IP Library Granted Patent US 11,574,214
Granted Patent B2
US 11,574,214 · App. 16/836,189 · Granted Feb 7, 2023

Sequential decision analysis techniques for e-sports

Inventors: Subhabrata Majumdar (Jersey City, NJ); Rajat Malik (Metuchen, NJ)
Assignee: AT&T Intellectual Property I, L.P.
G06N5/04A63F13/46G06N20/00
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Quick Facts
Patent No.
US 11,574,214
App. No.
16/836,189
Granted
Feb 7, 2023
Kind
B2
Abstract

Aspects of the subject disclosure may include, for example, training a decision scoring model for an e-sport based on historical data for the e-sport. In various embodiments, the decision scoring model may be trained based on the historical data and on metadata associated with the e-sport. Some embodiments can include identifying a plurality of candidate in-game decision sequences based on decision parameters for a gameplay decision of an ongoing gaming session and a gaming session history for the ongoing gaming session. Various embodiments can include applying the decision scoring model to rank the plurality of candidate in-game decision sequences. Other embodiments are disclosed.

Claims (43)

1. A device, comprising:

a processing system including a processor; and

a memory that stores executable instructions that, when executed by the processing system, facilitate performance of operations, the operations comprising:

assembling historical data for an electronic sport (e-sport), wherein the historical data is obtained over a network from an e-sport coordinator executing on a server device, and wherein the e-sport coordinator is communicatively coupled with a plurality of e-sport client devices associated with a plurality of participants in an ongoing gaming session of the e-sport;

training a decision scoring model for the e-sport using the historical data for the e-sport;

determining decision parameters for a gameplay decision of a particular participant of the plurality of participants in the ongoing gaming session of the e-sport;

based on the decision parameters and a gaming session history for the ongoing gaming session, identifying a plurality of candidate in-game decision sequences; and

applying the decision scoring model to rank the plurality of candidate in-game decision sequences, resulting in ranked candidate in-game decision sequences; and

causing the ranked candidate in-game decision sequences to be outputted over the network, wherein outputting of the ranked candidate in-game decision sequences enables the particular participant to assess an extent to which decision-making by the particular participant has aided or hindered efforts by the particular participant to win in the ongoing gaming session of the e-sport.

2. The device of claim 1 , wherein the applying the decision scoring model to rank the plurality of candidate in-game decision sequences includes determining a respective aggregate score for each candidate in-game decision sequence of the plurality of candidate in-game decision sequences.

3. The device of claim 2 , wherein the respective aggregate score for each candidate in-game decision sequence of the plurality of candidate in-game decision sequences is determined based on respective scores for a plurality of decisions within that candidate in-game decision sequence.

4. The device of claim 1 , wherein the historical data for the e-sport includes one or both of:

aggregated player-level statistics associated with one or more prior gaming sessions of the e-sport; and

aggregated team-level statistics associated with one or more prior gaming sessions of the e-sport.

5. The device of claim 1 , wherein the operations further comprise training the decision scoring model for the e-sport using the historical data for the e-sport and metadata associated with the e-sport.

6. The device of claim 5 , wherein the operations further comprise using a metadata extraction model to obtain at least a portion of the metadata associated with the e-sport by analyzing one or more video feeds, one or more audio feeds, or a combination of both.

7. The device of claim 1 , wherein the identifying the plurality of candidate in-game decision sequences includes simulating one or more in-game scenarios based on an assumed decision.

8. The device of claim 1 , wherein each candidate in-game decision sequence of the plurality of candidate in-game decision sequences comprises a potential sequence of decisions occurring subsequent to a same point in time.

