# US 10,118,101 B2 · Systems and methods for crowd-sourced game strategy

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- Number: US 10,118,101 B2
- Document ID: US10118101B2
- Status: Granted
- Kind: B2
- Application number: 15/483,856
- Filed: 2017-04-10
- Published: 2017-09-28
- Granted: 2018-11-06
- Earliest claimed: 2014-07-01
- Assignees: Electronic Arts Inc.
- Applicants: Electronic Arts Inc.
- Inventors: Roy Harvey; Robert Lee Hyder; Mathew Daniel White; Jacob Landis Cossairt
- Web page: https://patentgrep.com/patent/US10118101B2

## CPC

- A63F 13/798: for assessing skills or for ranking players, e.g. for generating a hall of fame
- A63F 13/67: adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
- A63F 13/816: Athletics, e.g. track-and-field sports
- A63F 13/822: Strategy games; Role-playing games (A63F13/825, A63F13/828 take precedence)
- A63F 13/837: Shooting of targets
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

Various embodiments provide systems and methods that collect data regarding game strategy decisions by human players during video game, and utilize the collected data to either adjust or replace behaviors of computer players and/or suggest game strategies to human players during video game sessions. The game strategy decisions may be harvested from human-vs-human and human-vs-computer video game sessions. The data may be harvested from online-connected video game sessions, which may be hosted over an online video game network. Depending on the embodiment, the harvested data can include information regarding game strategies used by players during the video game sessions, the game contexts in which the game strategies were respectively used, and the results achieved by the respective use of the game strategies. Systems and methods described herein may facilitate a computer player having behavior that is (at least partially) “crowd-sourced” based on game strategies used by online-connected video game sessions.

## Claims

### Claim 1

A computer-implemented method comprising:
as implemented by server computing system comprising at least one processor configured with computer-executable instructions,
receiving gameplay telemetry data from a client computing system executing a first gameplay session of a video game application, the gameplay telemetry data identifying a first gameplay context of the first gameplay session wherein the first game context comprises at least one of a first skill level of a first game player or a second skill level of a second game player;
accessing a game strategy dataset, wherein the gameplay strategy dataset includes a plurality of game strategies used in previous gameplay contexts aggregated from a plurality of client computing system during individual gameplay sessions of the video game application;
identifying a subset of one or more game strategies, from the gameplay strategy dataset, based, at least in part, on the first gameplay context of the first gameplay session; and
transmitting to the client computing system a dataset comprising the subset of one or more game strategies, the client computing system being configured to use the dataset to select at least one game strategy of the subset for use in the first gameplay context of the first gameplay session and generate instructions to output the at least one selected game strategy within a video game user interface during runtime of the first gameplay session.

### Claim 2 (depends on 1)

The method of claim 1, wherein the at least one selected game strategy, in the subset of one or more game strategies, has an associated game context that is at least similar to the first gameplay context.

### Claim 3 (depends on 1)

The method of claim 1, wherein identifying individual game strategies for the subset of one or more game strategies is further based, at least in part, on a result achieved during past use of an individual game strategy.

### Claim 4 (depends on 1)

The method of claim 1, wherein identifying individual game strategies for the subset of one or more game strategies is further based, at least in part, on an effectiveness of an individual game strategy.

### Claim 5 (depends on 1)

The method of claim 1, wherein identifying individual game strategies for the subset of one or more game strategies is further based, at least in part, on past use of the individual game strategy by a set of one or more video game players.

### Claim 6 (depends on 1)

The method of claim 1, wherein identifying individual game strategies for the subset of one or more game strategies is further based, at least in part, on how often the individual game strategy has been used by other video game players.

### Claim 7 (depends on 1)

The method of claim 1, wherein individual game strategies of the plurality of game strategies further include a set of one or more game results achieved during use of the first game strategy within a video game session.

### Claim 8 (depends on 1)

The method of claim 1, wherein the video game application is a sports video game, a role-playing game (RPG), a real-time strategy (RTS) game, a simulation, a first person shooter (FPS) game, or an adventure game.

### Claim 9

A system comprising:
a data store comprising a gameplay strategy dataset including a plurality of game strategies used in previous gameplay contexts aggregated from a plurality of client computing system during individual gameplay sessions of the video game application;
at least one processor configured with computer executable instructions, wherein the computer executable instructions configure the at least one processor to:
receive gameplay telemetry data from a client computing system executing a first gameplay session of a video game application, the gameplay telemetry data identifying a first gameplay context of the first gameplay session, wherein the first game context comprises at least one of a first skill level of a first game player or a second skill level of a second game player;
identify a subset of one or more game strategies, from the gameplay strategy dataset, based, at least in part, on the first gameplay context of the first gameplay session; and
transmit to the client computing system a dataset comprising the subset of one or more game strategies, the client computing system being configured to use the dataset to select at least one game strategy of the subset for use in the first gameplay context of the first gameplay session and generate instructions to output the at least one selected game strategy within a video game user interface during runtime of the first gameplay session.

### Claim 10 (depends on 9)

The system of claim 9, wherein identifying individual game strategies for the subset of one or more game strategies is further based, at least in part, on a result achieved during past use of an individual game strategy.

### Claim 11 (depends on 9)

The system of claim 9, wherein identifying individual game strategies for the subset of one or more game strategies is further based, at least in part, on an effectiveness of an individual game strategy.

### Claim 12 (depends on 9)

The system of claim 9, wherein identifying individual game strategies for the subset of one or more game strategies is further based, at least in part, on past use of the individual game strategy by a set of one or more video game players.

### Claim 13 (depends on 9)

The system of claim 9, wherein identifying individual game strategies for the subset of one or more game strategies is further based, at least in part, on how often the individual game strategy has been used by other video game players.

### Claim 14 (depends on 9)

The system of claim 9, wherein individual game strategies of the plurality of game strategies data further include a set of one or more game results achieved during use of the first game strategy within a video game session.

### Claim 15

A computer implemented method comprising:
as implemented by a client computing system comprising a processor configured with computer executable instructions executing a video game application,
transmit, to a server computing system, gameplay telemetry data during runtime execution of a first gameplay session of the video game application, the gameplay telemetry data identifying a first gameplay context of the gameplay session, wherein the first game context comprises at least one of a first skill level of a first game player or a second skill level of a second game player;
receiving, from the server computing system, a dataset comprising a subset of one or more game strategies, the subset of one or more gameplay strategies identified by the server computing system based, at least in part, on the first gameplay context of the first gameplay session; and
selecting at least one game strategy of the subset for use in the first gameplay context of the first gameplay session;
generating instructions to output the at least one game strategy within a video game user interface during runtime of the first gameplay session;
receiving a user selection of a first game strategy of the at least one game strategy; and
generating instructions to implement the first game strategy within the video game session.

### Claim 16 (depends on 15)

The method of claim 15, wherein the gameplay telemetry data identifies a current game state experienced by a first game player and a second game player participating in the first gameplay session.

### Claim 17 (depends on 16)

The method of claim 16, wherein the at least one game strategy is provided to the second game player, wherein the second game player is a computer game player.

### Claim 18 (depends on 17)

The method of claim 17, wherein the computer game player automatically executes the at least one game strategy during the first gameplay session.
