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This app is totally rigged, prove me wrong. ( *this website version )
Page 1 of 1
This app is totally rigged, prove me wrong. ( *this website version )
This app is totally rigged, prove me wrong. WGT version
*this website version . Meaning this is the full version . Every post and detail .
WGT version ( active link This app is totally rigged, prove me wrong. ) . Moderated version . Visible to you and myself . With all of my posts omitted . ( hidden/banned )
This app is totally rigged, prove me wrong.
Pages 1 - 3
[*]
Hmm, maybe I should get my lady boss a premium membership of Netflix subscription or something. LOL Thank you, Graham. Be safe and well. :-) Simon
[*]
[*]
*this website version . Meaning this is the full version . Every post and detail .
WGT version ( active link This app is totally rigged, prove me wrong. ) . Moderated version . Visible to you and myself . With all of my posts omitted . ( hidden/banned )
This app is totally rigged, prove me wrong.
Pages 1 - 3
Waiting for replies.................Ihatethisapptoo
12 PostsSat, Feb 27 2021 9:13 PM
*This game is rigged* sounds like that meme *Change My Mind*gonfission
2,139 PostsSun, Feb 28 2021 7:44 AM
Sounds like a contest to me..............
Kerfuffle?949 Posts Sun, Feb 28 2021 8:02 AM Ihatethisapptoo:
Waiting for replies.................
Here is your proof:
The people running WGT are professional, ethical, moral beings.
therefore,
The WGT app is not rigged.
well...that was easy!
State YOUR case...TopShelf2010
10,800 PostsSun, Feb 28 2021 8:04 AM
Before I waste my time, prove to me that this game is in fact rigged.
Donalosso
20,987 PostsSun, Feb 28 2021 10:37 AM Ihatethisapptoo:
prove me wrong.
An unproven statement will prove another unproven statement wrong, right?
"This app isn't rigged at all."
DONE!
If you're p*ssed off, you'd rather prove your point by stopping to play.
Of course it is, but only if you haven't got the money to feed WGT.BrianCheese
31 PostsSun, Feb 28 2021 11:43 AM
The algorithm that I used to see talked about ensures that unless you upgrade your clubs you're more prone to aberrations and mistakes. It simply doesn't matter how 'good' you get with starter clubs or cheaper clubs there will always be that algorithm that slows you down, makes you play a perfectly good shot that isn't or ignores the conditions to ensure you understand who's boss.
As someone who played golf with rubbish clubs for years, I managed to get down to a 4 handicap, despite the clubs, because I knew them like the back of my hand and I knew what to do in real life conditions - that is removed from this game in preference of money.
That said, you can still achieve a reasonable level with the barest minimum spent; you may never win any tournaments but you can spend a few hours a week enjoying the game or you can spend the same time screaming and shouting at the unfairness of it all. WGT don't care; they have a working model and you, me or anyone else who hates the game at times isn't going to change it, unless you spend money (and then it won't change, you'll just be less angry when things f**k up). You don't get fairness unless you put your hand in your pocket and if, like me, you haven't got that disposable income, then you suffer with what you have or you simply don't play.
Yes, it's frustrating, especially when you, for example, play the 17th a St Andrews and still manage to find the greenside bunker, despite your shot and the wind conditions meaning it's literally physically impossible to do that; or when you play a hook or a slice that is only ever accentuated when it looks like you're doing okay.
Find a couple of hundred quid/bucks to throw away and buy some gold coins (the silver ones are pointless on a PC) and upgrade your clubs to the best you can; give yourself a few weeks getting used to them and you'll be shooting 57s and 58s and winning tournaments every week, because you've spent your cash and WGT are very forgiving to people who give them money.
It's not a discussion you'll win; it really is a case of get over it or spend money.Robert1893
7,355 PostsSun, Feb 28 2021 1:29 PM Ihatethisapptoo:
This app is totally rigged, prove me wrong.
Waiting for replies.................
Word of the day: sealioning also spelled sea-lioning.
https://www.merriam-webster.com/words-at-play/sealioning-internet-trollinggonfission
2,139 PostsSun, Feb 28 2021 4:00 PM
Time to remove that from all languagesTopShelf2010
10,800 PostsSun, Feb 28 2021 4:10 PM Robert1893:Ihatethisapptoo:
This app is totally rigged, prove me wrong.
Waiting for replies.................
Word of the day: sealioning also spelled sea-lioning.
https://www.merriam-webster.com/words-at-play/sealioning-internet-trolling
LOL
I guess I should have added "waiting for replies" at the end of my post
DonRobert1893
7,355 PostsSun, Feb 28 2021 4:31 PM
I won't say that it's rigged, but since this app replaced the original game, I struggle to make level par on St Andrews front 9, whereas before I was shooting -5 or -6 most times, tee to green is no problem, but putting is a lottery, lipouts, and overshooting the hole is the norm I am using same putter, and same balls, but I might as well just close my eyes and hope I used to play everyday for at least 2 hours, I am so frustrated with what wgt have done to this game that I only play when I can't find anything else to do, please don't start giving me grief, I am 75 years old, and I get enough of that from the wife, this is just my opinion of the new app.hv1max
4 PostsFri, Mar 19 2021 8:07 AM JFidanza
1,676 PostsFri, Mar 19 2021 12:46 PM BrianCheese:
Of course it is, but only if you haven't got the money to feed WGT.
The algorithm that I used to see talked about ensures that unless you upgrade your clubs you're more prone to aberrations and mistakes. It simply doesn't matter how 'good' you get with starter clubs or cheaper clubs there will always be that algorithm that slows you down, makes you play a perfectly good shot that isn't or ignores the conditions to ensure you understand who's boss.
