A63F2300/57

Parametric player modeling for computer-implemented games
11565182 · 2023-01-31 · ·

A game management system generates a multidimensional parametric player model representative of player behavior by one or more players in a computer game. The parametric player model populated is used in the identification of groups or clusters of players, and/or in at least partly automated configuration of custom game content for behavior consistent with the parametric player model. A single parametric player model is defines a single set of parametric values corresponding to multiple predefined gameplay parameters, and can be used to model the behavior of a single respective player or to model the behavior of multiple players (e.g., based on cumulative historical gameplay data for the relevant players), providing a representative player model for those players. The player model is ingested by a content generator configured to generate game content customized to the behavior represented by the player model.

Systems and methods for interactions with remote entities

In the disclosed systems and methods for competitive scene completion, in conjunction with a scene completion challenge, an image of an initial scene and a plurality of markers are displayed. For each user marker selection, virtual furnishing units corresponding to the unit type are displayed. User unit selection results in display of a three-dimensional graphic of the selected virtual furnishing unit at the corresponding coordinates within the scene, thereby creating an augmented scene that comprises the initial scene with three-dimensional graphics of selected virtual furnishing units. The augmented scene is submitted to a remote server. The user is provided with a reward that consists of credits. Responsive to user selection to access the store, a user interface for the store is displayed within the application. Visual representations of tangible products are displayed. The credits are configured for use towards purchase of the tangible products.

GAME CONTROL METHOD, SERVER APPARATUS, AND STORAGE MEDIUM

When a mobile terminal obtains a container upon movement of a display range, a processor increases points in a storage unit. When the mobile terminal opens a container obtained by movement of the display range or as a present from another mobile terminal, the processor opens the container at predetermined success percentages, and writes an item obtained from the opened container in the storage unit. When the mobile terminal presents a container without opening it, the processor transmits screen data indicating a present to the other mobile terminal. The processor converts an item in the storage unit into points to increase the points in the storage unit based on an operation of the user of the mobile terminal.

DYNAMIC ITEM OBTAIN RATE BASED ON PLAYER PROGRESSION, ACTION, AND OTHER IN-GAME BEHAVIOR

One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.

Event management server, information processing system, information processing device, and event participation management method

Disclosed herein is an event management server for providing services related to participation in events to an information processing device that performs an information processing task using data provided as an event by a content provision server, the event management server including: an event information storage section adapted to store event-related information; and a correlation information preparation section adapted to acquire details of a user operation, extract events that match the details of the user operation, prepare event data that represents the events in a given format, transmit the data to the information processing device, acquire details of a user operation performed on the information processing device to register for participation, prepare registration information that correlates a user with the event, and store the registration information in a storage device. The correlation information preparation section extracts matching events on the basis of user information that includes the registration information.

Game control method, server apparatus, and storage medium

When a mobile terminal obtains a container upon movement of a display range, a processor increases points in a storage unit. When the mobile terminal opens a container obtained by movement of the display range or as a present from another mobile terminal, the processor opens the container at predetermined success percentages, and writes an item obtained from the opened container in the storage unit. When the mobile terminal presents a container without opening it, the processor transmits screen data indicating a present to the other mobile terminal. The processor converts an item in the storage unit into points to increase the points in the storage unit based on an operation of the user of the mobile terminal.

Dynamic item obtain rate based on player progression, action, and other in-game behavior

One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.

FACILITATING EVENT IMPLEMENTATION IN AN ONLINE GAME
20220219088 · 2022-07-14 ·

A system and method for facilitating implementation of events in an online game are disclosed. Award information may be received from user. The received award information may define a type of in-game award to be distributed to players of the online game. The award information may include information indicate a corresponding award handler for determine and/or distributing the instances of the award to the players. Event information may be received from user. The received event information may specify details for implementing an event in the online game. The received event information may include event award information indicating one or more instances of an award of an award type defined by the received award information. The event information may be used to automatically implement the event in the online game, and the instances of the award may be distributed to the participating players in accordance with the event award information.

PARAMETRIC PLAYER MODELING FOR COMPUTER-IMPLEMENTED GAMES
20220088484 · 2022-03-24 ·

A game management system generates a multidimensional parametric player model representative of player behavior by one or more players in a computer game. The parametric player model populated is used in the identification of groups or clusters of players, and/or in at least partly automated configuration of custom game content for behavior consistent with the parametric player model. A single parametric player model is defines a single set of parametric values corresponding to multiple predefined gameplay parameters, and can be used to model the behavior of a single respective player or to model the behavior of multiple players (e.g., based on cumulative historical gameplay data for the relevant players), providing a representative player model for those players. The player model is ingested by a content generator configured to generate game content customized to the behavior represented by the player model.

SYSTEMS AND METHODS FOR PROVIDING IN-GAME CONSEQUENCES FOR UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
20230390648 · 2023-12-07 ·

Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.