Virtual Player System for Online Game Continuity
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Solution Overview
Problem
Multiplayer online games often require multiple rounds to win, leading to player disinterest due to time consumption, and existing bots are inefficient, especially in wager-based games where they fail to earn desired credits or rewards, especially when player connections are lost.
Innovation Solution
A system and method that utilize a server arrangement to identify passive player devices and create virtual players based on authorization requests, allowing these virtual players to participate in online games on behalf of active players, ensuring reliable and efficient gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If players participate in all rounds of multiplayer online games, then they can win the game and earn credits/rewards, but it consumes too much time and leads to player disinterest
Solution Approach 1:
The patent creates virtual player copies that replicate human player behavior and decision-making patterns. These virtual players automatically participate in game rounds, maintaining the original player's gaming strategy and preferences without requiring their continuous presence, thus resolving the time consumption issue while preserving game winning capability
Solution Approach 2:
The system performs preliminary actions by pre-configuring virtual players with the human player's gaming preferences, strategies, and decision-making patterns before the player needs to be absent. This allows the virtual player to immediately take over and continue playing effectively without requiring the human player's real-time involvement
2Loss of time
If bots are used to play on behalf of players, then time consumption is reduced, but the bots are inefficient and fail to earn desired credits/rewards in wager-based games
Solution Approach 1:
The virtual players are designed to learn and adapt to the human player's specific gaming style, preferences, and decision-making patterns through machine learning algorithms. This self-service approach allows the virtual player to autonomously make decisions that align with the human player's strategy, maintaining credit earning capability while eliminating time consumption
Solution Approach 2:
The system implements feedback mechanisms where the virtual player's performance is continuously monitored and compared against the human player's historical gaming data. This feedback loop allows the virtual player to learn from outcomes and adjust its strategy to better replicate the human player's effective decision-making, thereby maintaining reliability in credit earning
3Productivity
If connection between player and game server is lost, then player cannot continue playing, but existing bots cannot effectively take over to maintain gameplay continuity
Solution Approach 1:
The system performs preliminary action by pre-establishing virtual player instances that are ready to immediately take over when connection is lost. These virtual players are pre-configured with the human player's gaming profile, preferences, and current game state information, enabling seamless transition and maintaining gameplay continuity without requiring reconnection or reconfiguration
Solution Approach 2:
The virtual player acts as an intermediary between the human player and the game server. When the human player's connection is lost, the virtual player maintains the communication channel with the server, continuing to receive game states and send actions based on pre-configured strategies, thereby bridging the connection gap and maintaining gameplay continuity
Data Source
AI summary
A system and method for playing an online game. The system includes player devices associated with the online game and a server arrangement communicably coupled with the player devices. The server arrangement is configured to receive a request from a player device to initiate the online game; determine at least one passive player device based on predefined condition; transmit an authorization request to the at least one passive player device to play the online game as virtual player; receive an authorization response from the at least one passive player device; create at least one virtual player for the at least one passive player device, based upon the received authorization response, and initiate the online game among the at least one virtual player and the at least one player device, wherein the at least one passive player device is different from the at least one player device.


