# US 12,109,496 B2 · Persona driven dynamic content framework

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- Number: US 12,109,496 B2
- Document ID: US12109496B2
- Status: Granted
- Kind: B2
- Application number: 17/656,322
- Filed: 2022-03-24
- Published: 2022-07-07
- Granted: 2024-10-08
- Earliest claimed: 2020-10-19
- Assignees: Electronic Arts Inc.
- Applicants: Electronic Arts Inc.
- Inventors: Fernando de Mesentier Silva; Reza Pourabolghasem; Sundeep Narravula; Navid Aghdaie; Kazi Atif-Uz Zaman
- Web page: https://patentgrep.com/patent/US12109496B2

## CPC

- A63F 13/79: involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F 13/35: Details of game servers
- 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 13/69: by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
- A63F 2300/5546: using player registration data, e.g. identification, account, preferences, game history
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

A persona system determines a player persona for a player of a gaming system based on gameplay information for the user and, for example, performs dynamic content generation or additional product recommendations based on the player persona. The persona system may receive a request for content based on a persona of a player and receive gameplay data associated with gameplay of the player in a plurality of games. The persona system may then generate a player persona of the player based on the gameplay data associated with the gameplay of the player in the plurality of games, determine persona based content based at least in part on a portion of the player persona, and output the persona based content in response to the request.

## Claims

### Claim 1

A system, comprising:
one or more processors; and
one or more computer-readable media storing computer-executable instructions that, when executed by the one or more processors, cause the one or more processors to:
receive a request for content based on a persona of a player;
receive gameplay data associated with gameplay of the player in one or more games;
generate a player persona of the player based on the gameplay data associated with the gameplay of the player in the one or more games;
generate, based at least in part on a portion of the player persona of the player, custom persona based content for the player, wherein the custom persona based content for the player is custom content for the player in a game associated with the player including:
retrieving a dynamic content generation algorithm or model from a datastore based at least in part on the request, the dynamic content generation algorithm or model associated with the content based on the persona of the player;
inputting at least a portion of the player persona into the dynamic content generation algorithm or model; and
receiving a result of the dynamic content generation algorithm or model; and
output the custom persona based content for the player in response to the request, wherein the custom persona based content includes at least the result of the dynamic content generation algorithm or model.

### Claim 2 (depends on 1)

The system of claim 1, wherein the custom persona based content is dynamically generated custom content in a game currently being played by the player.

### Claim 3 (depends on 1)

The system of claim 1, wherein generating the player persona of the player is further based on additional gameplay data associated with additional gameplay of the player in one or more additional games.

### Claim 4 (depends on 3)

The system of claim 3, wherein the player persona comprises a general persona classification and a plurality of persona dimensions associated with the gameplay of the player in the one or more games and the additional gameplay of the player in the one or more additional games.

### Claim 5 (depends on 2)

The system of claim 2, wherein the dynamically generated custom content in the game currently being played by the player is procedurally generated in-game content.

### Claim 6 (depends on 1)

The system of claim 1, wherein the player persona comprises a general persona classification and a plurality of persona dimensions associated with the gameplay of the player in the one or more games and the player persona is determined at least in part by:
normalizing one or more portions of the gameplay data associated with respective individual games of the one or more games to a normal of a respective individual game to produce normalized gameplay data for the player;
determining the plurality of persona dimensions based on weighted averages of the normalized gameplay data, the weighted averages being based at least in part on play time of the player in the respective individual games; and
determining the general persona classification based at least in part on a highest persona dimension of the plurality of persona dimensions.

### Claim 7 (depends on 1)

The system of claim 1, wherein the gameplay data associated with gameplay of the player in the one or more games includes at least gameplay data associated with gameplay of the player in a different game of the one or more games.

### Claim 8 (depends on 5)

The system of claim 5, wherein the procedurally generated in-game content comprises one or more of: a level map; one or more enemies; one or more challenges to be presented in-game to the player; or one or more in-game items to be obtained by the player.

