Method for working out the behavioural strategy of a player using a cognitive virtual reality, device for carrying out said method and an information-carrying medium for said device
First Claim
1. A method for working out player'"'"'s behavioral strategy using cognitive virtual reality, wherein individual psychophysical profile of a player'"'"'s personality and matrix of event reaction thereof are determined by testing effected either explicitly for the player before beginning the game or during the game, being unnoticed by the player when the tests are the game components;
- an individual psychophysical profile of a player'"'"'s personality and matrix of event reaction thereof are determined and instructions for playing the game are generated, while in the course of the game itself, player'"'"'s actions are traced and compared with the corresponding aspects of the individual psychophysical profile of the player'"'"'s personality and matrix of the event reaction thereof;
on the basis of said data there are then determined what player'"'"'s personal qualities and combinations thereof have given one result or another;
next said data are delivered together with recommendations for correcting player'"'"'s behavioral strategy, wherein there is formed, with due account of player'"'"'s matrix of event reaction, a character or a group of characters of the play and imparting to said character or group of characters the traits of player'"'"'s individual psychophysical profile;
there are established the game parameters taking into account said matrix and preset properties of player'"'"'s individual psychophysical profile;
there are determined, proceeding from player'"'"'s manipulating game characters or any game objects, those game points which are key ones for a given particular player and determine actions selected by the player and setting a further course of the game;
actions performed by the player at said key points of the game and the state of the game; and
player'"'"'s personal qualities are determined at said key points or combinations thereof yielding an appropriate result.
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Abstract
This invention relates to means for working out behavioral strategy in diverse everyday-life situations, education, psychological training, as well as occupational selection and determining occupational fitness in various areas of activities. Technical problem to be solved by the present invention is to add to flexibility of a system of working out behavioral strategy of a personality such that said system can be built into now-existing systems without their cardinal modification. An individual psychophysical profile of a player'"'"'s personality and matrix of event reaction thereof are determined by testing which can be performed either explicitly for the player before beginning the game, or in the course of the game, being unnoticed by the player when the tests are the game components. Next instructions for the game are generated taking account of these data. Thus, the entire course of the game is compared, from the very beginning of the game, with specific traits of player'"'"'s personality. Program items that characterize the game characters, objects and definite processes are compared with the testing results concerning some or other characters, objects or processes of the game, thus investing the persons with the of a given particular player. In the course of the game itself, player'"'"'s actions are traced and compared with the corresponding aspects of the individual psychophysical profile of the player'"'"'s personality and of the matrix of the event reaction thereof. Games of the present type can be performed using both individual personal computers and using local or global telecommunication or computer networks of any type or kind.
35 Citations
20 Claims
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1. A method for working out player'"'"'s behavioral strategy using cognitive virtual reality, wherein individual psychophysical profile of a player'"'"'s personality and matrix of event reaction thereof are determined by testing effected either explicitly for the player before beginning the game or during the game, being unnoticed by the player when the tests are the game components;
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an individual psychophysical profile of a player'"'"'s personality and matrix of event reaction thereof are determined and instructions for playing the game are generated, while in the course of the game itself, player'"'"'s actions are traced and compared with the corresponding aspects of the individual psychophysical profile of the player'"'"'s personality and matrix of the event reaction thereof;
on the basis of said data there are then determined what player'"'"'s personal qualities and combinations thereof have given one result or another;
next said data are delivered together with recommendations for correcting player'"'"'s behavioral strategy, wherein there is formed, with due account of player'"'"'s matrix of event reaction, a character or a group of characters of the play and imparting to said character or group of characters the traits of player'"'"'s individual psychophysical profile;
there are established the game parameters taking into account said matrix and preset properties of player'"'"'s individual psychophysical profile;
there are determined, proceeding from player'"'"'s manipulating game characters or any game objects, those game points which are key ones for a given particular player and determine actions selected by the player and setting a further course of the game;
