CN-122003281-A - System and method for generating game world population and player customization
Abstract
Systems, processes, and device configurations for generating game world fills and player customizations are provided. The method may include detecting player data of at least one player of the electronic game, including interactions of the player with elements of the electronic game in the game, and determining at least one element for populating a game area of the electronic game based on the player data. Generating the game world population may include selecting or generating templates for populating the game area. The generative fill may use in-game player interactions to one or more of set a display style for at least one element, generate an adaptive storyline for an electronic game, insert a new storyline into the electronic game, and generate an audio output and a music output for the electronic game. The process may include generating a new game area for the electronic game using a game world generation model trained on player interactions in the game.
Inventors
- C. MCCOY
- T.Xiong
Assignees
- 索尼互动娱乐股份有限公司
Dates
- Publication Date
- 20260508
- Application Date
- 20241021
- Priority Date
- 20231023
Claims (20)
- 1. A method for generating game world fills and player customizations, the method comprising: Detecting, by a device, player data for at least one player of an electronic game, wherein detecting player data includes detecting interactions of a player in a game with elements of the electronic game; determining, by the device, at least one element for populating a game area of the electronic game based on the player data of at least one player, wherein determining the at least one element is based on in-game player interactions, and Game data having the at least one element for populating the game zone is output by the device.
- 2. The method of claim 1, wherein detecting player data comprises detecting input controls for a multiplayer game and identifying in-game preferences for the at least one player of the electronic game.
- 3. The method of claim 1, wherein determining the at least one element comprises detecting player data of a first player and player data of a second player, identifying a preference based on the player data of the first player and the player data of the second player, and generating the at least one element in a game area of the electronic game based on game world criteria.
- 4. The method of claim 1, wherein determining the at least one element comprises selecting a template for populating the game area using in-game player interactions, and populating at least one tag element of the template.
- 5. The method of claim 1, wherein determining the at least one element comprises setting at least one style of the at least one element using player data of at least one player.
- 6. The method of claim 1, wherein determining the at least one element comprises generating an adaptive storyline for the electronic game based on in-game player interactions.
- 7. The method of claim 1, wherein determining the at least one element comprises generating a new storyline of the electronic game based on in-game player interactions and inserting the new storyline into the electronic game.
- 8. The method of claim 1, wherein determining the at least one element comprises generating at least one of an audio output and a music output of the electronic game based on the in-game player interactions.
- 9. The method of claim 1, wherein determining the at least one element comprises generating a new game region of the electronic game using a game world generation model trained to generate the new game region to include new game content based on the in-game player interactions.
- 10. The method of claim 1, wherein outputting game data for the electronic game comprises outputting the at least one element to a first player and a second player of the electronic game during a game session.
- 11. An apparatus configured for generating game world fills and player customizations, the apparatus comprising: An interface; memory storing executable instructions, and A controller coupled to the interface and the memory, wherein the controller is configured to: Detecting player data for at least one player of an electronic game, wherein detecting player data includes detecting interactions of a player in a game with elements of the electronic game; determining at least one element for populating a game area of the electronic game based on player data of at least one player, wherein determining the at least one element is based on in-game player interactions, and Game data having the at least one element for populating the game zone is output.
- 12. The apparatus of claim 11, wherein detecting player data comprises detecting input controls for a multiplayer game and identifying in-game preferences for the at least one player of the electronic game.
- 13. The apparatus of claim 11, wherein determining the at least one element comprises detecting player data of a first player and player data of a second player, identifying a preference based on the player data of the first player and the player data of the second player, and generating the at least one element in a game area of the electronic game based on game world criteria.
- 14. The apparatus of claim 11, wherein determining the at least one element comprises selecting a template for populating the game area using the in-game player interactions, and populating at least one tag element of the template.
- 15. The apparatus of claim 11, wherein determining the at least one element comprises setting at least one style of the at least one element using player data of at least one player.
- 16. The apparatus of claim 11, wherein determining the at least one element comprises generating an adaptive storyline for the electronic game based on in-game player interactions.
