US 12,151,167 B2
Adaptive difficulty calibration for skills-based activities in virtual environments
Victoria Dorn, San Mateo, CA (US); Celeste Bean, San Mateo, CA (US); Elizabeth Juenger, San Mateo, CA (US); Kristie Ramirez, San Mateo, CA (US); Sepideh Karimi, San Mateo, CA (US); and Mahdi Azmandian, San Mateo, CA (US)
Assigned to SONY INTERACTIVE ENTERTAINMENT LLC, San Mateo, CA (US); and SONY INTERACTIVE ENTERTAINMENT INC., Tokyo (JP)
Filed by SONY INTERACTIVE ENTERTAINMENT LLC, San Mateo, CA (US); and SONY INTERACTIVE ENTERTAINMENT INC., Tokyo (JP)
Filed on May 31, 2022, as Appl. No. 17/828,707.
Prior Publication US 2023/0381662 A1, Nov. 30, 2023
Int. Cl. A63F 13/67 (2014.01); A63F 13/45 (2014.01); A63F 13/798 (2014.01)
CPC A63F 13/67 (2014.09) [A63F 13/45 (2014.09); A63F 13/798 (2014.09)] 21 Claims
OG exemplary drawing
 
1. A method for adaptive difficulty across skills, the method comprising:
storing data indicative of a user performance level identified based on an analysis of collected game performance data associated with a user exercising a plurality of different skills in a virtual environment of a digital content title;
comparing the user performance level to a specified expectation level associated with each of a plurality of available activities in the digital content title;
predicting one or more deviations between the user performance level and the specified expectation level based on the comparison, the predicted deviations corresponding to one or more upcoming events associated with a set of different skills within a current interactive session;
selecting a game difficulty parameter of a set of game difficulty parameters to apply to each of the upcoming events based on the predicted deviations, wherein the game difficulty parameter is selected based on an ordering of one or more of the different skills associated with the respective upcoming event; and
dynamically applying the selected game difficulty parameter to the associated event of the upcoming events during the interactive session, wherein the user is challenged to exercise the skill from the set associated with the associated event in accordance with the dynamically applied game difficulty parameter.