Method and apparatus for dynamically adjusting game or other simulation difficulty
First Claim
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1. A method, comprising:
- running a simulation;
receiving information from a control interface used by a user to interact with the simulation, wherein the received information comprises information relating to frequency or severity of the three-dimensional movements of an object;
analyzing the received information relating to the frequency or severity of the three-dimensional movements of the object;
forming at least an indication of the user'"'"'s level of skill based on the analysis of the received information relating to the frequency or severity of the three-dimensional movements of the object; and
dynamically adjusting a difficulty level of the simulation based on the indication of the user'"'"'s level of skill.
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Abstract
A method for use with a simulation includes running the simulation, receiving information from a control interface used by a user to interact with the simulation, analyzing the received information, forming at least an indication of the user'"'"'s level of skill based on the analysis of the received information, and adjusting a difficulty level of the simulation based on the indication of the user'"'"'s level of skill. A storage medium storing a computer program executable by a processor based system and an apparatus for use with a simulation are also disclosed.
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Citations
30 Claims
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1. A method, comprising:
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running a simulation; receiving information from a control interface used by a user to interact with the simulation, wherein the received information comprises information relating to frequency or severity of the three-dimensional movements of an object; analyzing the received information relating to the frequency or severity of the three-dimensional movements of the object; forming at least an indication of the user'"'"'s level of skill based on the analysis of the received information relating to the frequency or severity of the three-dimensional movements of the object; and dynamically adjusting a difficulty level of the simulation based on the indication of the user'"'"'s level of skill. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A non-transitory storage medium storing a computer program executable by a processor based system, the computer program causing the processor based system to execute steps comprising:
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running a simulation; receiving information from a control interface used by a user to interact with the simulation, wherein the received information comprises information relating to frequency or severity of the three-dimensional movements of an object; analyzing the received information relating to the frequency or severity of the three-dimensional movements of the object; forming at least an indication of the user'"'"'s level of skill based on the analysis of the received information relating to the frequency or severity of the three-dimensional movements of the object; and dynamically adjusting a difficulty level of the simulation based on the indication of the user'"'"'s level of skill. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20)
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21. A game console, comprising:
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a control interface for use by a user to interact with a simulation, the control interface being used to track frequency or severity of the three-dimensional movements of an object; and a processor based system configured to run the simulation, receive information from the control interface relating to the frequency or severity of the three-dimensional movements of the object, analyze the received information, form at least an indication of the user'"'"'s level of skill based on the analysis of the received information, and dynamically adjust a difficulty level of the simulation based on the indication of the user'"'"'s level of skill. - View Dependent Claims (22, 23, 24, 25, 26, 27, 28, 29, 30)
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Specification