US 11,806,624 B2
On device game engine architecture
Luke Dicken, San Francisco, CA (US); Johnathan Pagnutti, San Francisco, CA (US); and Yang Wen, San Francisco, CA (US)
Assigned to Zynga Inc., San Francisco, CA (US)
Filed by Zynga Inc., San Francisco, CA (US)
Filed on Sep. 21, 2020, as Appl. No. 16/948,502.
Prior Publication US 2022/0088483 A1, Mar. 24, 2022
Int. Cl. A63F 13/00 (2014.01); A63F 13/67 (2014.01); A63F 13/355 (2014.01); A63F 13/45 (2014.01); A63F 13/79 (2014.01)
CPC A63F 13/67 (2014.09) [A63F 13/355 (2014.09); A63F 13/45 (2014.09); A63F 13/79 (2014.09)] 18 Claims
OG exemplary drawing
 
1. A method implemented at a game server, the method comprising:
receiving, at the game server, data associated with gameplay of a target subset of user accounts used for playing a designated game;
computing, based on the received gameplay data, a player model representing previous in-game behavior of the target subset of user accounts;
generating, based on the player model, custom configuration values for the designated game, wherein the custom configuration values represent data to specify operation of the designated game according to a variant game mechanics configuration uniquely customized for player behavior consistent with the player model; and
causing transmission of the custom configuration values to a client device associated with a member of the target subset, the custom configuration values enabling implementation of the variant game mechanics configuration by a game engine at the client device.