As someone who played golf with rubbish clubs for years, I managed to get down to a 4 handicap, despite the clubs, because I knew them like the back of my hand and I knew what to do in real life conditions - that is removed from this game in preference of money.
That said, you can still achieve a reasonable level with the barest minimum spent; you may never win any tournaments but you can spend a few hours a week enjoying the game or you can spend the same time screaming and shouting at the unfairness of it all. WGT don't care; they have a working model and you, me or anyone else who hates the game at times isn't going to change it, unless you spend money (and then it won't change, you'll just be less angry when things f**k up). You don't get fairness unless you put your hand in your pocket and if, like me, you haven't got that disposable income, then you suffer with what you have or you simply don't play.
It's not a discussion you'll win; it really is a case of get over it or spend money.
Nailed it
JMHO
+1
SimonTheBeetle
3,390 PostsSat, Mar 20 2021 12:50 AM hv1max:
I won't say that it's rigged, but since this app replaced the original game, I struggle to make level par on St Andrews front 9, whereas before I was shooting -5 or -6 most times, tee to green is no problem, but putting is a lottery, lipouts, and overshooting the hole is the norm I am using same putter, and same balls, but I might as well just close my eyes and hope I used to play everyday for at least 2 hours, I am so frustrated with what wgt have done to this game that I only play when I can't find anything else to do, please don't start giving me grief, I am 75 years old, and I get enough of that from the wife, this is just my opinion of the new app.
I don't necessarily agree with you and am much younger than you are, but kinda feel warm camaraderie with you, sir. But you (used to) play this game at least 2 hours every day?! Wow, I believe your wife is being extremely generous!craigswan
28,911 PostsSat, Mar 20 2021 3:53 AM
Top golf are more interested in this .
My reply is you’re nothing more than a troll wanting an argument.ichott
56 PostsSat, Mar 20 2021 11:51 AM
the game is not rigged, it’s just got different levels of experience and equipment and desire.
Hi Simon, the 2 hours is when she wants to watch her TV shows, and I'm not allowed to disturb her, thanks for your kind acceptance of a geriatric lol, Graham.hv1max
4 PostsMon, Mar 22 2021 12:29 PM pdb1
25,122 PostsTue, Mar 23 2021 5:04 PM Ihatethisapptoo:This app is totally rigged, prove me wrong.
Waiting for replies.................
_-_-_-_-_-_-_-_-
There is no one here that can prove you wrong . I promise .
`_`_`_`_`_`_`_`_If a game is 'rigged' it means that someone has set the game up so it can't be easily won by the player(s). 'Rigged' has a negative meaning. The game isn't just hard, it is set up specifically so it is VERY hard--maybe impossible to win. This might be done by the game organizer to cheat or trick players.
~_~_~_~_~_~_
I'll go one better than the definition above .
@"pdb1"
" Someone has set the game up so that it cannot be won by the player(s) ".xxxhogheadxxx:
Here is your proof:
The people running WGT are professional, ethical, moral beings.
therefore,
The WGT app is not rigged.
well...that was easy!
That is less believable than the OP .alosso:
An unproven statement will prove another unproven statement wrong, right?
"This app isn't rigged at all."
Doesn't prove that it isn't or is .BrianCheese:
Of course it is, but only if you haven't got the money to feed WGT.
The algorithm that I used to see talked about ensures that unless you upgrade your clubs you're more prone to aberrations and mistakes. It simply doesn't matter how 'good' you get with starter clubs or cheaper clubs there will always be that algorithm that slows you down, makes you play a perfectly good shot that isn't or ignores the conditions to ensure you understand who's boss.
As someone who played golf with rubbish clubs for years, I managed to get down to a 4 handicap, despite the clubs, because I knew them like the back of my hand and I knew what to do in real life conditions - that is removed from this game in preference of money.
That said, you can still achieve a reasonable level with the barest minimum spent; you may never win any tournaments but you can spend a few hours a week enjoying the game or you can spend the same time screaming and shouting at the unfairness of it all. WGT don't care; they have a working model and you, me or anyone else who hates the game at times isn't going to change it, unless you spend money (and then it won't change, you'll just be less angry when things f**k up). You don't get fairness unless you put your hand in your pocket and if, like me, you haven't got that disposable income, then you suffer with what you have or you simply don't play.
Yes, it's frustrating, especially when you, for example, play the 17th a St Andrews and still manage to find the greenside bunker, despite your shot and the wind conditions meaning it's literally physically impossible to do that; or when you play a hook or a slice that is only ever accentuated when it looks like you're doing okay.
Find a couple of hundred quid/bucks to throw away and buy some gold coins (the silver ones are pointless on a PC) and upgrade your clubs to the best you can; give yourself a few weeks getting used to them and you'll be shooting 57s and 58s and winning tournaments every week, because you've spent your cash and WGT are very forgiving to people who give them money.
It's not a discussion you'll win; it really is a case of get over it or spend money.
A lot of good points .ichott:
My reply is you’re nothing more than a troll wanting an argument.
the game is not rigged, it’s just got different levels of experience and equipment and desire.
But there is much more to it than that . I have lost the links now . But I am sure that many here still have the links to the Patents of the VEM .
I read it thoroughly several times over . In it are certain parts that describe that the settings are such . That a very good player can get close to winning or playing a perfect game . ( this would be very rare to even get close ). But set in a way that would just entice the player to continue . By making him feel as though he was progressing and getting closer and closer .
