Systems and methods for providing personalized experiences in virtual environments
AssigneeSony Interactive Entertainment Europe Limited
InventorPierluigi Vito Amadori
Life of this patent
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Abstract
A computer-implemented system and method of providing a personalized experience to players of applications delivering a virtual environment, such as a virtual game world. A cloud-deployed machine learning (ML) model implements a player state service to gather data from input devices and historical data, such as past game-play, to infer physiological and behavioral data (a player state vector) which may be used to represent the current cognitive state of the player.
Claims20
A computer-implemented method of providing dynamic content in a virtual environment of a video game session hosted on a cloud platform, comprising:
- executing, by a game engine of the cloud platform, the video game session thereby providing the virtual environment to a user of the video game session;
- estimating a cognitive state of the user by:
- receiving sensor data from user peripherals, the sensor data indicative of behavioral or physiological signals associated with the user;
- and
- receiving operational data associated with the video game session, the operational data comprising a session time, a latency time, a geographic region of the user, or any combination thereof;
- generating a state vector from the sensor data and the operational data, the state vector representing the cognitive state;
- and
- generating content in the virtual environment based on the state vector, wherein generating content in the virtual environment based on the state vector includes allocating one or more computational resources based on the state vector.
A cloud platform system, comprising:
- a processor;
- and
- memory including executable instructions that when executed configure the processor to perform operations comprising:
- executing a video game session thereby providing a virtual environment to a user of the video game session;
- estimating a cognitive state of the user by:
- receiving sensor data from user peripherals, the sensor data indicative of behavioral or physiological signals associated with the user;
- and
- receiving operational data associated with the video game session, the operational data comprising a session time, a latency time, a geographic region of the user, or any combination thereof
- generating a state vector from the sensor data and the operational data, the state vector representing the cognitive state;
- and
- generating content in the virtual environment based on the state vector, wherein generating content in the virtual environment based on the state vector includes allocating one or more computational resources based on the state vector.
A non-transitory computer readable storage medium comprising instructions that when executed configure a processor of a cloud platform to perform operations comprising:
- executing a video game session thereby providing a virtual environment to a user of the video game session;
- estimating a cognitive state of the user by:
- receiving sensor data from user peripherals, the sensor data indicative of behavioral or physiological signals associated with the user;
- and
- receiving operational data associated with the video game session, the operational data comprising a session time, a latency time, a geographic region of the user, or any combination thereof
- generating a state vector from the sensor data and the operational data, the state vector representing the cognitive state;
- and
- generating content in the virtual environment based on the state vector, wherein generating content in the virtual environment based on the state vector includes allocating one or more computational resources based on the state vector.
Dependencies are inferred from the claim text.