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CN-122028961-A - System and method for supporting team-based video game play

CN122028961ACN 122028961 ACN122028961 ACN 122028961ACN-122028961-A

Abstract

Systems and methods by implementing an assessment engine, an auxiliary engine, and an auxiliary implementation controller provide for automatic detection and handling of team dilemma in video game play. The assessment engine implements a first Artificial Intelligence (AI) model to assess performance assessment parameters of a team of players participating in a video game play. The assistance engine implements a second AI model to determine assistance measures for improving play of the team of players in the video game. The auxiliary engine is started when the assessment engine determines that the performance assessment parameter indicates that the team of players is experiencing trouble in their video game play. The auxiliary implement controller implements auxiliary measures determined by the auxiliary engine in the video game.

Inventors

  • V Donne
  • G-R. Luluquin
  • S. Casey Raju
  • M. Neiji
  • A. Bartolome

Assignees

  • 索尼互动娱乐股份有限公司

Dates

Publication Date
20260512
Application Date
20241015
Priority Date
20231018

Claims (20)

  1. 1. A system for automatically detecting and handling team dilemma in video game play, comprising: an evaluation engine configured to implement a first artificial intelligence AI model to evaluate performance evaluation parameters of a team of players participating in video game play; An assist engine configured to implement a second AI model to determine an assist measure for improving play of the team of players in the video game, the assist engine being started when the evaluation engine determines that the performance evaluation parameter indicates that the team of players encounters dilemma in their video game play, and An auxiliary implement controller configured to implement auxiliary measures determined by the auxiliary engine in the video game.
  2. 2. The system of claim 1, wherein the performance assessment parameter measures communication between players in the team of players.
  3. 3. The system of claim 2, wherein the performance assessment parameter includes a communication score for the team of players, the communication score indicating a similarity between player-to-player communications in the team of players and player-to-player communications in a set of training data reflecting successful team play in the video game.
  4. 4. The system of claim 1, wherein the performance assessment parameter measures decisions made by players in the team of players.
  5. 5. The system of claim 4, wherein the performance assessment parameter comprises a decision score for the team of players, the decision score indicating a similarity between video game play decisions made by one or more players in the team of players and video game play decisions in a set of training data reflecting successful team play in the video game.
  6. 6. The system of claim 1, wherein the performance assessment parameter measures a player's position in the team of players.
  7. 7. The system of claim 6, wherein the performance evaluation parameter comprises a location score for the team of players, the location score indicating a similarity between a location of a player in the team of players and a location of a player in a set of training data reflecting successful team play in the video game.
  8. 8. The system of claim 1, wherein the performance assessment parameter measures tactics of players in the team of players.
  9. 9. The system of claim 8, wherein the performance assessment parameters include tactical scores for the team of players, the tactical scores indicating a similarity between tactics used by one or more players in the team of players and tactics of players in a set of training data reflecting successful team play in the video game.
  10. 10. The system of claim 1, wherein the performance assessment parameter measures coordination of players in the team of players.
  11. 11. The system of claim 10, wherein the performance assessment parameter comprises a coordination score for the team of players, the coordination score indicating a similarity between sharing policies and styles between players in the team of players and sharing policies and styles between players in a set of training data reflecting successful team play in the video game.
  12. 12. The system of claim 1, wherein the performance assessment parameter measures emotion of players in the team of players.
  13. 13. The system of claim 12, wherein the performance assessment parameter comprises an emotion score for the team of players, the emotion score indicating a similarity between emotions of players in the team of players and emotions of players in a set of training data reflecting successful team play in the video game.
  14. 14. The system of claim 1, wherein the performance assessment parameter is a measurable metric in the video game, including one or more of achieving a specified goal in the video game, achieving a specified goal in the video game within a set period of time, achieving a specified goal in the video game in combination with a particular state, and achieving a specified goal in the video game in combination with a particular state within a set period of time.
  15. 15. The system of claim 1, wherein the assistance measures include one or more of removing an existing player from the team of players and adding a new player to the team of players.
  16. 16. The system of claim 1, wherein the assistance measures include providing the team of players with information about how to progress in the video game.
  17. 17. The system of claim 1, wherein the assistance measures include adjusting tasks assigned to players in the team of players.
  18. 18. The system of claim 1, wherein the assistance measure comprises adjusting an aspect of the video game.
  19. 19. The system of claim 1, further comprising: A challenge engine configured to implement a third AI model to determine whether the team of players is sufficiently challenged in the video game, and A challenge adjustment controller configured to automatically increase a difficulty level of the video game in response to the challenge engine determining that the player team is under-challenged in the video game.
  20. 20. The system of claim 19, wherein the challenge adjustment controller is configured to automatically reduce a difficulty level of the video game in response to the challenge engine determining that the player team is overly challenged in the video game.