But ultimately never allowing that to happen . EVER .Part of the overall function and desired hard results . That makes the function so valuable .
I promise you that the patent(s) describes that . And other scenarios . Designed to manipulate and encourage the player into playing more . Upgrading their equipment . Buying more balls .
It is a successful system . World wide . Also used by Casino's .
So by definition . And by disclosure in the patents of specific acts . This game is absolutely rigged .
No dispute .
[*]
SimonTheBeetle 3,390 Posts | Tue, Mar 23 2021 6:17 PM |
hv1max:
Hi Simon, the 2 hours is when she wants to watch her TV shows, and I'm not allowed to disturb her, thanks for your kind acceptance of a geriatric lol, Graham.
Hmm, maybe I should get my lady boss a premium membership of Netflix subscription or something. LOL Thank you, Graham. Be safe and well. :-) Simon
[*]
craigswan 28,911 Posts | Wed, Mar 24 2021 4:09 AM |
[*]
craigswan 28,911 Posts | Wed, Mar 24 2021 4:10 AM |
craigswan
28,911 PostsWed, Mar 24 2021 4:11 AM craigswan
28,911 PostsWed, Mar 24 2021 4:15 AM
The young one's spending money is the topgolf future .craigswan
28,911 PostsWed, Mar 24 2021 4:20 AM
Us oldies don't matter .pdb1
25,122 PostsWed, Mar 24 2021 7:23 PM
thanks .craigswan
28,911 PostsThu, Mar 25 2021 5:29 AM
I think .
If it's not rigged would you kindly explain how Stats for some Masters & Legends indicate they have completed 18 hole rounds in under 6 strokes?oxfordjon35
3 PostsMon, Jun 27 2022 10:27 AM MarchieB
1,511 PostsMon, Jun 27 2022 10:50 PM oxfordjon35:
If it's not rigged would you kindly explain how Stats for some Masters & Legends indicate they have completed 18 hole rounds in under 6 strokes?
That was from a 24hr Glitch a few years back where all coin room games (1,3 & 9 holes) were being counted as 18 hole Ranked Rounds. I personally have a 18 hole record or 2 strokes!!ranjet
2,260 PostsSat, Jul 16 2022 6:51 PM JFidanza:BrianCheese:
Of course it is, but only if you haven't got the money to feed WGT.
The algorithm that I used to see talked about ensures that unless you upgrade your clubs you're more prone to aberrations and mistakes. It simply doesn't matter how 'good' you get with starter clubs or cheaper clubs there will always be that algorithm that slows you down, makes you play a perfectly good shot that isn't or ignores the conditions to ensure you understand who's boss.
As someone who played golf with rubbish clubs for years, I managed to get down to a 4 handicap, despite the clubs, because I knew them like the back of my hand and I knew what to do in real life conditions - that is removed from this game in preference of money.
That said, you can still achieve a reasonable level with the barest minimum spent; you may never win any tournaments but you can spend a few hours a week enjoying the game or you can spend the same time screaming and shouting at the unfairness of it all. WGT don't care; they have a working model and you, me or anyone else who hates the game at times isn't going to change it, unless you spend money (and then it won't change, you'll just be less angry when things f**k up). You don't get fairness unless you put your hand in your pocket and if, like me, you haven't got that disposable income, then you suffer with what you have or you simply don't play.
It's not a discussion you'll win; it really is a case of get over it or spend money.
Nailed it
JMHO
+1
this dude knows the SCORE,...(well said sir)
your best $corecard needs your bankcard ..
but that SCOREcard is in their back pocket and not yours..
they definitely chalk up the numbers and conversation..
lets say you and your friends play heaps of AS or matchplay..better still....skins... competitive members,active and totally smitten by just four letters ...GOLF...
if your a spender they'll through you something back in return to keep you plodding along, but if you got cash to burn then who cares anyway but their bankcard..
this game kicks my rear when it wants.. inconsistent yardages, abnormal strengths of wind ...same green speeds differing by the day ,,,
consider the golf ball ,,,, durability , cost , variety , distance ,swing meter, spin , oh and not forgetting that delightful vapor trail....
so its not rigged because the balls are astronomically over priced .. and they wouldn't rip us off anymore would they..
two wrongs don't make a right ...
there used to be a ''Replay/Save Shot" option once upon a time..,
any clue as to why the new/flagship version discontinued it....?
hmmmm....
Golf - Flog
I do enjoy a 14 club flogging....all self inflicted,, naturally..
happy hunting guys n girls..b lucky..
Ranj...
absolutely right on........i missed 4 out of 5 tie-breakers by less than a yard or 2, just for an example. you see the odd rolls and kicks and so on.pejman6785
4 PostsSun, Sep 4 2022 10:49 PM Roger19561
1 PostsWed, Sep 14 2022 4:23 AM There has been many comments that WGT is somehow rigged in favour of one player in a game. I have always thought this untrue until recently. I have been getting ‘goal complete’ messages BEFORE a particular shot has been completed! also I get messages from opponents saying NS or similar again before a shot has completed! How can this happen unless the game already knows the outcome
Last edited by Paul on Thu 14 Sep 2023, 3:21 pm; edited 4 times in total
Pages 4 - 5
callaghan159
6,151 PostsWed, Sep 14 2022 9:50 AM Roger19561:There has been many comments that WGT is somehow rigged in favour of one player in a game. I have always thought this untrue until recently. I have been getting ‘goal complete’ messages BEFORE a particular shot has been completed! also I get messages from opponents saying NS or similar again before a shot has completed! How can this happen unless the game already knows the outcome?