actions performed by the player at said key points of the game and the state of the game; and
player'"'"'s personal qualities are determined at said key points or combinations thereof yielding an appropriate result. - View Dependent Claims (2, 3, 4, 5, 16, 17, 20)
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6. An apparatus for working out player'"'"'s behavioral strategy using cognitive virtual reality, comprising
a data carrier whereon there is recorded software for computer games; -
means for player'"'"'s testing effected either explicitly for the player before beginning the game, or in the course of the game, being unnoticed by the player when the tests are the game components, aimed at determining individual psychophysical profile of the player'"'"'s personality and matrix of event reaction thereof;
means for generating instructions for the game;
means for monitoring player'"'"'s actions with respect to the game characters or any game objects and comparing said actions with the definite aspects of the individual psychophysical profile of the player'"'"'s personality and matrix of the event reaction thereof;
means for identifying personal qualities or combinations thereof yielding one result or another; and
means for establishing appropriate messages regarding player'"'"'s psychophysical state and correcting the player'"'"'s behavioral strategy at key points of the game or, against player'"'"'s request, at any other game instants and issuing appropriate messages to the player with or without interrupting the game, using appropriate linguistic formulas and visual aids built-in for issuing messages, without interrupting the game, to scenarios, topics, actions of characters, objects, graphic, audio and any other game components, wherein an analyzing and correcting module is recorded on said data carrier or additional record carrier, said module being aimed at comparing and correlating the appropriate properties and parameters of individual psychophysical profile of player'"'"'s personality and matrix of event reaction thereof with the game characters, objects and components in order to create a character or a group of characters of the game by imparting to said character or a group of characters the traits of individual psychophysical profile of player'"'"'s personality and matrix of event reaction thereof, as well as those of the game objects and processes with due account of the above said traits, said module further comprising said means for monitoring player'"'"'s actions with regard to the game characters or any objects thereof and comparing these with the aspects of individual psychophysical profile of player'"'"'s personality and matrix of event reaction thereof, identifying personal qualities or combinations thereof resulting in selecting by the player some actions or other dictating one game course or another, creating, on the data carrier, appropriate messages and recommendations on correcting player'"'"'s behavioral strategy, as well as a means for determining those game points which are key ones for a given particular player after which further game parameters and/or scenarios, ways of its organization, representation and interaction of game characters and objects, as well as means for game realization comprising graphic, audio and other components thereof, are determined depending on player'"'"'s behavioral strategy displayed by the player'"'"'s with regard to characters or other objects of the behavioral strategy depending on properties and parameters of player'"'"'s psychophysical profile and matrix of event reaction thereof, generating instructions for recording player'"'"'s actions and state of game at both said key points of the game and those arbitrarily selected by the player;
the apparatus further comprises a storage means for recorded player'"'"'s actions and state of game, while said means for identifying player'"'"'s personal qualities or combinations thereof yielding an appropriate result, is capable of identifying said qualities or combinations thereof at any instant arbitrarily selected by the player and at key points of the game determined automatically by said analyzing and correcting module by comparing and correlating definite properties and parameters of an individual psychophysical profile of player'"'"'s personality and matrix of event reaction thereof with both the player'"'"'s actions regarding game characters and objects, and methods for organization, representation and interaction of the game characters or objects, as well as a means for game realization, including graphic, audio and any other game components and game parameters and/or scenarios both in the course playing the game and during its subsequent analysis. - View Dependent Claims (7, 8, 9, 18)
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- 10. A data carrier, wherein computer game software has been recorded beforehand, wherein additionally recorded thereon is an analyzing and correcting module aimed at monitoring player'"'"'s actions and comparing them with the corresponding aspects of an individual psychophysical profile of player'"'"'s personality and matrix of event reaction thereof, determining, just for the given particular player, the key points of the game which determine selecting some actions or other by the player so as to set a further course of the game, and generating instructions for writing player'"'"'s actions and state of game at said key points of the game.
Specification