system and players. This external service receives game context data, applies predictive analytics, and returns personalized recommendations without requiring the game publisher to build complex analytics infrastructure internally, thus improving revenue while managing system complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The recommendation engine performs preliminary analysis of player behavior patterns and game context before making recommendations. By pre-processing game context data and maintaining predictive models, the system prepares analytics insights in advance, enabling real-time personalized recommendations without adding computational overhead during critical gameplay moments

Inventive Principle:
Principle #10Preliminary action

2Reliability

If real-time predictive analytics are implemented, then player engagement and conversion improve, but processing time and computational resources increase

Engineering Contradiction:
Improveplayer retentionVSAvoidprocessing delay
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs predictive analytics in advance by maintaining trained models and pre-processing game context data structures. Player behavior patterns are analyzed beforehand to build predictive profiles, allowing the recommendation engine to quickly retrieve and apply pre-computed insights during real-time gameplay without significant processing delays

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The recommendation engine focuses computational resources on analyzing only the most relevant local game context factors for each player situation rather than processing all possible game data. By identifying and prioritizing key predictive features specific to each player's current state, the system achieves accurate predictions with reduced processing time

Inventive Principle:
Principle #3Local quality

3Ease of operation

If personalized recommendations are provided, then player enjoyment and commitment increase, but data processing requirements worsen

Engineering Contradiction:
Improveplayer experienceVSAvoidcomputational energy
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The system tailors recommendations to each player's specific context, behavior patterns, and preferences rather than applying generic recommendations to all players. By focusing computational energy on analyzing only the relevant local factors for each individual player's current game state, the system delivers personalized experiences with optimized energy consumption

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The recommendation engine dynamically adjusts recommendation parameters based on player behavior changes, game progress, and contextual factors. By changing recommendation parameters such as timing, content type, and personalization depth based on player segment and current state, the system optimizes the balance between personalized player experience and computational energy requirements

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9132349B2Third-party recommendation in game system
Publication Date: 2015.09.15 SAP SE
  • US9132349B2 patent drawing
  • US9132349B2 patent drawing
  • US9132349B2 patent drawing

AI summary

A computer-implemented method for using a third-party recommendation in a game system includes: receiving, at a recommendation engine and from a game system, current game context data provided in real time during a game in which at least one user participates; selecting, by the recommendation engine, at least one of multiple predefined actions based on at least the current game context data; and providing a response to the game system that identifies the selected at least one action for performance.