Small beans....carry on and dont sweat the small stuffHamdenPro
2,185 PostsWed, Sep 14 2022 10:49 AM Roger19561:There has been many comments that WGT is somehow rigged in favour of one player in a game. I have always thought this untrue until recently. I have been getting ‘goal complete’ messages BEFORE a particular shot has been completed! also I get messages from opponents saying NS or similar again before a shot has completed! How can this happen unless the game already knows the outcome?
I stayed away from this thread due to the purpose of the OP, to start something that is just not there. However, I do want to address your comments.
1. Goal complete message popping up before shot is complete - This was a "glitch" which has since been fixed. It is not proof the game is rigged. Once you hit your shot, the game (algorithms) immediately calculates where the ball will land and, therefore, the glitch was that it was displaying before you actually got to see it land. Not rigged but it just knows what is going to happen once you complete clicking through the meter; and
2. Chat from opponents before shot is completed - One of two reasons...a) As I often do, once I hear the heartbeats, I send a "ns" message (before the shot has completed); or 2) Due to the time delays involved with players in different locations, internet speed, etc.. Your opponent may have seen your shot completed before you did.
I do not believe either of your observations are indicative of the game being rigged.pdb1
25,122 PostsWed, Sep 14 2022 11:26 AM HamdenPro:
Once you hit your shot, the game (algorithms) immediately calculates where the ball will land and, therefore, the glitch was that it was displaying before you actually got to see it land. Not rigged but it just knows what is going to happen once you complete clicking
Right again HP . Has always been that way .
IE : The game knows you hit an HIO long before it lands , and before you are aware of it .
So it sounds like they fixed a glitch that wasn't a glitch .
Best synopsis I've read so far.Greynurse0
32 PostsSat, Sep 24 2022 9:21 AM
The game is so obviously rigged to keep people who spend the most money happy. It's very easy to write it into the program. Example: Player 1 spent $200 on clubs and balls and player 2 uses nothing but 'starter' clubs and balls. Program: Is player 1 winning? No. Then add a 10% variance(completely random number for this example) to player 2's next shot. This can be long, short, wide right, wide left. Playing against someone with a wealth of equipment will dumb down my shots, There can only be some much ROI for equipment in that you can't buy a driver that goes 500 yards so the program will start stealing accuracy and distance from the opposing player. When I play someone who has very similar equipment it is usually a very equal and fair game. If I start with a lead (birdy vs par) against someone with top of the line equipment the game goes to crap for me immediately. A 150 yard shot that I have hit numerous times before with the same club will now be way short, or way right , etc. Does that mean I lose every time against better equipped player, no. But they have to play a pretty bad game to lose. Why would WGT do this? Simple. To keep PAYING players happy. Players need to see that Return On Investment or they won't spend their cash. Playing single these distance and accuracy issues disappear.Qbert29
1 PostsSun, Dec 18 2022 9:53 AM LollysDave
6 PostsTue, Sep 12 2023 4:34 AM JFidanza:
The algorithm that I used to see talked about ensures that unless you upgrade your clubs you're more prone to aberrations and mistakes. It simply doesn't matter how 'good' you get with starter clubs or cheaper clubs there will always be that algorithm that slows you down, makes you play a perfectly good shot that isn't or ignores the conditions to ensure you understand who's boss.
Jumping into this thread rather late, but I have been noticing this very dynamic. I use a L70 putter. Just before, and especially after, I leveled up to 98 and unlocked the putter at that level, suddenly about every fourth or fifth putt I make shanks left off the clubface at a very noticeable angle, no matter what the green conditions are, and even when I hit the ding. I can think of no plausible explanation except that the WGT algorithm is trying to force me to spend even more money than I already have to buy the level 98 putter. Can't prove it with a certainty -- just my observation of this recurring phenomenon.
In an effort to put some context on the original post...."I have a lucking coin that keeps me from getting hit by a car. Since I haven't been hit, it must work. Prove me wrong?"Squatch031
106 PostsWed, Sep 13 2023 1:09 PM
The meter speed can be slightly speeded up & changed indiscriminately and you would never know it. They have you by the balls.CarmelCarl
9 PostsWed, Sep 13 2023 7:13 PM callaghan159
6,151 PostsThu, Sep 14 2023 3:50 AM Squatch031:
"I have a lucking coin that keeps me from getting hit by a car.
Try walking on the road and see how lucky your coin is. If you dont get back to us we will know your luck ran out.AnaNikolaj
545 PostsThu, Sep 14 2023 4:31 AM LollysDave:JFidanza:
The algorithm that I used to see talked about ensures that unless you upgrade your clubs you're more prone to aberrations and mistakes. It simply doesn't matter how 'good' you get with starter clubs or cheaper clubs there will always be that algorithm that slows you down, makes you play a perfectly good shot that isn't or ignores the conditions to ensure you understand who's boss.
Jumping into this thread rather late, but I have been noticing this very dynamic. I use a L70 putter. Just before, and especially after, I leveled up to 98 and unlocked the putter at that level, suddenly about every fourth or fifth putt I make shanks left off the clubface at a very noticeable angle, no matter what the green conditions are, and even when I hit the ding. I can think of no plausible explanation except that the WGT algorithm is trying to force me to spend even more money than I already have to buy the level 98 putter. Can't prove it with a certainty -- just my observation of this recurring phenomenon.
