Adaptive learning system for video game enhancement
First Claim
1. A method comprising:
- during runtime execution of a video game application on a computing device, the video game application comprising a virtual environment,capturing sequences of player input in response to one or more virtual events confronting a player controlled virtual agent within the virtual environment of the video game application;
for individual captured sequences,determining an outcome of the captured sequence with respect to a virtual event of the one or more virtual events;
applying a score to the captured sequence based, at least in part, on the outcome;
storing the captured sequence, the outcome, and the score in a runtime memory within the computing device used to play the video game application;
in response to a virtual event confronting a computer controlled virtual agent within the virtual environment,identifying one or more captured sequences based, at least in part, on a game status and computer controlled virtual agent status associated with the virtual event confronting the computer controlled virtual agent;
selecting a captured sequence from the one or more captured sequences based, at least in part, on the scores and outcomes associated with the individual sequences; and
executing the selected captured sequence by the computer controlled virtual agent in response to the virtual event confronting the computer controlled virtual agent within the virtual environment.
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Accused Products
Abstract
Techniques are disclosed that can capture sequences of player input in response to situations confronting a player of a video game while playing the video game on a game console. A game engine within the game console may associate an archetype with the captured sequences. The outcomes of the captured sequences are determined with respect to the game situations and a score is applied to the captured sequences based on the outcomes. The captured sequences, the outcomes and the scores are stored in a runtime memory within the game console used to play the video game. Upon completion of the video game, the stored captured sequences, the outcomes and the scores may be downloaded and stored to an external memory associated with the game console. Subsequent video game sessions may load the captured sequences, the outcomes and the scores into the runtime memory to be used in the next session.
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Citations
24 Claims
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1. A method comprising:
during runtime execution of a video game application on a computing device, the video game application comprising a virtual environment, capturing sequences of player input in response to one or more virtual events confronting a player controlled virtual agent within the virtual environment of the video game application; for individual captured sequences, determining an outcome of the captured sequence with respect to a virtual event of the one or more virtual events; applying a score to the captured sequence based, at least in part, on the outcome; storing the captured sequence, the outcome, and the score in a runtime memory within the computing device used to play the video game application; in response to a virtual event confronting a computer controlled virtual agent within the virtual environment, identifying one or more captured sequences based, at least in part, on a game status and computer controlled virtual agent status associated with the virtual event confronting the computer controlled virtual agent; selecting a captured sequence from the one or more captured sequences based, at least in part, on the scores and outcomes associated with the individual sequences; and executing the selected captured sequence by the computer controlled virtual agent in response to the virtual event confronting the computer controlled virtual agent within the virtual environment. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A system, comprising:
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a processor component comprising one or more central processing units (CPUs) and one or more graphics processing units (GPUs); a runtime memory; an external memory; a sequence manager component operative on the processor component to; capture sequences of player input from a game controller in response to one or more virtual events confronting a player controlled virtual agent within the virtual environment of a video game application; for individual captured sequences, determine an outcome of the captured sequence with respect to a virtual event of the one or more virtual events; apply a score to the captured sequence based, at least in part, on the outcome; store the captured sequence, the outcome, and the score in the runtime memory while playing the video game application; in response to a virtual event confronting a computer controlled virtual agent within the virtual environment, identify one or more captured sequences based, at least in part, on a game status and computer controlled virtual agent status associated with the virtual event confronting the computer controlled virtual agent; select a captured sequence from the one or more captured sequences based, at least in part, on the scores and outcomes associated with the individual sequences; and execute the selected captured sequence by the computer controlled virtual agent in response to the virtual event confronting the computer controlled virtual agent within the virtual environment. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24)
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Specification