Description

System and method for supporting team-based video game play Background The video game industry has experienced many changes over the years and has sought ways to enhance the player's video game play experience and increase the player's interaction with video games and/or online gaming systems, which ultimately results in more revenue for video game developers and providers, as well as the entire video game industry. It is against this background that the embodiments of the present disclosure are presented. Disclosure of Invention In one example embodiment, a system for automatically detecting team dilemma in video game play is disclosed. The system includes an evaluation engine configured to implement a first artificial intelligence (ARTIFICIAL INTELLIGENCE, AI) model to evaluate performance evaluation parameters of a team of players participating in video game play. The system also includes an assistance engine configured to implement a second AI model to determine assistance measures for improving play of the team of players in the video game. The auxiliary engine is started when the assessment engine determines that the performance assessment parameter indicates that the team of players is experiencing trouble in their video game play. The system also includes an auxiliary implement controller configured to implement auxiliary measures determined by the auxiliary engine in the video game. In one example embodiment, a method of automatically detecting team dilemma in video game play is disclosed. The method includes evaluating performance evaluation parameters of a team of players participating in a video game play. The first AI model is used in evaluating the performance evaluation parameters. The method further includes determining assistance measures for improving play of the player team in the video game when the performance assessment parameter indicates that the player team encounters difficulty in play of its video game. The second AI model is used in determining the assistance measure. The method also includes implementing the auxiliary measure in the video game. Drawings FIG. 1 illustrates a cloud gaming network including a system for automatically detecting and handling team dilemma in video game play, according to some embodiments. FIG. 2 illustrates an example configuration of a system for automatically detecting and handling team dilemma in video game play, according to some embodiments. FIG. 3 illustrates a set of performance assessment parameters for a team of players in a video game, according to some embodiments. FIG. 4 illustrates an example configuration of a system for automatically detecting and handling team dilemma in video game play, according to some embodiments. FIG. 5 illustrates a flow chart of a method of automatically detecting and handling team predicates in video game play, according to some embodiments. FIG. 6 illustrates various components of an example server device in a cloud computing system that may be used to perform aspects of systems and methods for automatically detecting and handling team dilemmas in video game play, according to some embodiments. Detailed Description In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present disclosure. It will be apparent, however, to one skilled in the art, that the embodiments of the present disclosure may be practiced without some or all of these specific details. In other instances, well known process operations have not been described in detail in order not to unnecessarily obscure the present disclosure. Many modern computer applications, such as video games, virtual reality applications, augmented reality applications, virtual world applications, and the like, provide various forms of team-based user participation. For ease of description, the term "video game" as used herein refers to any of the types of computer applications described above, or any other type of computer application that provides team-based user participation in executing a computer application. Further, for ease of description, the term "player" (i.e., video game player) is used herein to refer to a user participating in the execution of a video game. In various embodiments, the video game controller may be any type of device for communicating user input to a computer system executing a video game. For example, in various embodiments, the video game controller is one or more of a handheld video game controller, a head-mounted display (HMD) device, a sensor-embedded wearable device (e.g., glove, glasses, vest, shirt, pants, cloak, hat, etc.), and/or a swing control device (e.g., magic wand, club, gun, bow, sword, knife, bat, racket, shield, etc.). In team-based video game play, multiple players are assigned to a particular team. Each of the plurality of players has one or more video game controllers configured to enable them to interact with the video game and other players particip