I think the fact I'm still using a L35 putter disproves these claims
Fist2k8 58 Posts | Thu, Sep 14 2023 5:46 AM |
[table style="border-collapse:collapse;border-spacing:0;max-width:524px" border="0"]
terryntx
56 Posts
Thu, Sep 14 2023 8:28 AM
VIRTUAL EQUIPMENT MODULE
And Yes . It is VIRTUAL EQUIPMENT MODULE or MODEL .
So the above current dialogue . Started on Sat, Feb 27 2021 9:13 PM .
Fails to mention VEM .
The real answer to much of the inexplicable scenarios in that thread .
On an aside note . As Scott points out . It is more relative to the disparity of the better equipment than the starter equipment .
Here are some VEM patent pages .
United States
Download PDF Find Prior Art
Similar
InventorYuchiang Cheng Current Assignee World Golf Tour Inc
Worldwide applications
2008 US 2011 US
Application US13/198,608 events
2008-03-27
Priority to US12/057,276
2011-08-04
Application filed by World Golf Tour Inc
2011-11-24
Publication of US20110288666A1
2013-01-01
Application granted
2013-01-01
Publication of US8342951B2
Status
Active
2028-03-27
Anticipated expiration
Show all events
InfoPatent citations (40)Non-patent citations (4)Cited by (69)Legal eventsSimilar documentsPriority and Related ApplicationsExternal linksUSPTOUSPTO PatentCenterUSPTO AssignmentEspacenetGlobal DossierDiscuss
--------------------------------
virtual equipment module; Assignee: World Golf Tour;
Automatically adapting virtual equipment model
Methods and apparatus, including computer program products, for determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. Automatically adapting a virtual equipment model associated with the virtual equipment to reflect the determined user skill level. The virtual equipment model governs how the virtual equipment behaves in response to user interaction with the representation.
The present invention relates to a method for automatically fitting a virtual equipment model.
Computer games and other kinds of simulations typically include a virtual universe that interacts with users to accomplish one or more goals, such as killing all "villains" or playing a hole in golf. A virtual space is a paradigm that a user interacts with when playing a computer game, and may include an indication of information of a virtual environment, equipment, objects, characters, and related states. For example, the virtual space may include a virtual golf course, golf clubs and golf balls. Users interact with the virtual space through a user interface that can accept input from game controllers (eg, joysticks, mice, voice commands). For example, a virtual golf club can be swinged on a virtual golf course by a click of a mouse button to hit a virtual golf ball.
Typical computer game genres include role-playing, first-person shooter, third-person shooter, sports, racing, martial arts, action, strategy and simulation. Computer games can incorporate a combination of two or more genres. Popular computer games include Black & White 2 (released by EA Games), Grand Theft Auto (released by Rockstar Games), and Perfect Dark Zero. ) (Released from Microsoft Game Studios) and Halo 3 (released from Microsoft Game Studios). Computer games include workstations, personal computers, game consoles 104 (e.g., Sony PlayStation, PlayStation Portable, Microsoft Xbox, Nintendo GameCube, and It is generally available on different computer platforms such as Game Boy, mobile phone 102 and other mobile computer devices. See FIG. 1. Computer games can be single or multiplayer. Some multiplayer games allow users connected over the Internet to interact in a common or shared virtual space.
Users interact in virtual space with one or more virtual devices, such as virtual weapons or virtual golf clubs. The virtual equipment can include avatars representing the user and other virtual representations, including but not limited to movements or gestures of the user. In summary, a martial arts game allows a user to hit, kick, or punch a virtual opponent by hand in a virtual space. The virtual equipment in these cases is the virtual representation of the user (or user's movement or gesture) in the fight.
Virtual space and virtual equipment can change as users achieve their goals. For example, as users progress to higher game levels in an action game, the virtual space is typically changed to model a new level, with users having different virtual equipment, such as more powerful weapons. Some computer games allow users to manually select a virtual device. For example, user interface 106 (FIG. 1) for a computer golf game allows users to select the type of virtual golf club they wish to use. Users lacking skills may choose fairway wood club 108 over driver 110, which is more difficult (and indeed true) to control in virtual space. However, when using virtual equipment, in a computer game, the virtual equipment is not automatically adapted to the user's proficiency with a given virtual equipment.
In general, in one aspect, embodiments of the present invention are characterized in determining user proficiency for interaction of a user with a virtual device in an interactive computer game. The virtual equipment can be manipulated by the user's interaction with the associated display. The virtual equipment model associated with the virtual equipment is automatically adapted to reflect the determined user proficiency. The virtual device model controls the operation of the virtual device in response to user interaction with the display.
These and other embodiments may optionally include one or more of the following features. The fitting includes changing a sweet spot for the virtual equipment. The sweet spot is the region of the distribution curve for the variable associated with the virtual equipment model. The sweet spot is related to one or more of the accuracy of the user interaction and the precision of the user interaction. The fitting includes changing the input model or related display. The adapting step is based on the current state of the virtual space. The determining step is made in response to the step of detecting an improvement or decrease in user proficiency. The display unit includes one or more of graphic rendering, sound, or haptic feedback. The adapting further includes changing one or more relationships between a plurality of variables of the user interaction model. The virtual equipment is one of a golf club, weapon, car, racket, ping pong stick, or baseball bat.
In general, in another aspect, embodiments of the invention are characterized by determining user proficiency for interaction of a user with a virtual device in an interactive computer game. The virtual equipment can be manipulated by the user's interaction with the associated display. Sweet spots associated with the virtual device are automatically adapted based on the determined user proficiency, and the sweet spot controls the operation of the virtual device in response to interaction of the user and the display.
