IP Library › Granted Patent US 12,109,488
Granted Patent B2
US 12,109,488 · App. 17/875,659 · Granted Oct 8, 2024

Automated dynamic custom game content generation

Inventors: Luke Dicken (San Francisco, CA); Johnathan Pagnutti (San Francisco, CA); Yang Wen (San Francisco, CA)
Assignee: Zynga Inc.
A63F13/35A63F13/79
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Quick Facts
Patent No.
US 12,109,488
App. No.
17/875,659
Granted
Oct 8, 2024
Kind
B2
Abstract

A game server generates a set of game content items for a designated game. The set of game content items is customized for one or more user accounts based on numerical values from a player model representing the one or more user accounts. The player model is generated based on previous in-game behavior of the one or more user accounts while playing the designated game. The game server forecasts, using the player model, a sequence of user actions of the one or more user accounts during gameplay of the designated game with the generated set of game content items. The sequence of user actions represents a prediction of in-game user interaction with the set of game content items. The game server computes a set of metrics associated with gameplay of the one or more user accounts represented by the player model in the designated game.

Claims (56)

1. A method comprising, at a games server system that serves a computer-implemented game played by multiple players via respective client devices:

accessing historic player model values for a target player group of players forming a subset of the multiple players of the game, the historic player model values for the target player group comprising multiple respective values for a multi-dimensional player model, the player model values having been generated based on previous in-game behavior of the target player group;

in an automated operation using the historic player model values for the target player group as seed information, generating a candidate custom content set comprising a plurality of game content items for a gameplay unit of the game, the candidate custom content set being customized specifically for the target player group based on the associated historic player model values;

forecasting, using the historic player model values of the target player group, a predicted sequence of user actions during gameplay of the gameplay unit having the candidate custom content set;

using one or more computer process devices configured therefor, computing, based on the forecasted sequence of user actions modeled gameplay performance of the unit of gameplay;

comparing the modeled gameplay performance to predefined implementation criteria; and

conditional on the modeled gameplay performance satisfying the implementation criteria, customizing the game for one or more of the target player group by inclusion thereof of a custom variant of unit of gameplay, which custom variant includes the candidate custom content set.

2. The method of claim 1 , wherein the computing of the modeled gameplay performance comprises computing, based at least in part on software-defined outcomes of the forecasted sequence of user actions in the game, a set of metrics associated with playing of the gameplay unit consistent with the historic player model values associated with the target player group.

3. The method of claim 2 , wherein the comparing of the modeled gameplay performance to the predefined implementation criteria comprises:

determining whether the set of metrics falls within a predefined range, the customizing of the game being conditional upon determining that the set of metrics corresponds to the predefined range.

4. The method of claim 3 , further comprising:

upon determining that the set of metrics does not correspond to the predefined range:

adjusting the candidate custom content set, thereby producing a revised candidate content set;

re-forecasting the sequence of user actions with the revised candidate content set; and

re-computing the set of metrics based on the re-forecasted sequence of user actions.

5. The method of claim 4 , wherein adjusting the custom content set leverages a hyperparameter search based on the predefined range and the custom content set.

6. The method of claim 4 , further comprising:

repeating the adjusting, the re-forecasting, and the re-computing operations until satisfaction of at least one implementation criterion from a predefined group of implementation criteria consisting of:

that the set of metrics corresponds to the predefined range;

that at least n adjustments have occurred where the set of metrics has not gotten closer to the predefined range, wherein n is a positive integer greater than or equal to two; and

that the adjusting, the re-forecasting, and the re-computing operations have been repeated at least a predefined number of times or over a predefined time period.

7. The method of claim 2 , wherein the set of metrics comprises a user engagement metric.

8. The method of claim 7 , wherein the user engagement metric comprises a repeat gameplay metric.

9. The method of claim 7 , wherein the user engagement metric comprises a gameplay duration.

10. The method of claim 2 , wherein the set of metrics comprises a gameplay metric.

11. The method of claim 10 , wherein the gameplay metric comprises a minimum win rate or a maximum win rate.

12. The method of claim 2 , wherein the set of metrics comprises a revenue metric.

13. The method of claim 1 , wherein the gameplay unit is a game level, the customizing of the game comprising provision of a custom level variant to a targeted sub-population of players based on the historic player model values of the target player group.

