US Patent Application 17828707. ADAPTIVE DIFFICULTY CALIBRATION FOR SKILLS-BASED ACTIVITIES IN VIRTUAL ENVIRONMENTS simplified abstract

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ADAPTIVE DIFFICULTY CALIBRATION FOR SKILLS-BASED ACTIVITIES IN VIRTUAL ENVIRONMENTS

Organization Name

Sony Interactive Entertainment LLC

Inventor(s)

Victoria Dorn of San Mateo CA (US)

Celeste Bean of San Mateo CA (US)

Elizabeth Juenger of San Mateo CA (US)

Kristie Ramirez of San Mateo CA (US)

Sepideh Karimi of San Mateo CA (US)

Mahdi Azmandian of San Mateo CA (US)

ADAPTIVE DIFFICULTY CALIBRATION FOR SKILLS-BASED ACTIVITIES IN VIRTUAL ENVIRONMENTS - A simplified explanation of the abstract

This abstract first appeared for US patent application 17828707 titled 'ADAPTIVE DIFFICULTY CALIBRATION FOR SKILLS-BASED ACTIVITIES IN VIRTUAL ENVIRONMENTS

Simplified Explanation

- This patent application describes methods for collecting data on a user's gaming performance in different types of games. - The collected data is used to determine if the difficulty of a game should be changed. - If the user's performance level does not match the expected level, parameters that affect game difficulty can be automatically adjusted. - Parameters that can be changed include movement speed, delay or hesitation, character strengths, number of competitors, and other metrics. - The adjustments are made incrementally until the user's performance matches the expected level. - Once the user's performance matches the expected level, the user expectation level can be changed and the process can be repeated as the user's skills improve over time.


Original Abstract Submitted

Methods of the present disclosure may collect data when a user plays one or more different types of games when determinations are made as to whether the difficulty of a game should be changed. The collected data maybe evaluated to identify whether a user gaming performance level corresponds to an expected level of performance. When the user gaming performance level does not correspond to an expected level of performance, parameters that change the difficultly of the game may be changed automatically. Parameters that relate to movement speed, delay or hesitation, character strengths, numbers of competitors, or other metrics may be changed incrementally until a current user performance level corresponds to an expectation level of a particular user currently playing the game. At this time, the user expectation level may be changed, and the process may be repeated as skills of the user are developed over time.