IP Library Granted Patent US 11,738,272
Granted Patent B2
US 11,738,272 · App. 16/948,497 · Granted Aug 29, 2023

Automated generation of custom content for computer-implemented games

Inventors: Luke Dicken (San Francisco, CA); Johnathan Pagnutti (San Francisco, CA); Yang Wen (San Francisco, CA)
Assignee: Zynga Inc.
A63F13/69A63F13/79
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Quick Facts
Patent No.
US 11,738,272
App. No.
16/948,497
Granted
Aug 29, 2023
Kind
B2
Abstract

A game management system provides a content generator configured for automated generation of custom game content based on a plurality of parametric values that model gameplay behavior of one or more players for whom the game content is to be customized. The customized configuration is generated in a predefined sequence of progressive configuration stages. In each stage, a respective configurable feature is assigned a custom value that is determined (e.g., in a biased or constrained randomized operation) based on a respectively linked parameter value from the data model.

Claims (50)

1. A method comprising:

accessing gameplay information for gameplay behavior of a target player segment provided by a respective subset of players for which a custom variant of a unit of gameplay is to be generated, the gameplay information comprising a plurality of parametric values respectively corresponding to a predefined plurality of parameters for gameplay in a computer-implemented game;

accessing baseline configuration data that defines an original version of the unit of gameplay, the baseline configuration data defining respective default values for respective configurable features of the unit of gameplay;

in an automated process that is performed using one or more computer processors configured therefor and that is based at least in part on the gameplay information, performing an automated content generation procedure that produces custom configuration data that defines a segment-specific variant of the unit of gameplay customized for the target subset of players, the custom configuration data defining respective custom values for a plurality of the configurable features of the unit of gameplay, wherein the content generation procedure comprises a sequence of configuration stages in which the default configuration data is progressively populated with custom values for respective configurable features of the unit of gameplay;

storing the segment-specific variant of the unit of gameplay on a game server configured to provide online game implementation and management functionalities for gameplay via respective client devices; and

provisioning the segment-specific variant of the unit of gameplay for execution of gameplay at respective client devices of players within the target player segment, such that a player population limited to the target player segment is automatically presented with the segment-specific variant of the unit of gameplay.

2. The method of claim 1 , wherein each of the configuration stages comprises:

receiving a current version of a predefined data structure for the baseline configuration data;

based at least on the respective parametric value in the gameplay information for a predefined linked parameter, determining a custom value for a particular one of the plurality of configurable features of the unit of gameplay; and

incorporating the custom value for the particular configurable feature in the data structure, thereby updating the current version of the data structure such that it includes the custom value for the particular configurable feature.

3. The method of claim 2 , wherein, in one or more of the configuration stages, determination of the custom value for the respective configurable feature is based at least in part on the respective custom values incorporated in the current version of the data structure in one or more preceding configuration stages.

4. The method of claim 2 , wherein, in at least one of the configuration stages, determination of the custom value for the respective configurable feature is a randomized procedure biased or constrained by a seed value derived from at least one linked parametric value from the gameplay information.

5. The method of claim 2 , wherein the determining of the respective custom value for one or more of the configuration stages comprises:

using a non-linear response function defining a seed value for the respective configuration stage as a function of the respective linked parametric value, determining a seed value specific to the configuration stage; and

determining the custom value for the respective configurable feature based on the seed value.

6. The method of claim 5 , wherein the response function for at least one of the configuration stages defines the respective seed value as a function of two or more respective linked parametric values selected from the plurality of parameters of the gameplay information.

7. The method of claim 1 , wherein the gameplay information comprises a player model that defines a vector in a multidimensional parameter space defined by multiple gameplay parameters as coordinate dimensions, the vector being represented by a corresponding set of parametric values generated based on historical gameplay by the target player segment for the respective gameplay parameters.

8. The method of claim 1 , wherein the unit of gameplay is a game level, the custom configuration data defining a level generation file consumable by a game engine to implement the segment-specific variant of the game level on a respective client device.

9. The method of claim 1 , wherein the plurality of parametric values of the gameplay information are normalized to a common value range.

10. A system comprising:

one or more computer processor devices; and

memory storing instructions to configure the system, when the instructions are executed by the one or more computer processor devices, to perform operations comprising:

accessing gameplay information for gameplay behavior of a target player segment provided by a respective subset of players for which a custom variant of a unit of gameplay is to be generated, the gameplay information comprising a plurality of parametric values respectively corresponding to a predefined plurality of parameters for gameplay in a computer-implemented game;

accessing baseline configuration data that defines an original version of the unit of gameplay, the baseline configuration data defining respective default values for respective configurable features of the unit of gameplay;

in an automated process that is performed using one or more computer processors configured therefor and that is based at least in part on the gameplay information, performing an automated content generation procedure that produces custom configuration data that defines a segment-specific variant of the unit of gameplay customized for the target subset of players, the custom configuration data defining respective custom values for a plurality of the configurable features of the unit of gameplay, wherein the content generation procedure comprises a sequence of configuration stages in which the default configuration data is progressively populated with custom values for respective configurable features of the unit of gameplay;

storing the segment-specific variant of the unit of gameplay on a game server configured to provide online game implementation and management functionalities for gameplay via respective client devices; and

provisioning the segment-specific variant of the unit of gameplay for execution of gameplay at respective client devices of players within the target player segment, such that a player population limited to the target player segment is automatically presented with the segment-specific variant of the unit of gameplay.

