ATTENTION-BASED AI DETERMINATION OF PLAYER CHOICES
First Claim
1. A device comprising:
- at least one computer memory that is not a transitory signal and that comprises instructions executable by at least one processor to;
receive from a camera at least one image of a player of a computer game;
based at least in part on the image, determine a direction of gaze of the player;
correlate the direction of gaze to at least one object in the computer game to establish a correlation;
use the correlation to determine at least one of;
a game path to present to the player, a dialog to present to the player, a player skill attribute; and
execute at least one of;
presenting the game path to the player, presenting the dialog to the player, altering a skill associated with the player according to the player skill attribute.
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Accused Products
Abstract
Using a camera or other tracking hardware, the attention of a player of a computer game (based on gaze direction, for instance) is tracked at key/predetermined points during game play. For example, when the player enters a new area in the game such as a simulated room, town, etc., it is determined what the player'"'"'s gaze focuses on more, e.g., a dog huddled in the comer, a nobleman with obvious signs of wealth, or a shifty appearing figure in the shadows. Based on this input, one or more factors of future gameplay are determined, such as an order in which to present encounters/challenges, adjusting a character'"'"'s “morality” score/flag, adjusting bonuses/penalties to non-player character (NPC) interactions, etc.
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Citations
20 Claims
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1. A device comprising:
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at least one computer memory that is not a transitory signal and that comprises instructions executable by at least one processor to; receive from a camera at least one image of a player of a computer game; based at least in part on the image, determine a direction of gaze of the player; correlate the direction of gaze to at least one object in the computer game to establish a correlation; use the correlation to determine at least one of;
a game path to present to the player, a dialog to present to the player, a player skill attribute; andexecute at least one of;
presenting the game path to the player, presenting the dialog to the player, altering a skill associated with the player according to the player skill attribute. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. An apparatus comprising:
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at least one computer storage comprising instructions executable by at least one processor; and at least one processor configured to access the instructions for; receiving from a device at least one indication signal that is not a computer game input signal, the at least one indication signal indicating attention of a player to an element of a computer game; based at least in part on the indication signal, determining an attention of the player; correlating the attention of the player to at least one object in the computer game to establish a correlation; using the correlation to determine at least one of;
a game path to present to the player, a dialog to present to the player, a player skill attribute; andexecuting at least one of;
presenting the game path to the player, presenting the dialog to the player, altering a skill associated with the player according to the player skill attribute. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18)
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19. A method, comprising:
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receiving at least one indication signal that is not a computer game input signal;
based at least in part on the indication signal, determining an attention of the player;correlating the attention of the player to at least one object in a computer game to establish a correlation; and
using the correlation to alter presentation of the computer game. - View Dependent Claims (20)
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Specification