Invention Title:

FLEXIBLE COMPUTER GAMING BASED ON MACHINE LEARNING

Publication number:

US20250114710

Publication date:
Section:

Human necessities

Class:

A63F13/67

Inventors:

Applicant:

Smart overview of the Invention

The patent application introduces a game modification engine designed to alter video game configuration settings post-publication. These modifications are based on data collected from users or user cohorts and leverage machine learning to establish relationships between input data and a defined use metric. The goal is to enhance game performance as measured by this use metric. Modifications are tailored for specific user cohorts, automatically defined through correlations in the input data.

Field of Application

This technology applies to various genres of computer games, including video, virtual reality, and augmented reality games. These games operate via processors executing instructions and accessing graphical data, which define gameplay and user interfaces across different devices like mobile phones, desktops, and virtual reality headgear. Games involve player interactions with a game engine through a graphical user interface (GUI), where players can compete against each other or non-player characters (NPCs) to achieve objectives.

Background

Computer games are played on diverse devices ranging from mobile phones to large-screen theater setups for competitive gaming. Mixed-reality interfaces are used in devices like virtual reality goggles. Arcade games typically have permanently installed equipment in shared spaces. The need for flexible game configurations arises from limitations in existing methods that do not adapt post-publication to enhance gameplay for users and providers alike.

Methodology

The described method involves using machine learning algorithms to analyze multi-parameter data from clients playing a video game. This data includes gameplay and device-level information, which is used to detect associations with a use metric. The method predicts how changing game parameters could affect this metric and configures the game accordingly after its initial release. This approach allows for dynamic adaptation of the game experience based on real-time data analytics.

Implementation

The method can be implemented on any programmable computing apparatus using program instructions stored on a non-transitory medium. The system involves servers and client devices communicating over networks to collect multi-parameter data necessary for configuring the game. The server architecture supports various forms of data storage and retrieval, ensuring seamless integration with client devices used for gaming.