Interactive hybrid asynchronous computer game infrastructure with dynamic difficulty adjustment
First Claim
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.
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Accused Products
Abstract
In embodiments of the present invention improved capabilities are described for a gaming method, comprising the steps of: (a) receiving, from a live participant, a request for game play, the request including desired opponent information; (b) in response to the request, evaluating prior game play data associated with the live participant to assess the live participant'"'"'s recent success in gaming, forming a satisfaction score; (c) in further response to the request, causing another user'"'"'s prior game play data to be selected and retrieved based on the following (i) a substantial match with the desired opponent information; and (ii) a substantial match with the satisfaction score; and presenting a multi-player game environment where the live gaming participant can play against and have two-way interactions with an apparently live opponent, the apparently live opponent'"'"'s interaction being based on the other user'"'"'s prior game play data.
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Citations
29 Claims
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1. A gaming method operable by a computer apparatus, comprising the steps of:
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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, and wherein 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 Dependent Claims (2, 3, 4, 5, 6, 19, 20, 21, 22)
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7. A gaming system, comprising:
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a computer game facility adapted to receive, 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; in response to the request, the computer game facility 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 gaming by the live gaming participant; 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 based upon; i. indicia associated with the another gaming participant matching with the information; and ii. the skill level matching with the satisfaction score;
the computer game facility presenting a multi-player game environment 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;the computer game facility deriving game parameters from the two-way interactions associated with the live gaming participant so as to detect game play ability of the live gaming participant on-the-fly; and the computer game facility in response 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, and wherein replay of recorded portions of the second prior game play data, when desynchronized, is adapted with adjustments to simulate a change in consequences of the recorded portions so as to affect the game play. - View Dependent Claims (8, 9, 10, 11, 12, 23, 24, 25)
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13. A computer program product embodied in a non-transitory computer readable medium that, when executing on one or more computers, performs the steps of:
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a. receiving, from a live gaming participant, a request for game play enabled through a social network interface, the request including information indicative of a desired opponent; b. in response to the request, evaluating 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 gaming 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 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 multi-player game environment 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, and wherein 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 Dependent Claims (14, 15, 16, 17, 18, 26, 27, 28, 29)
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Specification