11. The system of claim 10 , wherein the instructions further configure the system to perform the content generation procedure such that each of the configuration stages comprises:

receiving a current version of a predefined data structure for the baseline configuration data;

based at least on the respective parametric value in the gameplay information for a predefined linked parameter, determining a custom value for a particular one of the plurality of configurable features of the unit of gameplay; and

incorporating the custom value for the particular configurable feature in the data structure, thereby updating the current version of the data structure such that it includes the custom value for the particular configurable feature.

12. The system of claim 11 , wherein the instructions further configure the system to determine, in one or more of the configuration stages, the custom value for the respective configurable feature based at least in part on the respective custom values incorporated in the current version of the data structure in one or more precede configuration stages.

13. The system of claim 11 , wherein the instructions further configure the system to, wherein, in at least one of the configuration stages, determination of the custom value for the respective configurable feature is a randomized procedure biased or constrained by a seed value derived from at least one linked parametric value from the gameplay information.

14. The system of claim 11 , wherein the instructions further configure the system to, wherein the determining of the respective custom value for one or more of the configuration stages comprises:

using a non-linear response function defining a seed value for the respective configuration stage as a function of the respective linked parametric value, determine a seed value specific to the configuration stage; and

determine the custom value for the respective configurable feature based on the seed value.

15. The system of claim 14 , wherein the response function for at least one of the configuration stages defines the respective seed value as a function of two or more respective linked parametric values selected from the plurality of parameters of the gameplay information.

16. The system of claim 10 , wherein the gameplay information comprises a player model that defines a vector in a multidimensional parameter space defined by multiple comprises a player model that defines a vector in a multidimensional parameter space defined by multiple gameplay parameters as coordinate dimensions, the vector being represented by a corresponding set of parametric values generated based on historical gameplay by the target player segment for the respective gameplay parameters.

17. The system of claim 10 , wherein the unit of gameplay is a game level, the custom configuration data defining a level generation file consumable by a game engine to implement the segment-specific variant of the game level on a respective client device.

18. The system of claim 10 , wherein the instructions further configure the system to normalize the plurality of parametric values of the gameplay information to a common value range.

19. A non-transitory computer-readable storage medium having stored thereon instructions that, when executed by one or more computer processor devices, cause the one or more computer processor devices to perform operations comprising:

accessing gameplay information for gameplay behavior of a target player segment provided by a respective subset of players for which a custom variant of a unit of gameplay is to be generated, the gameplay information comprising a plurality of parametric values respectively corresponding to a predefined plurality of parameters for gameplay in a computer-implemented game;

accessing baseline configuration data that defines an original version of the unit of gameplay, the baseline configuration data defining respective default values for respective configurable features of the unit of gameplay;

in an automated process that is performed using one or more computer processors configured therefor and that is based at least in part on the gameplay information, performing an automated content generation procedure that produces custom configuration data that defines a segment-specific variant of the unit of gameplay customized for the target subset of players, the custom configuration data defining respective custom values for a plurality of the configurable features of the unit of gameplay, wherein the content generation procedure comprises a sequence of configuration stages in which the default configuration data is progressively populated with custom values for respective configurable features of the unit of gameplay;

storing the segment-specific variant of the unit of gameplay on a game server configured to provide online game implementation and management functionalities for gameplay via respective client devices; and

provisioning the segment-specific variant of the unit of gameplay for execution of gameplay at respective client devices of players within the target player segment, such that a player population limited to the target player segment is automatically presented with the segment-specific variant of the unit of gameplay.

20. The computer-readable medium of claim 19 , wherein each of the configuration stages comprises:

receiving a current version of a predefined data structure for the baseline configuration data;

based at least on the respective parametric value in the gameplay information for a predefined linked parameter, determining a custom value for a particular one of the plurality of configurable features of the unit of gameplay; and

incorporating the custom value for the particular configurable feature in the data structure, thereby updating the current version of the data structure such that it includes the custom value for the particular configurable feature.

Assignments (3)
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded May 23, 2022
From: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
To: ZYNGA INC.
Reel/Frame 060163/0437 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 14, 2020
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
Reel/Frame 054719/0490 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 4, 2020
From: DICKEN, LUKE; PAGNUTTI, JOHNATHAN; WEN, YANG
To: ZYNGA INC.
Reel/Frame 054274/0814 →
Continuity (1)
Related Publication 20220088485A1 · Mar 24, 2022
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