These and other embodiments may optionally include one or more of the following features. The sweet spot is the region of the distribution curve for the virtual machine related variable. The sweet spot is related to one or more of the accuracy of the user interaction and the precision of the user interaction. The fitting includes changing the input model or related display.
Certain embodiments of the present invention may be implemented to realize one or more of the following advantages. Virtual equipment is automatically adapted to reflect changes in user proficiency to keep users challenged as they improve. As a result, users do not lose interest in computer games. The visual representation of the associated user input model and the virtual equipment is automatically modified to reflect changes in user skill. Automatic adaptation of virtual equipment adds a new level of realism to electronic technology games and other kinds of simulations, and provides a more accurate reflection of technology in the virtual world without being disturbed by static and limited user interfaces.
The details of embodiments of the invention are set forth in the drawings and the description below. Other features, aspects, and advantages of the invention will be apparent from the description, the drawings, and the claims.
1 shows a user interface for selecting a golf club.
2 shows four exemplary graphs of equipment control.
3 illustrates a virtual equipment model system.
4 illustrates a virtual equipment model adaptation process.
5 shows a system architecture.
Like reference numbers and designations in the various drawings indicate like elements.
In various implementations, a given virtual device has one or more associated "sweet spots". Sweet spots represent the limitations of a user's failure to interact with one virtual device that produces an intended result in the virtual space. In one embodiment, the large sweet spot corresponds to a larger deviation in the normalized distribution curve, and the small sweet spot corresponds to a smaller deviation in the normalized distribution curve.
For example, different types of golf clubs exist for golfers with different abilities, and each golf club has a variety of sized sweet spots that vary in location. In general, a golfer can select a club based on his swing speed and power and the sweet spot of the golf club. Clubs with large sweet spots tend to be very generous because they are designed to have a large surface area in contact with the ball and have a perimeter weigh distribution to balance typos. Club swings with large sweet spots will produce adequate shots even if they are separated by a few standard deviations from the mean (the average is a perfect swing). However, golfers who have large sweet spots have no choice but to give up some control, power and sensation. Professional golf clubs have very small sweet spots and require more skill to hit the ball correctly, but hitting the right shot can result in greater distance, control, precision and accuracy. Club swings with small sweet spots should be closer to average for a satisfactory shot.
In reality, as users become more skilled with the equipment, the equipment they have is easier to handle and they can choose new equipment that can provide an improved level of control. This forms the basis for automatically adjusting some of the sweet spot (s) of the virtual machine according to the user's skill. Graph 202 of FIG. 2 shows standard deviation curves 202b, 202c, 202d of variables related to the same or different portion of the virtual equipment. For example, curve 202b may represent the power of the virtual golf swing, curve 202c may represent the direction of the virtual golf club surface when the virtual golf swing hits the virtual golf ball, and curve 202d. ) May represent the trajectory of the kick or punch of the virtual fighter. A zero deviation represents the ideal value of a variable (eg, a small sweet spot) for a portion of the virtual equipment, such as the ideal power of the virtual golf club swing or the ideal aim of the virtual gun. For a given variable, the value of each standard deviation from zero represents a value that is much smaller than the ideal value. In one implementation, values higher than threshold 202a (which may vary with each curve) are more likely than targets, such as sending a virtual golf ball to a location intended by the user, relative to values below the threshold. Achievable). Sweet spots can be viewed as areas of the distribution curve that are above the threshold and within the required standard deviation from the mean. For example, in the case of large sweet spots, a successful result can be obtained if the value of a given variable is above the threshold, even if the result is not ideal. Furthermore, the sweet spots may vary depending on the type of virtual equipment. For example, curve 202b may represent a professional forged golf iron club with a very small sweet spot (e.g., +/- 1 standard deviation), and curve 202c may represent a much larger sweet spot (e.g., For example, a hollow back off set beginner iron club with +/- 1.8 standard deviation may be indicated.
As users become more experienced with the use of virtual machines, sweet spots for one or more virtual machine variables are adapted, allowing the user to interact with the virtual machine to a value closer to the average of the virtual machine's variable values. Only successful results are produced. Similarly, if the user's mastery decreases, the sweet spot for one or more virtual devices may be adapted to achieve a successful outcome even if the user achieves interaction with the virtual device at a value farther than the average of one or more virtual device variables. have.
Accuracy is the probability that a given virtual device will run as the user intended. An example of accuracy is the probability that the virtual golf ball will follow the intended track and fall to the target by the swing of the virtual golf club. In other words, the accuracy may be the probability that the virtual target is hit by the shooting of the virtual gun. Precision is the probability that a user's interaction with a given virtual device will yield the same result over time. For example, precision is the probability that the same golf club swing will result in the same result. In one implementation, the accuracy and precision of a given portion of virtual equipment may automatically increase as the user's skill increases. Similarly, the accuracy and precision of a given virtual device can be automatically reduced as the user's skill level decreases. This relationship is illustrated in the example graphs 204 and 206 of FIG. In summary, as shown in graph 208, the user's ability to control the virtual equipment increases with their skill level. Although the example graphs 204, 206, and 208 of FIG. 2 schematically illustrate a linear relationship, other relationships are possible and may be specified by the virtual equipment model, as described below.
3 is a diagram of a virtual equipment model (VEM) system 300 for a computer game application or other simulation. The functions included in system 300 may be distributed to fewer or more components than shown. The system 300 includes a VEM 306 that models one virtual device. One virtual device may include one or more objects in a virtual space, such as a set of virtual balls that a user juggles in a computer juggling game. In one implementation, there is a VEM 306 for each one virtual device with which the user interacts in the virtual space. In a further implementation, the VEM 306 maintains a non-empty set of variables and a relationship between two or more variables to model the behavior of one virtual device. In one implementation, the sweet spot for the virtual equipment portion has the opposite relationship to the precision and accuracy of the virtual equipment.
