Systems and methods for crowd-sourced game strategy
First Claim
1. A computer-implemented method comprising:
- as implemented by server computing system comprising at least one processor configured with computer-executable instructions,receiving gameplay telemetry data from a client computing system executing a first gameplay session of a video game application, the gameplay telemetry data identifying a first gameplay context of the first gameplay session wherein the first game context comprises at least one of a first skill level of a first game player or a second skill level of a second game player;
accessing a game strategy dataset, wherein the gameplay strategy dataset includes a plurality of game strategies used in previous gameplay contexts aggregated from a plurality of client computing system during individual gameplay sessions of the video game application;
identifying a subset of one or more game strategies, from the gameplay strategy dataset, based, at least in part, on the first gameplay context of the first gameplay session; and
transmitting to the client computing system a dataset comprising the subset of one or more game strategies, the client computing system being configured to use the dataset to select at least one game strategy of the subset for use in the first gameplay context of the first gameplay session and generate instructions to output the at least one selected game strategy within a video game user interface during runtime of the first gameplay session.
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Accused Products
Abstract
Various embodiments provide systems and methods that collect data regarding game strategy decisions by human players during video game, and utilize the collected data to either adjust or replace behaviors of computer players and/or suggest game strategies to human players during video game sessions. The game strategy decisions may be harvested from human-vs-human and human-vs-computer video game sessions. The data may be harvested from online-connected video game sessions, which may be hosted over an online video game network. Depending on the embodiment, the harvested data can include information regarding game strategies used by players during the video game sessions, the game contexts in which the game strategies were respectively used, and the results achieved by the respective use of the game strategies. Systems and methods described herein may facilitate a computer player having behavior that is (at least partially) “crowd-sourced” based on game strategies used by online-connected video game sessions.
8 Citations
18 Claims
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1. A computer-implemented method comprising:
as implemented by server computing system comprising at least one processor configured with computer-executable instructions, receiving gameplay telemetry data from a client computing system executing a first gameplay session of a video game application, the gameplay telemetry data identifying a first gameplay context of the first gameplay session wherein the first game context comprises at least one of a first skill level of a first game player or a second skill level of a second game player; accessing a game strategy dataset, wherein the gameplay strategy dataset includes a plurality of game strategies used in previous gameplay contexts aggregated from a plurality of client computing system during individual gameplay sessions of the video game application; identifying a subset of one or more game strategies, from the gameplay strategy dataset, based, at least in part, on the first gameplay context of the first gameplay session; and transmitting to the client computing system a dataset comprising the subset of one or more game strategies, the client computing system being configured to use the dataset to select at least one game strategy of the subset for use in the first gameplay context of the first gameplay session and generate instructions to output the at least one selected game strategy within a video game user interface during runtime of the first gameplay session. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A system comprising:
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a data store comprising a gameplay strategy dataset including a plurality of game strategies used in previous gameplay contexts aggregated from a plurality of client computing system during individual gameplay sessions of the video game application; at least one processor configured with computer executable instructions, wherein the computer executable instructions configure the at least one processor to; receive gameplay telemetry data from a client computing system executing a first gameplay session of a video game application, the gameplay telemetry data identifying a first gameplay context of the first gameplay session, wherein the first game context comprises at least one of a first skill level of a first game player or a second skill level of a second game player; identify a subset of one or more game strategies, from the gameplay strategy dataset, based, at least in part, on the first gameplay context of the first gameplay session; and transmit to the client computing system a dataset comprising the subset of one or more game strategies, the client computing system being configured to use the dataset to select at least one game strategy of the subset for use in the first gameplay context of the first gameplay session and generate instructions to output the at least one selected game strategy within a video game user interface during runtime of the first gameplay session. - View Dependent Claims (10, 11, 12, 13, 14)
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15. A computer implemented method comprising:
as implemented by a client computing system comprising a processor configured with computer executable instructions executing a video game application, transmit, to a server computing system, gameplay telemetry data during runtime execution of a first gameplay session of the video game application, the gameplay telemetry data identifying a first gameplay context of the gameplay session, wherein the first game context comprises at least one of a first skill level of a first game player or a second skill level of a second game player; receiving, from the server computing system, a dataset comprising a subset of one or more game strategies, the subset of one or more gameplay strategies identified by the server computing system based, at least in part, on the first gameplay context of the first gameplay session; and selecting at least one game strategy of the subset for use in the first gameplay context of the first gameplay session; generating instructions to output the at least one game strategy within a video game user interface during runtime of the first gameplay session; receiving a user selection of a first game strategy of the at least one game strategy; and generating instructions to implement the first game strategy within the video game session. - View Dependent Claims (16, 17, 18)
Specification