IP Library Granted Patent US 12,205,049
Granted Patent B2
US 12,205,049 · App. 18/154,122 · Granted Jan 21, 2025

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
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 12,205,049
App. No.
18/154,122
Granted
Jan 21, 2025
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 (36)

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:

determining decision parameters for a gameplay decision of a particular participant of a plurality of participants in an ongoing gaming session of an electronic sport (e-sport), wherein an e-sport coordinator executing on a server device is communicatively coupled with a plurality of e-sport client devices associated with 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;

applying a decision scoring model to rank the plurality of candidate in-game decision sequences, resulting in ranked candidate in-game decision sequences, wherein the decision scoring model is trained using historical data obtained over a network from the e-sport coordinator, and wherein the historical data comprises aggregated statistics associated with one or more prior gaming sessions of the e-sport; 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 aggregated statistics include one or both of:

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

aggregated team-level statistics associated with the 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:

determining decision parameters for a gameplay decision of a particular participant of a plurality of participants in an ongoing gaming session of an electronic sport (e-sport), wherein an e-sport coordinator executing on a server device is communicatively coupled with a plurality of e-sport client devices associated with 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;

applying a decision scoring model to rank the plurality of candidate in-game decision sequences, resulting in ranked candidate in-game decision sequences, wherein the decision scoring model is trained using historical data and metadata obtained over a network from the e-sport coordinator, and wherein the historical data comprises aggregated statistics associated with one or more prior gaming sessions of the e-sport; 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.

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

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

16. A method, comprising:

determining, by a processing system including a processor, decision parameters for a gameplay decision of a particular participant of a plurality of participants in an ongoing gaming session of an electronic sport (e-sport), wherein an e-sport coordinator executing on a server device is communicatively coupled with a plurality of e-sport client devices associated with 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, a decision scoring model to rank the plurality of candidate in-game decision sequences, resulting in ranked candidate in-game decision sequences, wherein the decision scoring model is trained using historical data obtained over a network from the e-sport coordinator, and wherein the historical data comprises aggregated player-level statistics or aggregated team-level statistics associated with one or more prior gaming sessions of the e-sport; 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 , wherein the identifying the plurality of candidate in-game decision sequences includes simulating one or more in-game scenarios based on an assumed decision.

18. The method of claim 16 , 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.

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 Jan 27, 2023
From: MAJUMDAR, SUBHABRATA; MALIK, RAJAT
To: AT&T INTELLECTUAL PROPERTY I, L.P.
Reel/Frame 062506/0276 →
Continuity (2)
Continuation 16836189 · Mar 31, 2020
Related Publication 20230169368A1 · Jun 1, 2023
References Cited (31)
US 7996422B2 · Shahraray et al. · 2011 [cited by applicant]
US 9854326B1 · Liassides et al. · 2017 [cited by applicant]
US 10075756B1 · Karunanithi et al. · 2018 [cited by applicant]
US 10735938B2 · Clawsie · 2020 [cited by examiner]
US 10764653B2 · Liassides et al. · 2020 [cited by applicant]
US 10765938B2 · Trombetta et al. · 2020 [cited by applicant]
US 10997511B2 · Turner et al. · 2021 [cited by applicant]
US 11157965B1 · Chud · 2021 [cited by applicant]
US 20050149964A1 · Thomas et al. · 2005 [cited by applicant]
US 20070204310A1 · Hua et al. · 2007 [cited by applicant]
US 20110264519A1 · Chan et al. · 2011 [cited by applicant]
US 20120030721A1 · Smith et al. · 2012 [cited by applicant]
US 20120259702A1 · Zhang et al. · 2012 [cited by applicant]
US 20140172579A1 · Peterson et al. · 2014 [cited by applicant]
US 20140196081A1 · Emans et al. · 2014 [cited by applicant]
US 20150065214A1 · Olson et al. · 2015 [cited by applicant]
US 20150148129A1 · Austerlade et al. · 2015 [cited by applicant]
US 20150375113A1 · Justice · 2015 [cited by examiner]
US 20160295132A1 · Burgess · 2016 [cited by applicant]
US 20210073808A1 · Gu · 2021 [cited by examiner]
US 20210304030A1 · Majumdar et al. · 2021 [cited by applicant]
US 20220132192A1 · Malik et al. · 2022 [cited by applicant]
Abergel, Nathan, “The impact of Artificial Intelligence in the esport and gaming industry”, May 2, 2018, 7 pages. [cited by applicant]
Anderton, Kevin, “AI Training Software Might Be the Future of eSports [Infographic]”, Science, May 21, 2019, 5 pages. [cited by applicant]
Crecente, Brian, “Activision Bets on AI Video Game Coaching to Drive Success”, https://variety.com/2018/gaming/news/ai-video-game-coach-alexa-1202764169/, Apr. 19, 2018, 3 pages. [cited by applicant]
Hiko, Aiden, “Gamurs Group introduces the must-have tool for esports preofessionals”, https://dotesports.com/press-releases/news/gamurs-group-announces-must-have-esports-software, Apr. 11, 2019, 4 pages. [cited by applicant]
Kline, Kenny, “eSports Fans, AI Can Raise Your Game”, https://www.inc.com/kenny-kline/will-artificial-intelligence-be-new-edge-for-esports.html, Aug. 7, 2019, 4 pages. [cited by applicant]
Knowles, Kitty, “EI gaming schools are training eSports pros”, https://sifted.eu/articles/ai-esports-gaming-startups-learn2play-gosuai-dojo-madness-lol-dota-2-tips/, Jan. 16, 2019, 13 pages. [cited by applicant]
Krishna, Satendra, “The world's first AI powered eSport coach Omnicoach is a global success”, https://www.talkesport.com/news/the-worlds-first-ai-based-e-sport-coach-omnicoach-is-a-global-success/, Dec. 12, 2018, 2 page… [cited by applicant]
Ozer, Berk, “AI is becoming eSports secret weapon”, https://venturebeat.com/2019/05/09/ai-is-becoming-esports-secret-weapon/, May 9, 2019, 4 pages. [cited by applicant]
Yang, Yifan et al., “Real-time eSports Match Result Prediction”, Language Technologies Institute, Carnegi Mellon University, 30th Conference on Neural Information Processing Systems (NIPS 2016), Barcelona, Spain, Dec. 1… [cited by applicant]