9. A non-transitory machine-readable medium, comprising executable instructions that, when executed by a processing system including a processor, facilitate performance of operations, the operations comprising:

identifying historical data for an electronic sport (e-sport) and metadata for the e-sport wherein the historical data is obtained over a network from an e-sport coordinator executing on a server device, and wherein the e-sport coordinator is communicatively coupled with a plurality of e-sport client devices associated with a plurality of participants in an ongoing gaming session of the e-sport;

training a decision scoring model for the e-sport based on the historical data for the e-sport and the metadata for the e-sport;

determining decision parameters for a gameplay decision of a particular participant of the plurality of participants in the ongoing gaming session of the e-sport;

based on the decision parameters and a gaming session history for the ongoing gaming session, identifying a plurality of candidate in-game decision sequences; and

applying the decision scoring model to rank the plurality of candidate in-game decision sequences, resulting in ranked candidate in-game decision sequences;

outputting the ranked candidate in-game decision sequences over the network, wherein the outputting the ranked candidate in-game decision sequences enables the particular participant to assess an extent to which decision-making by the particular participant has aided or hindered efforts by the particular participant to win in the ongoing gaming session of the e-sport.

10. The non-transitory machine-readable medium of claim 9 , wherein the operations further comprise extracting at least a portion of the metadata for the e-sport from a video feed.

11. The non-transitory machine-readable medium of claim 9 , wherein the operations further comprise extracting at least a portion of the metadata associated with the e-sport from an audio feed.

12. The non-transitory machine-readable medium of claim 9 , wherein the applying the decision scoring model to rank the plurality of candidate in-game decision sequences includes determining a respective aggregate score for each candidate in-game decision sequence of the plurality of candidate in-game decision sequences.

13. The non-transitory machine-readable medium of claim 12 , wherein the respective aggregate score for each candidate in-game decision sequence of the plurality of candidate in-game decision sequences is determined based on respective scores for a plurality of decisions within that candidate in-game decision sequence.

14. The non-transitory machine-readable medium of claim 9 , wherein the historical data for the e-sport includes aggregated player-level statistics associated with one or more prior gaming sessions of the e-sport.

15. The non-transitory machine-readable medium of claim 9 , wherein the historical data for the e-sport includes aggregated team-level statistics associated with one or more prior gaming sessions of the e-sport.

16. A method, comprising:

assembling, by a processing system including a processor, historical data for an electronic sport (e-sport), wherein the historical data is obtained over a network from an e-sport coordinator, and wherein the e-sport coordinator is communicatively coupled with a plurality of e-sport client devices associated with a plurality of participants in an ongoing gaming session of the e-sport;

obtaining, by the processing system, metadata for the e-sport;

training, by the processing system, a decision scoring model for the e-sport based on the historical data for the e-sport and the metadata for the e-sport;

determining, by the processing system, decision parameters for a gameplay decision of a particular participant of the plurality of participants in the ongoing gaming session of the e-sport;

based on the decision parameters and a gaming session history for the ongoing gaming session, identifying, by the processing system, a plurality of candidate in-game decision sequences;

applying, by the processing system, the decision scoring model to rank the plurality of candidate in-game decision sequences, resulting in ranked candidate in-game decision sequences; and

outputting the ranked candidate in-game decision sequences over the network, wherein the outputting the ranked candidate in-game decision sequences enables the particular participant to assess an extent to which decision-making by the particular participant has aided or hindered efforts by the particular participant to win in the ongoing gaming session of the e-sport.

17. The method of claim 16 , further comprising extracting, by the processing system, at least a portion of the metadata for the e-sport from a video feed.

18. The method of claim 16 , further comprising extracting, by the processing system, at least a portion of the metadata for the e-sport from an audio feed.

19. The method of claim 16 , wherein the applying the decision scoring model to rank the plurality of candidate in-game decision sequences includes determining a respective aggregate score for each candidate in-game decision sequence of the plurality of candidate in-game decision sequences.

20. The method of claim 19 , wherein the respective aggregate score for each candidate in-game decision sequence of the plurality of candidate in-game decision sequences is determined based on respective scores for a plurality of decisions within that candidate in-game decision sequence.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 4, 2020
From: MAJUMDAR, SUBHABRATA; MALIK, RAJAT
To: AT&T INTELLECTUAL PROPERTY I, L.P.
Reel/Frame 053394/0974 →
Continuity (1)
Related Publication 20210304030A1 · Sep 30, 2021