- 17. The apparatus of claim 11, wherein determining the at least one element comprises generating a new storyline of the electronic game based on in-game player interactions and inserting the new storyline into the electronic game.
- 18. The apparatus of claim 11, wherein determining the at least one element comprises generating at least one of an audio output and a music output of the electronic game based on the in-game player interactions.
- 19. The apparatus of claim 11, wherein determining the at least one element comprises generating a new game region of the electronic game using a game world generation model trained to generate the new game region to include new game content based on the in-game player interactions.
- 20. The apparatus of claim 11, wherein outputting game data for the electronic game comprises outputting the at least one element to a first player and a second player of the electronic game during a game session.
Description
System and method for generating game world population and player customization Cross Reference to Related Applications The present application claims priority from U.S. patent application Ser. No.18/492,197 entitled "SYSTEMS AND METHOD FOR GENERATIVE GAME WORLD PULATION AND GAME ELEMENT TAGS", U.S. patent application Ser. No.18/492,247 entitled "SYSTEMS AND METHOD FOR GENERATIVE GAME WORLD GENERATION AND PLAYER CUSTOMIZATION", and U.S. patent application Ser. No.18/492,276 entitled "SYSTEMS AND METHOD FOR GENERATIVE GAME WORLD GENERATION AND USER PREFERENCE INTERFACE", the specifications of which are expressly incorporated herein by reference in their entirety. Technical Field The present disclosure relates to interactive entertainment and electronic video games, including gaming device operations, processes, configurations, user interface controls and control device configurations, and generation processes for the population of the game world. Background Computer and console game titles have been developed in many styles for different gaming systems and platforms. Games and content are typically developed for display in a two-dimensional format, which includes presenting the game in various formats. As gaming systems and networking features evolve to include increased processing power and display quality, game content improves as rich features and graphics are developed. There is a desire to provide users with customization and cropping for game content. Traditional development processes may limit the ability of a developer to provide game content suitable for all users. In addition, many games are developed in a fixed mapping and gaming architecture. Some existing games allow a user to manually select a feature, such as a character or level. These existing games may be limited in their ability to generate game elements. Accordingly, there is a need and desire for gaming systems and devices that provide users with the ability to control gaming content. There is also a need and desire for gaming systems that improve the controllability of device operation, including improved device interface control and game world population. Disclosure of Invention Systems, methods, and configurations for generative game world population and player customization are disclosed and described herein. In one embodiment, a method includes detecting, by a device, player data of at least one player of an electronic game, wherein detecting the player data includes detecting interactions of the player with elements of the electronic game in the game. The method also includes determining, by the device, at least one element for populating a game area of the (marketing) electronic game based on player data of the at least one player, wherein determining the at least one element is based on player interactions in the game. The method also includes outputting, by the device, game data having at least one element for populating the game zone. In one embodiment, detecting player data includes detecting input controls for a multiplayer game and identifying in-game preferences for at least one player of an electronic game. In one embodiment, determining at least one element includes detecting player data of a first player and player data of a second player, identifying a preference based on the player data of the first player and the player data of the second player, and generating at least one element in a game area of the electronic game based on game world criteria. In one embodiment, determining at least one element includes selecting a template for populating a game area using in-game player interactions, and populating at least one tag element of the template. In one embodiment, determining the at least one element includes setting at least one style of the at least one element using player data of the at least one player. In one embodiment, determining at least one element includes generating an adaptive storyline for an electronic game based on in-game player interactions. In one embodiment, determining at least one element includes generating a new storyline for the electronic game based on player interactions in the game and inserting the new storyline into the electronic game. In one embodiment, determining the at least one element includes generating at least one of an audio output and a music output of the electronic game based on player interactions in the game. In one embodiment, determining at least one element includes generating a new game region of the electronic game using a game world generation model trained to generate the new game region to include new game content based on in-game player interactions. In one embodiment, outputting game data for the electronic game includes outputting at least one element to a first player and a second player of the electronic game during a game session. Another embodiment relates to a device configured for generating game world fills and player customization. The device includes a