In one implementation, VEM 306 includes a minimum of variables representing precision, accuracy, one or more distribution curves (eg, 202b, 202c), thresholds (eg, 202a), and sweet spots, as described above. do. For example, if the virtual machine is a golf club, variables include stroke power, club face trajectory, distribution curve, and include stroke power, club face trajectory, associated sweet spots and thresholds for club accuracy and club precision. Can be.
In general, the values of the VEM 306 variables are determined by the user's input, the user's skill in using the virtual device, the attributes of the virtual device itself, and the state of the virtual space as determined by the game engine 310 (eg, weather, Player's emotional and physical stress), configuration information, values of one or more other variables, and combinations thereof. The input model 302 stores user input (eg, button presses, voice commands, gestures, eye movements, body movements, brain waves, other types of physiological sensors, and combinations thereof) in relation to the VEM 306. Map to one or more variable values for the variables in the set. VEM 306 interprets user input provided by input model 302 using a set of relationships. The VEM 306 provides an associated display 304 of virtual equipment that provides the user through graphical display means (eg, liquid crystal or plasma display devices), sound generating means, haptic technology, odor generating means, combinations thereof, and the like. Have For example, in a first-person shooter, the virtual gun may have a graphical representation of cross hairs indicating where the gun is currently aiming and sound feedback indicating the moment the virtual gun is fired. A joystick or other user input device can be used to aim the virtual gun and a button can be pressed to fire the virtual gun. VEM 306 communicates with game engine 310 to change the virtual space based on user interaction with VEM 306.
The variable set, the values of the variables, and the relationship with the VEM 306 may vary based on the state of the virtual space or the background and purpose for which the virtual equipment is used. For example, if the virtual equipment is a sword in a sword fighting computer game, successful use of the sword requires proper attack and defense of the user's actions. In addition to the sweet spot (s) associated with the virtual sword, each of the virtual sword's behaviors may itself have associated sweet spot (s), which may vary based on the type of attack or defensive behavior the user attempts. In addition, the sweet spot of the gum may vary based on the type of gum that affects the threshold level.
Proficiency monitor 306 monitors changes in user proficiency. Changes in user proficiency are the proficiency of a user using a given portion of virtual equipment to achieve one or more goals (eg, improved scores) in virtual space, the ability to perform relatively high tasks with virtual equipment. This can be sensed by the use of virtual machines to achieve improved accuracy, the use of virtual machines to achieve improved accuracy, the time the virtual machine is used, and the combination of these and other factors. In one embodiment, user proficiency is quantified numerically. If the skill level increases or decreases beyond a certain threshold, a change is communicated to the VEM 306, which in turn can communicate the change to the input model 302 and the display 304. Using a threshold value other than zero can prevent the VEM 306 from changing too quickly.
Based on the change in proficiency, one or more of the VEM 306, the input model 302, and the display 304 can be adapted to reflect the change. Adaptation of the VEM 306 includes changing one or more values of two variables in a variable set, changing one or more relationships in a relationship set, adding one or more variables to or removing from the variable set, wherein Adding or removing one or more relationships from the relationship set and combinations thereof. If the user's proficiency improves, for example, the virtual machine model 306 may add additional variables to control the virtual machine that was not available at low proficiency and display distribution curves, thresholds, and sweet spots. You can change the variables.
Adapting the input model 302 may include changing the way the user interacts with the display 304 by adding or removing required user input and optional user input. Changing the order of user input, changing the meaning of the user input, and changing the mapping of the user input to one or more variables in the VEM 306 variable set. In summary, if the virtual equipment is a golf club, the user input at one proficiency may include two mouse button clicks. The first click is for setting the power of the stroke, and the second click within a preset time limit from the first click is for determining the trajectory of the golf club surface when hitting the virtual golf ball. User input at higher proficiency may add a third click to determine the loft of the virtual golf ball. Adapting the display 304 may include changing the virtual equipment appearance, user interface, haptic, smell, or a combination thereof. For example, if the input model 302 or the VEM 306 is adapted, the display can be modified to indicate this to the user. For example, the appearance of the virtual golf club may change to indicate that the user is playing at a higher level club.
The game engine 310 maintains the state of the virtual space based on the user input and the interaction of the objects in the virtual space. The game engine 310 may include a renderer for rendering a graphic image of a virtual space that may be provided to the display device. The game engine may also include artificial intelligence capabilities to determine one or more future states of the virtual space. Objects in virtual space, such as virtual equipment, are associated with an asset 312 (eg, content, model, sound, physical properties, artificial intelligence). Assets are used by game engine 310 to display objects and render computer games. Game engine 310 communicates with proficiency monitor 308 to convey user proficiency information, such as a detected change in user proficiency. VEM 306 communicates with game engine 310 to change the virtual space based on the user's interaction with VEM 306.
4 illustrates a virtual equipment model adaptation process. The user's skill level for one virtual device is determined, for example, by skill monitor 308 (step 402). It is then determined whether the skill has increased or decreased beyond the threshold (step 406). If the user's skill level does not increase or decrease beyond the threshold, the user skill level is determined again later in time (step 402). Alternatively, the VEM 306 associated with the virtual equipment is adapted based on user skill level (step 406), for example by changing the value of one or more sweet spots or other variables associated with the virtual equipment. The input model 302 and the indicator 304 can be selectively adapted based on user skill level (step 408), for example to show differently the head of the golf club to emphasize the changed characteristics of the golf club. Can be adapted by.
