×

Interactive hybrid asynchronous computer game infrastructure with dynamic difficulty adjustment

  • US 8,496,531 B2
  • Filed: 01/24/2011
  • Issued: 07/30/2013
  • Est. Priority Date: 12/15/2008
  • Status: Active Grant
First Claim
Patent Images

1. A gaming method operable by a computer apparatus, comprising the steps of:

  • a. receiving, from a live gaming participant, a request for game play enabled through a social networking interface, the request including information indicative of a desired opponent;

    b. in response to the request, evaluating first prior game play data associated with the live gaming participant to form a satisfaction score that is indicative of an assessment of success in recent game play by the live gaming participant;

    c. in further response to the request, causing second prior game play data associated with another gaming participant, and having a skill level, to be selected and retrieved as facilitated by the computer apparatus based upon;

    i. indicia associated with the another gaming participant matching with the information; and

    ii. the skill level matching with the satisfaction score;

    d. presenting a computer generated multi-player game environment by way of a user interface where the live gaming participant can have the game play against and have two-way interactions with an apparently live opponent that is representative of the another gaming participant, the two-way interactions attributed to the apparently live opponent being based on but different from replay of the second prior game play data;

    e. deriving game parameters from the two-way interactions associated with performance of the live gaming participant so as to detect game play ability of the live gaming participant on-the-fly; and

    f. responsive to the game play ability detected, causing the game parameters corresponding to the second prior game play data to change so as to adjust the skill level of the replay towards the game play ability of the live gaming participant,wherein the replay is adapted to dynamically change with and be responsive to the game play by the live gaming participant, andwherein replay of recorded portions of the second prior game play data, when desynchronized, is adapted with adjustments to simulate a change in consequence of the recorded portions so as to affect the game play.

View all claims
  • 2 Assignments
Timeline View
Assignment View
    ×
    ×