IP Library Patent Application 16277666
Patent Application
App. No. 16/277,666

SYSTEMS AND METHODS FOR A MACHINE LEARNING BASED PERSONALIZED VIRTUAL STORE WITHIN A VIDEO GAME USING A GAME ENGINE

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Quick Facts
Patent No.
US None
App. No.
16/277,666
Abstract

Systems and methods for optimizing a Lifetime Value (LTV) of a player of a plurality of computer-implemented games are disclosed. Data is collected from a game of the plurality of games, the data including game event data associated with the player, a playing environment within the game, and store action data. The data is analyzed with a first machine-learning (ML) system to create a time-dependent state representation of the game, the player, and the playing environment. The state representation is provided as input to a second ML system to create and optimize an ML policy over time, the ML policy including a functional relationship proposing a selection of one or more store actions within a store to maximize the LTV. One or more of the store actions chosen from the proposed selection in accordance with the ML policy and implemented within the store environment.

Claims (45)

1 . A system comprising:

one or more computer processors;

one or more computer memories;

a dynamic personalized AI store module incorporated into the one or more computer memories, the AI store module configuring the one or more computer processors to perform operations for optimizing a Lifetime Value (LTV) of a player of a plurality of computer-implemented games, the operations comprising:

collecting data from a game of the plurality of games, the data including game event data associated with the player, a playing environment within the game, and store action data;

analyzing the data with a first machine-learning (ML) system to create a time-dependent state representation of the game, the player, and the playing environment;

providing the state representation as input to a second ML system to create and optimize an ML policy over time, the ML policy including a functional relationship proposing a selection of one or more store actions within a store to maximize the LTV; and

choosing and implementing within the store environment one or more of the store actions from the proposed selection in accordance with the ML policy.

2 . The system of claim 1 , wherein store actions include one or more of changing a price, changing a visual layout, or changing content of one or more virtual items within a store template, the template providing rules for the price, the visual layout and the content.

3 . The system of claim 2 , wherein the second ML system is used to modify the store template.

4 . The system of claim 1 , wherein the choosing of the one or more of the store actions includes operations for performing an auction, the operations for performing the auction comprising:

providing an environment for the auction wherein a plurality of advertising entities and a plurality of IAP entities place one or more bids for a placeholder impression, the placeholder impression including instructions on defining a price, a visual layout, and content within a store action;

choosing one of the one or more bids so as to optimize the LTV in accordance with the policy; and

extracting the instructions for the store action for the chosen bid.

5 . The system of claim 1 , wherein the first ML system or the second ML system is a recurrent neural network with long short-term memory and gated recurrent units.

6 . The system of claim 1 , wherein the playing environment includes one of a 3D virtual environment, a 2D virtual environment, or an augmented reality environment.

7 . The system of claim 1 , wherein the state representation includes a history of time-ordered game events and context data for the player.

8 . The system of claim 1 , wherein the game event data includes at least one of device and operating system (OS) information, player gameplay behavior data, application performance data, or game metadata.

9 . The system of claim 1 , wherein the store action data comprises data that describes the store action, the store action including at least one of changing a price, changing a visual layout, or changing content of one or more virtual items within a store

10 . A method comprising:

performing operations for optimizing a Lifetime Value (LTV) of a player of a plurality of computer-implemented games, the operations comprising:

collecting data from a game of the plurality of games, the data including game event data associated with the player, a playing environment within the game, and store action data;

analyzing the data with a first machine-learning (ML) system to create a time-dependent state representation of the game, the player, and the playing environment;

providing the state representation as input to a second ML system to create and optimize an ML policy over time, the ML policy including a functional relationship proposing a selection of one or more store actions within a store to maximize the LTV; and

choosing and implementing within the store environment one or more of the store actions from the proposed selection in accordance with the ML policy.

11 . The method of claim 10 , wherein store actions include one or more of changing a price, changing a visual layout, or changing content of one or more virtual items within a store template, the template providing rules for the price, the visual layout and the content.

12 . The method of claim 11 , wherein the second ML system is used to modify the store template.

13 . The method of claim 10 , wherein the choosing of the one or more of the store actions includes operations for performing an auction, the operations for performing the auction comprising:

providing an environment for the auction wherein a plurality of advertising entities and a plurality of IAP entities place one or more bids for a placeholder impression, the placeholder impression including instructions on defining a price, a visual layout, and content within a store action;

choosing one of the one or more bids so as to optimize the LTV in accordance with the policy; and

extracting the instructions for the store action for the chosen bid.

14 . The method of claim 10 , wherein the first ML system or the second ML system is a recurrent neural network with long short-term memory and gated recurrent units.

15 . The method of claim 10 , wherein the playing environment includes one of a 3D virtual environment, a 2D virtual environment, or an augmented reality environment.

16 . The method of claim 10 , wherein the state representation includes a history of time-ordered game events and context data for the player.

17 . A non-transitory machine-readable medium having a set of instructions stored thereon, the set of instructions configuring one or more computer processors to perform operations for optimizing a Lifetime Value (LTV) of a player of a plurality of computer-implemented games, the operations comprising:

collecting data from a game of the plurality of games, the data including game event data associated with the player, a playing environment within the game, and store action data;

analyzing the data with a first machine-learning (ML) system to create a time-dependent state representation of the game, the player, and the playing environment;

providing the state representation as input to a second ML system to create and optimize an ML policy over time, the ML policy including a functional relationship proposing a selection of one or more store actions within a store to maximize the LTV; and

choosing and implementing within the store environment one or more of the store actions from the proposed selection in accordance with the ML policy.

18 . The non-transitory machine-readable medium of claim 17 , wherein store actions include one or more of changing a price, changing a visual layout, or changing content of one or more virtual items within a store template, the template providing rules for the price, the visual layout and the content.

19 . The non-transitory machine-readable medium of claim 18 , wherein the second ML system is used to modify the store template.

20 . The non-transitory machine-readable medium of claim 17 , wherein the choosing of the one or more of the store actions includes operations for performing an auction, the operations for performing the auction comprising:

providing an environment for the auction wherein a plurality of advertising entities and a plurality of IAP entities place one or more bids for a placeholder impression, the placeholder impression including instructions on defining a price, a visual layout, and content within a store action;

choosing one of the one or more bids so as to optimize the LTV in accordance with the policy; and

extracting the instructions for the store action for the chosen bid.

Assignments (4)
RELEASE OF SECURITY INTEREST Recorded Apr 30, 2021
From: BARCLAYS BANK PLC
To: UNITY TECHNOLOGIES SF
Reel/Frame 056094/0712 →
SECURITY AGREEMENT Recorded Apr 1, 2021
From: UNITY TECHNOLOGIES SF
To: BARCLAYS BANK PLC
Reel/Frame 055810/0639 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 23, 2020
From: UNITY IPR APS
To: UNITY TECHNOLOGIES SF
Reel/Frame 053018/0121 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 27, 2019
From: JAATINEN, SAMPSA VALTTERI; SULLIVAN, STEPHEN MICHAEL
To: UNITY IPR APS
Reel/Frame 050182/0198 →