Adaptive gaming behavior based on player profiling
First Claim
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1. A method comprising:
- tracking data, during computer game play, related to a set of characteristics that compose a player profile of a game; and
deriving the player profile, including metrics corresponding to the characteristics from at least one game session of the game; and
using the player profile as a proxy opponent for a first player.
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Abstract
A method of adaptive computer game play based on profiling. A set of important characteistics are defined for a game. The data relating to the important characteristics is accumulated during game play based on a defined granularity to which each important characteristic should be kept. A player profile reflecting the important characteristics kept to the defined granularity is derived. The player profile may be used to affect subsequent game play as, for example, a proxy for the creating player.
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Citations
16 Claims
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1. A method comprising:
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tracking data, during computer game play, related to a set of characteristics that compose a player profile of a game; and deriving the player profile, including metrics corresponding to the characteristics from at least one game session of the game; and using the player profile as a proxy opponent for a first player. - View Dependent Claims (2, 3, 4)
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5. A method comprising:
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tracking data, during computer game play, related to a set of characteristics that compose a player profile of a game; deriving the player profile, including metrics corresponding to the characteristics from at least one game session of the game; storing a plurality of player profiles of different players; and employing at least one of the player profiles to modify default behavior of the game of a first player wherein the employed player profile serves as a proxy opponent in a head-to-head competition. - View Dependent Claims (6)
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7. A method of interactive adaptive game play based on player profiles comprising:
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receiving a role from an interactive host; downloading a first virtual reality to a local node; conducting play of a game session on the local node during which a player profile is derived; and uploading a result of the local play and the derived player profile to the host for reconciliation with results of other local play such that a new virtual reality is created. - View Dependent Claims (8, 9, 10)
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11. A method of conducting an interactive adaptive game comprising:
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assigning a player a role at a host; establishing a virtual reality at the host; freezing the virtual reality in a known state, the virtual reality downloadable in the known state; receiving results of local play which affect the virtual reality; and reconciling the results with the virtual reality to create a new virtual reality. - View Dependent Claims (12)
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13. A computer readable storage media containing executable computer program instructions which when executed cause a digital processing system to perform a method comprising:
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defining a set of characteristics; collecting data during a game session, the data relative to the characteristics and obtained to a granularity such that a player profile modeling game play can be derived therefrom; and
using the player profile as a proxy opponent for a player. - View Dependent Claims (14)
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15. A method comprising:
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tracking data, during computer game play, related to a set of characteristics that compose a player profile of a game; and deriving the player profile, including metrics having a predetermined granularity corresponding to the characteristics from at least one game session of the game; and using the player profile as a proxy opponent for a first player.
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16. A method of adaptive gaming having a plurality of inflection points comprising the steps of:
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tracking data, during computer games play, related to a set of characteristics that compose a player profile of a game wherein the step of tracking data further comprises the steps of identifying an inflection point of the game session and retaining data about player response at the inflection point; deriving the player profile, including metrics corresponding to the characteristics from at least one game session of the game wherein the step of deriving the player profile further comprises the step of generating metrics for each characteristic from the data about player response such that a response at each successive inflection point further defines the values of the characteristics included in the player profile; and employing the player profile of a first player derived in a prior session to modify a behavior of the game during a subsequent session.
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Specification