Vector-Space Player Profile Mapping for Competitive Engagement

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Non-ranked players are often discouraged from engaging in competitive gameplay due to mismatched skills, lack of awareness about tournaments, and overwhelming content options, leading to disengagement from network-hosted competitive experiences.

Innovation Solution

A method that measures gameplay metrics for both ranked and non-ranked players, generates profiles, and maps them in a vector-space to compare skills, providing notifications with incentives such as tournament invitations or rank projections when the non-ranked player's skills align with or exceed those of ranked players.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If non-ranked players are encouraged to participate in competitive gameplay, then player engagement and skill awareness are improved, but skill mismatch and poor user experience increase

Engineering Contradiction:
Improveplayer engagementVSAvoiduser experience quality
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system performs preliminary skill assessment by measuring gameplay metrics and generating player profiles before inviting players to competitive gameplay. This advance evaluation ensures that players are matched with appropriate opponents, preventing skill mismatch and poor user experience while maintaining high engagement.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system provides feedback to players about their skill level by comparing their profiles with ranked player profiles and communicating potential ranks or awards. This feedback loop helps players understand their abilities, motivates them to improve, and ensures they are prepared for competitive experiences matched to their skill level.

Inventive Principle:
Principle #23Feedback

2Measurement precision

If comprehensive player metrics are measured and analyzed, then skill assessment accuracy is improved, but system complexity increases

Engineering Contradiction:
Improveskill assessment accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system introduces player profiles as an intermediary representation that summarizes complex gameplay metrics. Instead of directly analyzing raw metric data, the system converts metrics into standardized profiles that can be easily compared in vector-space, reducing computational complexity while maintaining assessment accuracy.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system transforms multiple gameplay metrics into a standardized vector-space representation where each metric becomes a dimension. This parameter transformation allows complex multi-dimensional skill assessment to be performed through simple distance calculations, reducing system complexity while improving measurement precision.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If player profiles are mapped in vector-space for comparison, then skill comparison efficiency is improved, but computational requirements increase

Engineering Contradiction:
Improveskill comparison efficiencyVSAvoidcomputational energy
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system creates simplified vector representations (copies) of player profiles that capture essential skill characteristics. Instead of comparing complete raw gameplay data, the system compares these compressed vector copies, which significantly reduces computational energy while maintaining comparison efficiency.

Inventive Principle:
Principle #26Copying

Data Source

PatentEP3758814B1Incentivizing players to engage in competitive gameplay
Publication Date: 2023.10.18 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP3758814B1 patent drawingFigure 1
  • EP3758814B1 patent drawingFigure 2
  • EP3758814B1 patent drawingFigure 3

AI summary

Techniques for incentivizing completive gameplay include measuring metrics for a plurality of players (e.g., ranked players and non-ranked players) that engage in gameplay, and generating ranked profiles for the ranked players and a non-ranked profile for the non-ranked player based on the metrics. The techniques further include mapping the ranked profiles and the non-ranked profile in a vector-space, where one metric corresponds to one dimension in the vector-space, and presenting a notification to the non-ranked player based on a distance in the vector-space between the non- ranked profile and at least one ranked profile. The notification provides an incentive for the non-ranked player to engage in competitive gameplay.