IP Library Granted Patent US 11,351,453
Granted Patent B2
US 11,351,453 · App. 15/702,483 · Granted Jun 7, 2022

Attention-based AI determination of player choices

Inventor: Paul Timm (San Mateo, CA)
Assignee: Sony Interactive Entertainment LLC
A63F13/428A63F13/212A63F13/213A63F13/25A63F13/26A63F13/426A63F13/46A63F13/53A63F13/798G06F3/011G06F3/04842A63F13/211A63F13/217A63F2300/1093A63F2300/8082G06F3/013
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 11,351,453
App. No.
15/702,483
Granted
Jun 7, 2022
Kind
B2
Abstract

Using a camera or other tracking hardware, the attention of a player of a computer game (based on gaze direction, for instance) is tracked at key/predetermined points during game play. For example, when the player enters a new area in the game such as a simulated room, town, etc., it is determined what the player's gaze focuses on more, e.g., a dog huddled in the corner, a nobleman with obvious signs of wealth, or a shifty appearing figure in the shadows. Based on this input, one or more factors of future gameplay are determined, such as an order in which to present encounters/challenges, adjusting a character's “morality” score/flag, adjusting bonuses/penalties to non-player character (NPC) interactions, etc.

Claims (57)

1. A device comprising:

at least one processor;

at least one computer memory that is not a transitory signal and that comprises instructions executable by the at least one processor to:

receive from a camera at least one image of a player of a computer simulation;

based at least in part on the image, determine a direction of gaze of the player;

correlate the direction of gaze to at least one object that is a game character in the computer simulation to establish a correlation;

present at a first time a first sequence of character encounters based on correlating the direction of gaze to a first object;

present at the first time a second sequence of character encounters based on correlating the direction of gaze to a second object;

use the direction of gaze to determine a player skill attribute; and

alter a skill associated with the player according to the player skill attribute.

2. The device of claim 1 , wherein the instructions are executable to:

use the direction of gaze to determine a simulation path to present to the player; and

present the first simulation path to the player.

3. The device of claim 1 , wherein the instructions are executable to:

use the direction of gaze to determine a dialog to present to the player; and

present the dialog to the player.

4. The device of claim 1 , wherein the camera is supported by a computer game headset wearable by the player.

5. The device of claim 1 , wherein the instructions are executable to:

establish a correlation between the direction of gaze and the at least one object at least in part based on a number of times greater than one that the direction of gaze is directed to the at least one object.

6. The device of claim 1 , wherein the instructions are executable to:

establish a correlation between the direction of gaze and the at least one object at least in part based on a class of the at least one object.

7. An apparatus comprising:

at least one computer storage comprising instructions executable by at least one processor; and

at least one processor configured to access the instructions for:

receiving from a device at least one indication signal that is not a computer simulation input signal, the at least one indication signal indicating attention of a player to an element of a computer simulation;

based at least in part on the indication, determining an attention of the player;

correlating the attention of the player to at least one object that is a game character in the computer simulation to establish a correlation;

presenting at a first time a first sequence of character encounters based on correlating the attention of the player to a first object and presenting at the first time a second sequence of character encounters based on correlating the attention of the player to a second object;

using the correlation to determine a player skill attribute; and

altering a skill associated with the player according to the player skill attribute.

8. The apparatus of claim 7 , wherein the device is a camera and the indication signal comprises at least one image of the player.

9. The apparatus of claim 7 , wherein the device is a processor and the indication signal comprises at least cursor hover signal.

10. The apparatus of claim 7 , wherein the instructions are executable for:

using the correlation to determine a simulation path to present to the player; and

presenting the simulation path to the player.

11. The apparatus of claim 7 , wherein the instructions are executable for:

using the correlation to determine a dialog to present to the player; and

presenting the dialog to the player.

12. The apparatus of claim 7 , wherein the instructions are executable for:

establishing the correlation at least in part based on accessing information the computer simulation indicating locations of objects in at least one keystone scene.

13. The apparatus of claim 7 , wherein the instructions are executable for:

establishing the correlation at least in part based on a number of times greater than one that the attention is directed to the at least one object.

14. The apparatus of claim 7 , wherein the instructions are executable for:

establishing the correlation at least in part based on a class of the at least one object.

15. A method, comprising:

receiving at least one indication signal that is not a computer simulation input signal;

based at least in part on the indication signal, determining a first attention of the player;

correlating the first attention of the player to at least a first object that is a game character in a computer simulation;

determining a second attention of the player;

correlating the second attention to at least a second object in the computer simulation;

presenting at a first time a first set of encounters responsive to correlating the first attention of the player to the first object;

presenting at the first time a second sequence of encounters responsive to correlating the second attention of the player to the second object;

using the correlation to determine a player skill attribute; and

altering a skill associated with the player according to the player skill attribute.

16. The method of claim 15 , comprising:

using a correlation of player attention to object to determine at least one of: a simulation path to present to the player, a dialog to present to the player; and

executing at least one of: presenting the simulation path to the player, presenting the dialog to the player.

Assignments (2)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 12, 2017
From: TIMM, PAUL
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 043565/0494 →
Continuity (1)
Related Publication 20190076736A1 · Mar 14, 2019