# US 2022/0035640 A1 · Trainable agent for traversing user interface

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- Number: US 2022/0035640 A1
- Document ID: US20220035640A1
- Status: Published application
- Kind: A1
- Application number: 16/940,854
- Filed: 2020-07-28
- Published: 2022-02-03
- Earliest claimed: 2020-07-28
- Assignees: Electronic Arts Inc.
- Applicants: Electronic Arts Inc.
- Inventors: Bijan Daei; Paul Robert Ghita; Ivan Doumenc; Jagtar Gill
- Web page: https://patentgrep.com/patent/US20220035640A1

## CPC

- G06F 9/451: Execution arrangements for user interfaces
- G06F 11/3696: {Methods or tools to render software testable}
- A63F 13/46: Computing the game score
- A63F 13/533: for prompting the player, e.g. by displaying a game menu
- A63F 13/537: using indicators, e.g. showing the condition of a game character on screen
- A63F 13/67: adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
- G06F 11/3688: {for test execution, e.g. scheduling of test suites}
- G06F 11/3698: Environments for analysis, debugging or testing of software
- G06N 3/006: based on simulated virtual individual or collective life forms, e.g. social simulations or particle swarm optimisation [PSO]
- G06N 3/0499: Feedforward networks
- G06N 3/08: Learning methods
- G06N 3/092: Reinforcement learning
- G06N 7/01: Probabilistic graphical models, e.g. probabilistic networks
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06N: COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS

## Abstract

An example method of traversing a user interface of an interactive video game by a trainable agent includes: identifying a current observable state of an interactive video game; computing, by a neural network processing the current observable state, a plurality of user interface actions and their respective action scores; selecting, based on the action scores, a user interface action of the plurality of user interface actions; applying the selected user interface action to the interactive video game; and iteratively repeating the computing, selecting, and submitting operations until a desired target observable state of the interactive video game is reached.

## Claims

### Claim 1

A method, comprising:
identifying a current observable state of an interactive video game;
computing, by a neural network processing the current observable state, a plurality of user interface actions and their respective action scores;
selecting, based on the action scores, a user interface action of the plurality of user interface actions;
applying the selected user interface action to the interactive video game; and
iteratively repeating the computing, selecting, and applying operations until a desired target observable state of the interactive video game is reached.

### Claim 2 (depends on 1)

The method of claim 1, wherein selecting the user interface action further comprises:
selecting a user interface action that is associated with an optimal action score among the action scores.

### Claim 3 (depends on 1)

The method of claim 1, wherein the current observable state of the interactive video game is represented by a numeric vector characterizing one or more parameters of a current graphical user interface (GUI) screen.

### Claim 4 (depends on 1)

The method of claim 1, wherein the current observable state of the interactive video game is associated with a reward value, and wherein the neural network is trained to maximize overall reward accumulated by traversing a user interface path to the desired target observable state of the interactive video game.

### Claim 5 (depends on 1)

The method of claim 1, further comprising:
identifying the neural network among a plurality of neural networks associated with the interactive video game, by matching a version identifier of the neural network to a version identifier of the interactive video game.

### Claim 6 (depends on 1)

The method of claim 1, further comprising:
responsive to detecting an error in the interactive video game, modifying one or more parameters of the neural network.

### Claim 7 (depends on 1)

The method of claim 1, further comprising:
responsive to failing to achieve the desired observable state of the interactive video game within a predefined number of iterations, modifying one or more parameters of the neural network.

### Claim 8 (depends on 1)

The method of claim 1, further comprising:
training the neural network by a reinforcement learning process.

### Claim 9

A system, comprising:
a memory; and
a processor, communicatively coupled to the memory, the processor configured to:
identify a current observable state of an interactive video game;
compute, by a neural network processing the current observable state, a plurality of user interface actions and their respective action scores;
select, based on the action scores, a user interface action of the plurality of user interface actions;
apply the selected user interface action to the interactive video game; and
iteratively repeat the computing, selecting, and applying operations until a desired target observable state of the interactive video game is reached.

### Claim 10 (depends on 9)

The system of claim 9, wherein the interactive video game is an interactive video game.

### Claim 11 (depends on 9)

The system of claim 9, wherein selecting the user interface action further comprises:
selecting a user interface action that is associated with an optimal action score among the action scores.

### Claim 12 (depends on 9)

The system of claim 9, wherein the current observable state of the interactive video game is represented by a numeric vector characterizing one or more parameters of a current graphical user interface (GUI) screen.

### Claim 13 (depends on 9)

The system of claim 9, wherein the processor is further configured to:
identify the neural network among a plurality of neural networks associated with the interactive video game, by matching a version identifier of the neural network to a version identifier of the interactive video game.

### Claim 14 (depends on 9)

The system of claim 9, wherein the processor is further configured to:
responsive to detecting an error in the interactive video game, modify one or more parameters of the neural network.

### Claim 15 (depends on 9)

The system of claim 9, wherein the processor is further configured to:
responsive to failing to achieve the desired observable state of the interactive video game within a predefined number of iterations, modify one or more parameters of the neural network.

### Claim 16

A computer-readable non-transitory storage medium comprising executable instructions that, when executed by a computing device, cause the computing device to:
identify a current observable state of an interactive video game;
compute, by a neural network processing the current observable state, a plurality of user interface actions and their respective action scores;
select, based on the action scores, a user interface action of the plurality of user interface actions;
apply the selected user interface action to the interactive video game; and
iteratively repeat the computing, selecting, and applying operations until a desired target observable state of the interactive video game is reached.

### Claim 17 (depends on 16)

The computer-readable non-transitory storage medium of claim 16, wherein selecting the user interface action further comprises:
selecting a user interface action that is associated with an optimal action score among the action scores.

### Claim 18 (depends on 16)

The computer-readable non-transitory storage medium of claim 16, wherein the current observable state of the interactive video game is represented by a numeric vector characterizing one or more parameters of a current graphical user interface (GUI) screen.

### Claim 19 (depends on 16)

The computer-readable non-transitory storage medium of claim 16, wherein the current observable state of the interactive video game is associated with a reward value, and wherein the neural network is trained to maximize overall reward accumulated by traversing a user interface path to the desired target observable state of the interactive video game.

### Claim 20 (depends on 16)

The computer-readable non-transitory storage medium of claim 16, further comprising executable instructions that, when executed by the computing device, cause the computing device to:
identify the neural network among a plurality of neural networks associated with the interactive video game, by matching a version identifier of the neural network to a version identifier of the interactive video game.
