Systems and methods for automatically measuring a video game difficulty

    公开(公告)号:US11458399B2

    公开(公告)日:2022-10-04

    申请号:US17068315

    申请日:2020-10-12

    Abstract: Embodiments of the systems and methods described herein can automatically measure the difficulty metrics associated with various aspects of a video game using an artificial intelligence system. The artificial intelligence system may include multiple game agents. Telemetry data associated with the gameplay of each game agent may be recorded while the game application is automatically executed by the game agents. The telemetry data may be communicated to a data analysis system which can calculate game difficulty metrics for various aspects of the game. The data analysis system can determine game difficulty associated with the various aspects based on the game difficulty metrics. The results from the data analysis system may be visualized and communicated to a game developer for updating the operations of the video game.

    Systems and methods for automatically measuring a video game difficulty

    公开(公告)号:US10384133B1

    公开(公告)日:2019-08-20

    申请号:US15395949

    申请日:2016-12-30

    Abstract: Embodiments of the systems and methods described herein can automatically measure the difficulty metrics associated with various aspects of a video game using an artificial intelligence system. The artificial intelligence system may include multiple game agents. Telemetry data associated with the gameplay of each game agent may be recorded while the game application is automatically executed by the game agents. The telemetry data may be communicated to a data analysis system which can calculate game difficulty metrics for various aspects of the game. The data analysis system can determine game difficulty associated with the various aspects based on the game difficulty metrics. The results from the data analysis system may be visualized and communicated to a game developer for updating the operations of the video game.

    REALTIME DYNAMIC MODIFICATION AND OPTIMIZATION OF GAMEPLAY PARAMETERS WITHIN A VIDEO GAME APPLICATION

    公开(公告)号:US20180243656A1

    公开(公告)日:2018-08-30

    申请号:US15445784

    申请日:2017-02-28

    CPC classification number: A63F13/67 A63F13/79

    Abstract: Embodiments presented herein include systems and methods for performing dynamic difficulty adjustment. Further, embodiments disclosed herein perform dynamic difficulty adjustment using processes that may not be detectable or are more difficult to detect by users compared to static and/or existing difficulty adjustment processes. In some embodiments, historical user information utilized by a machine learning system to generate a prediction model that predicts an expected duration of game play, such as for example, an expected churn rate, a retention rate, the length of time a user is expected to play the game, or an indication of the user's expected game play time relative to a historical set of users who have previously played the game. Before or during game play, the prediction model can be applied to information about the user to predict the user's expected duration of game play. Based on the expected duration, in some embodiments, the system may then utilize a mapping data repository to determine how to dynamically adjust the difficulty of the game, such as, for example, changing the values of one or more gameplay parameters to make portions of the game less difficult.

    Realtime dynamic modification and optimization of gameplay parameters within a video game application

    公开(公告)号:US11413539B2

    公开(公告)日:2022-08-16

    申请号:US16518914

    申请日:2019-07-22

    Abstract: Embodiments presented herein include systems and methods for performing dynamic difficulty adjustment. Further, embodiments disclosed herein perform dynamic difficulty adjustment using processes that may not be detectable or are more difficult to detect by users compared to static and/or existing difficulty adjustment processes. In some embodiments, historical user information utilized by a machine learning system to generate a prediction model that predicts an expected duration of game play, such as for example, an expected churn rate, a retention rate, the length of time a user is expected to play the game, or an indication of the user's expected game play time relative to a historical set of users who have previously played the game. Before or during game play, the prediction model can be applied to information about the user to predict the user's expected duration of game play. Based on the expected duration, in some embodiments, the system may then utilize a mapping data repository to determine how to dynamically adjust the difficulty of the game, such as, for example, changing the values of one or more gameplay parameters to make portions of the game less difficult.