14. The method of claim 13 , wherein the custom content set comprises interactive content items prompting responsive user gameplay action during play of the game level.

15. The method of claim 13 , wherein the custom content set for the custom level variant is generated based on at least the player model and previously existing game content items for the game level.

16. A non-transitory machine-readable medium storing instructions which, when executed at a game server, cause the game server to perform operations comprising:

accessing historic player model values for a target player group of players forming a subset of the multiple players of the game, the historic player model values for the target player group comprising multiple respective values for a multi-dimensional player model, the player model values having been generated based on previous in-game behavior of the target player group;

in an automated operation using the historic player model values for the target player group as seed information, generating a candidate custom content set comprising a plurality of game content items for a gameplay unit of the game, the candidate custom content set being customized specifically for the target player group based on the associated historic player model values;

forecasting, using the historic player model values of the target player group, a predicted sequence of user actions during gameplay of the gameplay unit having the candidate custom content set;

using one or more computer process devices configured therefor, computing, based on the forecasted sequence of user actions modeled gameplay performance of the unit of gameplay;

comparing the modeled gameplay performance to predefined implementation criteria; and

conditional on the modeled gameplay performance satisfying the implementation criteria, customizing the game for one or more of the target player group by inclusion thereof of a custom variant of unit of gameplay, which custom variant includes the candidate custom content set.

17. The machine-readable medium of claim 16 , wherein the computing of the modeled gameplay performance comprises computing, based at least in part on software-defined outcomes of the forecasted sequence of user actions in the game, a set of metrics associated with playing of the gameplay unit consistent with the historic player model values associated with the target player group.

18. The machine-readable medium of claim 17 , wherein the customizing of the game is based at least in part on the set of metrics and comprises:

determining whether the set of metrics corresponds to a predefined range; and

upon determining that the set of metrics corresponds to the predefined range:

storing the custom content set for transmission to a client device associated with the player model.

19. The machine-readable medium of claim 18 , the operations further comprising:

repeating the adjusting, the re-forecasting, and the re-computing operations until satisfaction of at least one implementation criterion from a predefined group of implementation criteria consisting of:

that the set of metrics corresponds to the predefined range;

that at least n adjustments have occurred where the set of metrics has not gotten closer to the predefined range, wherein n is a positive integer greater than or equal to two; and

that the adjusting, the re-forecasting, and the re-computing operations have been repeated at least a predefined number of times or over a predefined time period.

20. A game server comprising:

processing circuitry; and

a memory storing instructions which, when executed by the processing circuitry, cause the processing circuitry to perform operations comprising:

accessing historic player model values for a target player group of players forming a subset of the historic player model values for a target player group of players forming a subset of the multiple players of the game, the historic player model values for the target player group comprising multiple respective values for a multi-dimensional player model, the player model values having been generated based on previous in-game behavior of the target player group;

in an automated operation using the historic player model values for the target player group as seed information, generating a candidate custom content set comprising a plurality of game content items for a gameplay unit of the game, the candidate custom content set being customized specifically for the target player group based on the associated historic player model values;

forecasting, using the historic player model values of the target player group, a predicted sequence of user actions during gameplay of the gameplay unit having the candidate custom content set;

using one or more computer process devices configured therefor, computing, based on the forecasted sequence of user actions modeled gameplay performance of the unit of gameplay;

comparing the modeled gameplay performance to predefined implementation criteria; and

conditional on the modeled gameplay performance satisfying the implementation criteria, customizing the game for one or more of the target player group by inclusion thereof of a custom variant of unit of gameplay, which custom variant includes the candidate custom content set.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 16, 2023
From: DICKEN, LUKE; PAGNUTTI, JOHNATHAN; WEN, YANG
To: ZYNGA INC.
Reel/Frame 062384/0607 →
Continuity (2)
Continuation 17027448 · Sep 21, 2020
Related Publication 20230054150A1 · Feb 23, 2023
Cited By (3)
US 12,268,966 US 12,409,389 US 12,472,436