### Claim 9

A computer-implemented method, comprising:
receiving a request for content based on a persona of a player;
receiving gameplay data associated with gameplay of the player in one or more games;
generating a player persona of the player based on the gameplay data associated with the gameplay of the player in the one or more games;
generating, based at least in part on a portion of the player persona of the player, custom persona based content for the player, wherein the custom persona based content for the player is custom content for the player in a game associated with the player including:
retrieving a dynamic content generation algorithm or model from a datastore based at least in part on the request, the dynamic content generation algorithm or model associated with the content based on the persona of the player;
inputting at least a portion of the player persona into the dynamic content generation algorithm or model; and
receiving a result of the dynamic content generation algorithm or model; and
outputting the custom persona based content for the player in response to the request, wherein the custom persona based content includes at least the result of the dynamic content generation algorithm or model.

### Claim 10 (depends on 9)

The computer-implemented method of claim 9, wherein the custom persona based content is dynamically generated custom content in a game currently being played by the player.

### Claim 11 (depends on 10)

The computer-implemented method of claim 10, wherein the dynamically generated custom content in the game currently being played is procedurally generated in-game content.

### Claim 12 (depends on 9)

The computer-implemented method of claim 9, wherein generating the player persona of the player is further based on additional gameplay data associated with additional gameplay of the player in one or more additional games.

### Claim 13 (depends on 9)

The computer-implemented method of claim 9, wherein the player persona comprises a general persona classification and a plurality of persona dimensions associated with the gameplay of the player in the one or more games.

### Claim 14 (depends on 13)

The computer-implemented method of claim 13, wherein the player persona is determined at least in part by:
normalizing one or more portions of the gameplay data associated with respective individual games of the one or more games to a normal of a respective individual game to produce normalized gameplay data for the player;
determining the plurality of persona dimensions based on weighted averages of the normalized gameplay data, the weighted averages being based at least in part on play time of the player in the respective individual games; and
determining the general persona classification based at least in part on a highest persona dimension of the plurality of persona dimensions.

### Claim 15

One or more non-transitory computer-readable media storing computer-executable instructions that, when executed by one or more processors, cause the one or more processors to perform operations comprising:
receiving a request for content based on a persona of a player;
receiving gameplay data associated with gameplay of the player in one or more games;
generating a player persona of the player based on the gameplay data associated with the gameplay of the player in the one or more games;
generating, based at least in part on a portion of the player persona of the player, custom persona based content for the player, wherein the custom persona based content for the player is custom content for the player in a game associated with the player including:
retrieving a dynamic content generation algorithm or model from a datastore based at least in part on the request, the dynamic content generation algorithm or model associated with the content based on the persona of the player:
inputting at least a portion of the player persona into the dynamic content generation algorithm or model; and
receiving a result of the dynamic content generation algorithm or model; and
outputting the custom persona based content for the player in response to the request, wherein the custom persona based content includes at least the result of the dynamic content generation algorithm or model.

### Claim 16 (depends on 15)

The one or more non-transitory computer-readable media of claim 15, wherein the custom persona based content is dynamically generated custom content in a game currently being played by the player.

### Claim 17 (depends on 16)

The one or more non-transitory computer-readable media of claim 16, wherein the dynamically generated custom content in the game currently being played by the player is procedurally generated in-game content.

### Claim 18 (depends on 17)

The one or more non-transitory computer-readable media of claim 17, wherein the procedurally generated in-game content comprises one or more of:
a level map;
one or more enemies;
one or more challenges to be presented in-game to the player; or
one or more in-game items to be obtained by the player.

### Claim 19 (depends on 15)

The one or more non-transitory computer-readable media of claim 15, wherein the player persona comprises a general persona classification and a plurality of persona dimensions associated with the gameplay of the player in the one or more games.

### Claim 20 (depends on 19)

The one or more non-transitory computer-readable media of claim 19, wherein the player persona is determined at least in part by:
normalizing one or more portions of the gameplay data associated with respective individual games of the one or more games to a normal of a respective individual game to produce normalized gameplay data for the player;
determining the plurality of persona dimensions based on weighted averages of the normalized gameplay data, the weighted averages being based at least in part on play time of the player in the respective individual games; and
determining the general persona classification based at least in part on a highest persona dimension of the plurality of persona dimensions.
