User Defined Level Generation
AssigneeSony Interactive Entertainment Inc.
InventorsChockalingam Ravi Sundaram, Doron Griss, Murshed Choudhury, Edward Yet Bunn Cheung, Aaron Kulka
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Abstract
Techniques are provided for establishing a baseline computer game level for a particular gamer based on the gamer's playing habits and characteristics. If the gamer is having only a modicum of success or is experiencing difficulty, the game remains tailored to the gamer's habits and characteristics. Once the gamer achieves success, the game level may move away from the gamer's strengths to pose more challenge to the gamer. If the gamer experiences undue lack of success or frustration the game can revert to catering to the gamer's personal style.
Claims19
An apparatus comprising:
- at least one processor system configured to:
- establish a first game level style of a computer simulation to be consistent with identified play style of a first gamer, the play style of the first gamer comprising a passive style, the first game level style rewarding passive play;
- responsive to game play success of the first gamer at the first game level style, change to a second game level style comprising rewarding aggressive play;
- and
- responsive to success of the first gamer playing the second game level style not satisfying a threshold and/or responsive to identifying negative emotion of the first gamer, revert to the first game level style.
An apparatus comprising:
- at least one computer memory that is not a transitory signal and that comprises instructions executable by at least one processor system to:
- identify a game play style of a first gamer;
- present a computer simulation at a first level rewarding the game play style of the first gamer;
- responsive to success of the first gamer playing the simulation at the first level, present the computer simulation at a second level penalizing the game play style of the first gamer;
- and
- revert to presenting the computer simulation at the first level responsive to the first gamer playing at the second level not satisfying a threshold of success and/or responsive to the first gamer exhibiting negative emotion.
A method comprising:
- tailoring presentation of a computer simulation to reward a game style of a first gamer that is learned by a machine learning (ML) model from game play of the first gamer;
- and
- tailoring presentation of the computer simulation to penalize the game style of the first gamer responsive to the first gamer achieving success satisfying a threshold.
Dependencies are inferred from the claim text.