    Readable and Editable NPC Behavior Creation using Reinforcement Learning

    公开(公告)号:US20220054943A1

    公开(公告)日:2022-02-24

    申请号:US16999444

    申请日:2020-08-21

    Abstract: According to a first aspect of this specification, there is disclosed a computer implemented method comprising: training, based on an initial behavior goal and using reinforcement-learning, a reinforcement-learning model for controlling behavior of a non-playable character in a computer game environment; converting the trained reinforcement-learning model into a behavior tree model for controlling behavior of the non-playable character; editing, based on a user input, the behavior tree model to generate an updated behavior tree model for controlling behavior of the non-playable character; and outputting a final model for controlling non-player character behavior for use in the computer game environment, wherein the model for controlling non-player character behavior is based at least in part on the updated behavior tree model.

    REALTIME DYNAMIC MODIFICATION AND OPTIMIZATION OF GAMEPLAY PARAMETERS WITHIN A VIDEO GAME APPLICATION

    公开(公告)号:US20200078685A1

    公开(公告)日:2020-03-12

    申请号:US16518914

    申请日:2019-07-22

    Abstract: Embodiments presented herein include systems and methods for performing dynamic difficulty adjustment. Further, embodiments disclosed herein perform dynamic difficulty adjustment using processes that may not be detectable or are more difficult to detect by users compared to static and/or existing difficulty adjustment processes. In some embodiments, historical user information utilized by a machine learning system to generate a prediction model that predicts an expected duration of game play, such as for example, an expected churn rate, a retention rate, the length of time a user is expected to play the game, or an indication of the user's expected game play time relative to a historical set of users who have previously played the game. Before or during game play, the prediction model can be applied to information about the user to predict the user's expected duration of game play. Based on the expected duration, in some embodiments, the system may then utilize a mapping data repository to determine how to dynamically adjust the difficulty of the game, such as, for example, changing the values of one or more gameplay parameters to make portions of the game less difficult.

    Multi-objective experiments with dynamic group assignment

    公开(公告)号:US11204742B1

    公开(公告)日:2021-12-21

    申请号:US15940814

    申请日:2018-03-29

    Abstract: Methods for providing multi-objective experiments with dynamic group assignment are provided. In one aspect, a method includes receiving, from a configuration component of an experiment management system, a plurality of objectives and at least one constraint for an experiment. The method also includes assigning a test population of the experiment into a plurality of groups. The method also includes determining a progress summary that predicts completion rates for the plurality of objectives according to the at least one constraint. The method also includes modifying a prioritization of the plurality of objectives to optimize the predicted completion rates. The method also includes receiving a request to add additional users into the test population. The method also includes distributing the additional users into the plurality of groups according to the modified prioritization. Systems and machine-readable media are also provided.

    User-controllable model-driven matchmaking

    公开(公告)号:US11478715B1

    公开(公告)日:2022-10-25

    申请号:US16908421

    申请日:2020-06-22

    Abstract: Various aspects of the subject technology relate to systems, methods, and machine-readable media for user matchmaking. The method includes training a quality model and an embedding model based on historical data and user control options. The method also includes receiving user control options and matchmaking requests from users. The method also includes embedding, through the embedding model, user data regarding the users into an embedded space based on the received user control options and the matchmaking requests. The method also includes determining, based on the embedded user data, that a distance between two users satisfies a distance threshold. The method also includes matching the two users when the determined distance satisfies the distance threshold.

    SYSTEMS AND METHODS FOR AUTOMATICALLY MEASURING A VIDEO GAME DIFFICULTY

    公开(公告)号:US20190381407A1

    公开(公告)日:2019-12-19

    申请号:US16455448

    申请日:2019-06-27

    Abstract: Embodiments of the systems and methods described herein can automatically measure the difficulty metrics associated with various aspects of a video game using an artificial intelligence system. The artificial intelligence system may include multiple game agents. Telemetry data associated with the gameplay of each game agent may be recorded while the game application is automatically executed by the game agents. The telemetry data may be communicated to a data analysis system which can calculate game difficulty metrics for various aspects of the game. The data analysis system can determine game difficulty associated with the various aspects based on the game difficulty metrics. The results from the data analysis system may be visualized and communicated to a game developer for updating the operations of the video game.

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