ADAPTIVE LEARNING SYSTEM FOR VIDEO GAME ENHANCEMENT
First Claim
1. A method comprising:
- capturing sequences of player input in response to situations confronting a player of a video game while playing the video game on a game console;
associating an archetype with the captured sequences;
determining outcomes of the captured sequences with respect to the game situations;
applying scores to the captured sequences based on the outcomes; and
storing the captured sequences, the outcomes and the scores in a runtime memory within the game console used to play the video game;
storing the captured sequences, the outcomes and the scores to an external memory associated with the game console upon completion of the video game; and
loading the captured sequences, the outcomes and the scores into the runtime memory upon initiation of a new instance of the video game.
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Accused Products
Abstract
Techniques are disclosed that can capture sequences of player input in response to situations confronting a player of a video game while playing the video game on a game console. A game engine within the game console may associate an archetype with the captured sequences. The outcomes of the captured sequences are determined with respect to the game situations and a score is applied to the captured sequences based on the outcomes. The captured sequences, the outcomes and the scores are stored in a runtime memory within the game console used to play the video game. Upon completion of the video game, the stored captured sequences, the outcomes and the scores may be downloaded and stored to an external memory associated with the game console. Subsequent video game sessions may load the captured sequences, the outcomes and the scores into the runtime memory to be used in the next session.
13 Citations
24 Claims
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1. A method comprising:
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capturing sequences of player input in response to situations confronting a player of a video game while playing the video game on a game console; associating an archetype with the captured sequences; determining outcomes of the captured sequences with respect to the game situations; applying scores to the captured sequences based on the outcomes; and storing the captured sequences, the outcomes and the scores in a runtime memory within the game console used to play the video game; storing the captured sequences, the outcomes and the scores to an external memory associated with the game console upon completion of the video game; and loading the captured sequences, the outcomes and the scores into the runtime memory upon initiation of a new instance of the video game. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A system, comprising:
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a processor component comprising one or more central processing units (CPUs) and one or more graphics processing units (GPUs) within a game console unit; a runtime memory; an external memory; a sequence manager component operative on the processor component to; capture sequences of player input from a game controller in response to game situations confronting a player of a video game while playing the video game via the game console; associate an archetype with the captured sequences; determine outcomes of the captured sequences with respect to the game situations; apply scores to the captured sequences based on the outcomes; and store the captured sequences, the outcomes and the score in the runtime memory while playing the video game; store the captured sequences, the outcomes and the scores in the external memory upon completion of playing the video game; and load the captured sequences, the outcomes and the scores from the external memory into the runtime memory upon initiation of a new instance of the video game. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24)
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Specification