IP Library Granted Patent US 12,011,663
Granted Patent B2
US 12,011,663 · App. 17/892,991 · Granted Jun 18, 2024

Personalized data driven game training system

Inventor: Sudha Krishnamurthy (Foster City, CA)
Assignee: Sony Interactive Entertainment Inc.
A63F13/5375A63F13/67A63F13/69A63F13/79A63F13/422
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 12,011,663
App. No.
17/892,991
Granted
Jun 18, 2024
Kind
B2
Abstract

A video game console, a video game system, and a computer-implemented method are described. Generally, a video game and video game assistance are adapted to a player. For example, a narrative of the video game is personalized to an experience level of the player. Similarly, assistance in interacting with a particular context of the video game is also personalized. The personalization learns from historical interactions of players with the video game and, optionally, other video games. In an example, a deep learning neural network is implemented to generate knowledge from the historical interactions. The personalization is set according to the knowledge.

Claims (36)

1. A method implemented on a computer system, the method comprising:

inputting, to an artificial intelligence (AI) model, data about an experience of a user in playing a video game, wherein the AI model is trained based on user interactions with one or more video game contexts at different experience levels, wherein the AI model generates, after training of the AI model and from the data about the experience of the user, outputs indicating parameters that control interactions of a virtual player in the video game, and wherein the parameters cause the interactions of the virtual player to be modeled after at least a subset of the user interactions;

receiving, from the AI model based on the data, an output indicating a parameter that controls an interaction of the virtual player in the video game; and

causing a presentation of the interaction of the virtual player in the video game according to the parameter.

2. The method of claim 1 , wherein the virtual player is a first virtual player that interacts with a second virtual player corresponding to the user, wherein the interaction is between the first virtual player and the second virtual player.

3. The method of claim 1 , wherein the AI model comprises a neural network having an input layer and an output layer, wherein the input layer is mapped to feature vectors of the user, and wherein the output layer is mapped to the interaction.

4. The method of claim 3 , wherein the output layer is mapped to potential parameters that control the interaction of the virtual player, and wherein the virtual player performs the interaction based on a subset of the potential parameters.

5. The method of claim 1 , wherein the AI model is trained using a training data set that includes game session data of video game players at the different experience levels and across one or more video games.

6. The method of claim 5 , wherein the game session data includes video frames and actions that correspond to the user interactions.

7. The method of claim 6 , wherein the AI model is further trained to predict an experience level of the user based on a user interaction with a context in the video game.

8. The method of claim 6 , wherein the AI model is trained for a genre of the video game, and wherein the user interactions are with different contexts in different video games of the genre.

9. The method of claim 1 , wherein the AI model is trained using a training data set that includes a feature vector representing one or more interactions, one or more experience levels, one or more contexts, and one or more actions in the video game.

10. A system comprising:

one or more processors; and

one or more memories storing computer-readable instructions that, upon execution by the one or more processors, configure the system to:

generate an input to an artificial intelligence (AI) model, wherein the input includes data about an experience of a user in playing a video game, wherein the AI model is trained based on user interactions with one or more video game contexts at different experience levels, wherein the AI model generates, after training of the AI model and from the data about the experience of the user, outputs indicating parameters that control interactions of a virtual player in the video game, and wherein the parameters cause the interactions of the virtual player to be modeled after at least a subset of the user interactions;

determine an output of the AI model based on the input, wherein the output indicates a parameter that controls an interaction of the virtual player in the video game; and

cause a presentation of the interaction of the virtual player in the video game according to the parameter.

11. The system of claim 10 , wherein the virtual player is presented as an interactive graphical user interface (GUI) object, and wherein the output of the AI model sets the parameter that controls the interaction of the GUI object.

12. The system of claim 10 , wherein the AI model, the input, and the output are a first AI model, a first input, and a first output, respectively, and wherein the one or more memories store additional computer-readable instructions that, upon execution by the one or more processors, configure the system to:

generate a second input to a second AI model; and

determine a second output of the second AI model based on the second input, wherein the second output controls a presentation of a context in the video game.

13. The system of claim 12 , wherein the second input includes the experience level, the interaction, and a current context, and wherein the second AI model selects the context from multiple contexts by predicting that the context has a higher likelihood of the user interacting with the context than remaining contexts of the multiple contexts.

14. The system of claim 12 , wherein the one or more memories store further computer-readable instructions that, upon execution by the one or more processors, configure the system to:

detect a user interaction with the context; and

include the user interaction in the first input to the first AI model, wherein the first output of the first AI model is further based on the user interaction.

15. The system of claim 10 , wherein the parameter is a first parameter, and wherein the one or more memories store additional computer-readable instructions that, upon execution by the one or more processors, configure the system to:

determine, based on the output of the AI model, a second parameter of the virtual player, wherein the second parameter is used to control how the virtual player plays the video game and corresponds to an experience level that is the same or higher than that of the user.

16. The system of claim 10 , wherein the interaction corresponds to an action of the virtual player from potential actions in the video game, and wherein the AI model selects the action based on the action having higher likelihood of success than remaining actions of the potential actions.

17. One or more non-transitory computer-readable storage media storing computer-readable instructions that, upon execution on a system, cause the system to perform operations comprising:

generating an input to an artificial intelligence (AI) model, wherein the input includes data about an experience of a user in playing a video game, wherein the AI model is trained based on user interactions with one or more video game contexts at different experience levels, wherein the AI model generates, after training of the AI model and from the data about the experience of the user, outputs indicating parameters that control interactions of a virtual player in the video game, and wherein the parameters cause the interactions of the virtual player to be modeled after at least a subset of the user interactions;

determining an output of the AI model based on the input, wherein the output indicates a parameter that controls an interaction of the virtual player in the video game; and

causing a presentation of the interaction of the virtual player in the video game according to the parameter.

18. The one or more non-transitory computer-readable storage media of claim 17 , wherein the virtual player is a first virtual player that interacts with a second virtual player corresponding to the user, wherein the interaction is between the first virtual player and the second virtual player.

19. The one or more non-transitory computer-readable storage media of claim 17 , wherein the AI model comprises a neural network having an input layer and an output layer, wherein the input layer is mapped to feature vectors of the user, and wherein the output layer is mapped to the interaction.

20. The one or more non-transitory computer-readable storage media of claim 17 , wherein the AI model is trained using a training data set that includes game session data of video game players at the different experience levels and across one or more video games.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 22, 2022
From: KRISHNAMURTHY, SUDHA
To: SONY COMPUTER ENTERTAINMENT INC.
Reel/Frame 060862/0070 →
CHANGE OF NAME Recorded Aug 22, 2022
From: SONY COMPUTER ENTERTAINMENT INC.
To: SONY INTERACTIVE ENTERTAINMENT INC.
Reel/Frame 061299/0280 →
Continuity (4)
Continuation 17065014 · Oct 7, 2020
Continuation 16173755 · Oct 29, 2018
Division 15085899 · Mar 30, 2016
Related Publication 20230054035A1 · Feb 23, 2023