Dynamic Virtual Space Communication System for Real-Time User Adaptation
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Solution Overview
Problem
Existing in-game communication systems are hard-coded, requiring extensive engineering and resource-intensive workflows for changes or additions, discouraging the use of user data for customization and limiting the flexibility to tailor communications effectively.
Innovation Solution
A dynamic system that uses servers to monitor user actions and current states within virtual spaces, matching them with appropriate system communications such as advertisements or offers, and providing these communications through various channels in real-time, allowing for customization and A/B testing across user subsets.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If in-game communications are hard-coded into the game, then the communications are stable and reliable, but any changes or additions require extensive programming and deployment time
Solution Approach 1:
The system separates communication content from game code by creating a distinct communication management module that handles message delivery independently. This allows communication templates and content to be modified without affecting core game programming, enabling faster updates and changes.
Solution Approach 2:
The patent introduces a communication manager as an intermediary layer between the game engine and communication content. This mediator handles the complexity of communication delivery, allowing content creators to modify messages without needing to understand or modify game code, thus reducing deployment time.
2Adaptability or versatility
If in-game communications are hard-coded, then the system is simple to implement, but it discourages using user data to customize communications
Solution Approach 1:
The communication manager is designed as a universal system that can handle multiple types of communications (offers, messages, notifications) and deliver them through various channels. It accepts user data as input parameters and dynamically customizes communications based on user profiles, behaviors, and preferences without requiring separate code paths for each communication type.
Solution Approach 2:
The system enables dynamic customization of communications by changing parameters such as user ID, preferences, behavior data, and contextual information. These parameters are passed to communication templates that are already integrated into the game, allowing personalized messages to be generated without modifying the underlying system structure.
3Productivity
If communications are dynamically generated using user data, then customization and user reaction rates improve, but the system requires more complex processing and resources
Solution Approach 1:
The system pre-processes and stores user data, profiles, and communication templates in advance. User preferences and behavioral data are collected and organized beforehand, and communication templates are prepared with placeholder parameters. When a communication event occurs, the system simply retrieves pre-prepared data and substitutes parameters, avoiding complex real-time processing.
Solution Approach 2:
The communication manager automatically retrieves user data, selects appropriate templates, and personalizes communications without requiring manual intervention. The system self-manages the entire process from data retrieval to message delivery, reducing the need for complex external processing while maintaining high customization levels.
Data Source
AI summary
System communications tailored to individual users may be dynamically provided based on monitored types of user activity in a virtual space. A given system communication may include one or more of a third-party advertisement, an offer for in-space products, an offer in-space services, an informative message, and/or other system communications. Monitored types of user activity include registering as a user, establishing a relationship with another user, and customizing a user character. Responsive to such activity, information is obtained regarding an amount of real-world money the user has spent and the total time spent by the user during gameplay. This information is used to select system communications. System communications may be provided for presentation to users via one or more communication channels.


