IP Library Granted Patent US 7,806,777
Granted Patent B2
US 7,806,777 · App. 11/407,163 · Granted Oct 5, 2010

Automatically adapting virtual equipment model

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Quick Facts
Patent No.
US 7,806,777
App. No.
11/407,163
Granted
Oct 5, 2010
Kind
B2
Abstract

Methods and apparatus, including computer program products, for determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. Automatically adapting a virtual equipment model associated with the virtual equipment to reflect the determined user skill level. The virtual equipment model governs how the virtual equipment behaves in response to user interaction with the representation.

Claims (53)

1. A computer-implemented method, comprising:

receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;

determining a change in a user's skill level for interaction with the virtual equipment in response to the received user input; and

adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:

if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and

if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,

where the sweet spot is an area of a curve for the variable where the area is based on a degree of deviation from an ideal value for the variable.

2. The computer-implemented method of claim 1 , where values above a threshold for the variable have a great probability of causing a successful game outcome than values below the threshold.

3. The computer-implemented method of claim 1 , where increasing the sweet spot increases accuracy of the virtual equipment and decreasing the sweet spot decreases the accuracy.

4. The computer-implemented method of claim 1 , where the adapting includes changing an input model or the associated representation.

5. The computer-implemented method of claim 1 , where: the adapting is based on a state of a virtual universe.

6. The computer-implemented method of claim 1 , where adapting occurs during game play.

7. The computer-implemented method of claim 1 , where: the representation includes one or more of: graphical rendering, sound, or haptic feedback.

8. The computer-implemented method of claim 1 , where the adapting further includes: changing one or more relationships between a plurality variables in the user interaction model.

9. The computer-implemented method of claim 1 , where: the virtual equipment is one of: a golf club, a weapon, an automobile, a racket, a ping pong paddle, or a baseball bat.

10. The computer-implemented method of claim 1 , where determining the change occurs during game play.

11. A computer-implemented method, comprising:

receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;

determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and

adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,

where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.

12. The computer-implemented method of claim 11 , where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.

13. The computer-implemented method of claim 11 , where: the adapting includes changing an input model or the associated representation.

14. The computer-implemented method of claim 11 , where the adapting occurs during game play.

15. The computer-implemented method of claim 11 , where determining the change occurs during game play.

16. A non-transitory computer-readable medium having computer-readable instructions thereon, operable to cause data processing apparatus to perform operations comprising:

receiving input from a user, the input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;

determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and

adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:

if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and

if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,

where the sweet spot is an area of a curve for the variable where the area is specified by a degree of deviation from an ideal value for the variable.

17. The non-transitory computer-readable medium of claim 16 , where values above a threshold for the variable have a greater probability of causing a successful game outcome than values below the threshold.

18. The non-transitory computer-readable medium of claim 16 , where increasing the sweet spot increases accuracy of the virtual equipment and decreasing the sweet spot decreases the accuracy.

19. The non-transitory computer-readable medium of claim 16 , further operable to cause the data processing apparatus to perform operations comprising: changing an input model or the associated representation.

20. The non-transitory computer-readable medium of claim 16 , where: the determining is in response to detecting an improvement or a decline in the user skill level.

21. A non-transitory computer-readable medium having computer-readable instructions thereon, operable to cause data processing apparatus to perform operations comprising:

receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;

determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and

adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,

where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.

22. The non-transitory computer-readable medium of claim 21 , where the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.

23. The non-transitory computer-readable medium of claim 21 , where the adapting includes changing an input model or the associated representation.

24. A system comprising:

a display device;

machine-readable storage device including a program product; and

one or more processors operable to execute the program product, interact with the display device, and perform operations comprising:

receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;

determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and

adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,

where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.

25. The system of claim 24 , where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.

26. The system of claim 24 , where: the adapting includes changing an input model or the associated representation.

Assignments (13)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 26, 2024
From: TOPGOLF INTERNATIONAL, INC.
To: WORLD GOLF TOUR, LLC
Reel/Frame 069409/0538 →
SECURITY INTEREST Recorded May 17, 2023
From: TOPGOLF CALLAWAY BRANDS CORP.; OGIO INTERNATIONAL, INC.; TOPGOLF INTERNATIONAL, INC.; TRAVISMATHEW, LLC; WORLD GOLF TOUR, LLC
To: BANK OF AMERICA, N.A.
Reel/Frame 063692/0009 →
SECURITY AGREEMENT Recorded May 16, 2023
From: TOPGOLF CALLAWAY BRANDS CORP. (FORMERLY CALLAWAY GOLF COMPANY); OGIO INTERNATIONAL, INC.; TOPGOLF INTERNATIONAL, INC.; TRAVISMATHEW, LLC; WORLD GOLF TOUR, LLC
To: BANK OF AMERICA, N.A, AS COLLATERAL AGENT
Reel/Frame 063665/0176 →
RELEASE OF SECURITY INTEREST Recorded Mar 16, 2023
From: JPMORGAN CHASE BANK, N.A., AS ADMINISTRATIVE AGENT
To: TOPGOLF INTERNATIONAL, INC.; WORLD GOLF TOUR, INC.
Reel/Frame 063004/0556 →
TERMINATION AND RELEASE OF SECURITY INTEREST IN INTELLECTUAL PROPERTY Recorded Sep 24, 2020
From: WILMINGTON SAVINGS FUND SOCIETY, FSB
To: TOPGOLF INTERNATIONAL, INC.; WORLD GOLF TOUR, LLC
Reel/Frame 053881/0417 →
SECURITY INTEREST Recorded May 30, 2020
From: TOPGOLF INTERNATIONAL, INC.; WORLD GOLF TOUR, LLC
To: WILMINGTON SAVINGS FUND SOCIETY, FSB, AS PURCHASER REPRESENTATIVE AND COLLATERAL AGENT
Reel/Frame 052795/0219 →
CHANGE OF NAME Recorded Aug 29, 2018
From: WORLD GOLF TOUR, INC.
To: WORLD GOLF TOUR, LLC
Reel/Frame 046976/0059 →
RELEASE OF SECURITY INTEREST Recorded Aug 29, 2016
From: ROYAL BANK OF CANADA, AS ADMINISTRATIVE AGENT
To: WORLD GOLF TOUR, INC.
Reel/Frame 039568/0490 →
SECURITY INTEREST Recorded Aug 26, 2016
From: TOPGOLF INTERNATIONAL, INC.; WORLD GOLF TOUR, INC.
To: JPMORGAN CHASE BANK, N.A., AS ADMINISTRATIVE AGENT
Reel/Frame 039558/0119 →
SECURITY INTEREST Recorded Apr 5, 2016
From: WORLD GOLF TOUR, INC.
To: ROYAL BANK OF CANADA, AS ADMINISTRATIVE AGENT
Reel/Frame 038198/0488 →
RELEASE OF INTELLECTUAL PROPERTY SECURITY AGREEMENT RECORDED AT REEL 36174/FRAME 909 Recorded Jan 11, 2016
From: MONTAGE CAPITAL II, L.P.
To: WORLD GOLF TOUR, INC.
Reel/Frame 037483/0494 →
SECURITY INTEREST Recorded Jul 24, 2015
From: WORLD GOLF TOUR, INC.
To: MONTAGE CAPITAL II, L.P.
Reel/Frame 036174/0909 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 27, 2006
From: CHENG, YUCHIANG
To: WORLD GOLF TOUR, INC.
Reel/Frame 018683/0674 →