5 is a block diagram of an example system architecture 500 for automatically fitting a virtual equipment model. The architecture 500 may include one or more processors 502 (e.g., IBM PowerPC, Intel Pentium 4, etc.), one or more display devices 504 (e.g., For example, CRT, LCD), one or more graphics processing units 506 (e.g., NVIDIA Quadra FX 4500, GeForce 7800 GT, etc.), one One or more network interfaces 508 (e.g., Ethernet, Firewire, USB, etc.), one or more input devices 510 (e.g., keyboard, mouse, game controller, camera) , Microphones, etc.), and one or more computer readable media 512 (eg, SDRAM, optical disk, hard disk, flash memory, Ll or L2 cache, etc.). These components may exchange communication and data over one or more buses 514 (eg, EISA, PCI, PCI Express, etc.).
The term "computer-readable medium" refers to a medium that is involved in providing instructions to the processor 502 for execution, such as non-volatile media (eg, optical or magnetic disks), volatile media (eg, memory). And any transmission medium, including but not limited to. Transmission media include, but are not limited to, coaxial cables, copper wires, and optical fibers. The transmission medium may also take the form of sound waves, light waves or radio frequency waves.
Computer-readable medium 512 may include operating system 516 (eg, Mac OS, Windows, Linux, etc.), network communication module 518, computer game. Asset 520, and computer game application 522. The computer game application 522 further includes a game engine 524, a proficiency monitor 526, one or more VEMs 528, one or more input models 530, and one or more displays 532. In some implementations, the electronic game application 522 may be integrated with another application 534 or may be configured as a plug-in of another application 534.
Operating system 516 may have features such as multi-user, multiprocessing, multitasking, multithreading, real time, and the like. The operating system 516 performs basic tasks, recognizes input from the input device 510, sends output to the display device 504, computer readable medium 512 (eg, memory). Or write files and directories to storage devices, control peripheral devices (e.g., disk drives, printers, GPUs 506, etc.), and manage traffic on one or more buses 514. Including but not limited to. The network communication module 518 includes various components for establishing and maintaining a network connection (eg, software for implementing a communication protocol such as TCP / IP, HTTP, Ethernet, etc.). As shown in Figures 2-4, the application 522 implements various tasks and functions with its components.
The user system architecture 500 may be implemented in any electronic or computer device capable of hosting the application 502 or a portion of the application 502. This includes, but is not limited to, portable or desktop computers, workstations, main frame computers, personal digital assistants, portable gaming devices, mobile phones, network servers, and the like. All of these components may be physically separated from each other.
Embodiments of the invention and all functional operations described herein may be implemented in digital electronic circuitry or computer software, firmware, or hardware, and include structures disclosed herein and their structural equivalents or one or more combinations. . Embodiments of the invention may be implemented as a module of one or more computer program products, i.e., one or more computer program instructions encoded on a computer readable medium for execution or control of operation by a data processing apparatus.
Computer programs (also known as programs, software, software applications, scripts, or code) may be written in any programming language, including compiled or interpreted languages, and may be stand-alone. alone may be deployed in any form including programs or modules, components, subroutines, or other units suitable for use in a computer environment. Computer programs do not necessarily correspond to files in the file system. The program may be stored in a portion of a file that contains another program or data (eg, one or more scripts stored in a markup language document), stored in a single file for the program, or multiple coordinated files. Multiple coordinated files (e.g., a file storing one or more modules, subprograms or ports of code). The computer program can be deployed to be executed on one computer or on a plurality of computers located at one location or distributed in a plurality of locations and interconnected to a communication network.
The processes and logic flows described herein may be performed by one or more programmable processors executing one or more computer programs to perform functions by operating on input data and generating output. The process and logic flow may be performed by special purpose logic circuits such as, for example, field programmable gate arrays (FPGAs) or application-specific integrated circuits (ASICs). And the apparatus can also be implemented as such.
Processors suitable for the execution of a computer program include, by way of example, general and special purpose microprocessors, any one or more processors of any kind of digital computer. In general, a processor will receive instructions and data from read-only memory or random access memory or both. The essential elements of a computer are a processor for performing instructions and one or more memory devices for storing instructions and data. In general, a computer includes one or more mass storage devices for storing data such as, for example, magnetic, magneto-optical disks, or optical disks, and is operable for receiving data from or transmitting data to it, or for both receiving and transmitting data. To be combined. However, computers do not necessarily have such devices. Further, the computer may be embedded in other devices, such as mobile phones, personal digital assistants (PDAs), portable audio players, global positioning system (GPS) receivers, and the like. Computer-readable media suitable for storing computer program instructions and data include all forms of nonvolatile memory, media, and memory devices, including, for example, erasable PROM (EPROM), electrically erasable PROM (EEPROM), and flash memory device. Semiconductor memory devices such as, for example, magnetic disks such as internal hard disks or removable disks, magneto-optical disks, and CD-ROM and DVD-ROM disks. The processor and memory may be supplemented or integrated in special purpose logic circuitry.
In order to provide interaction with a user, embodiments of the present invention may be implemented in a computer having a display device such as, for example, a cathode ray tube (CRT) monitor or an LCD (liquid crystal display) monitor to show information to the user, The keyboard and pointing device, for example a mouse or tracking ball, may be implemented to allow a user to provide input to the computer. Other kinds of devices can also be used to provide for interaction with a user. For example, the feedback provided to the user may be in any form such as, for example, visual feedback, auditory feedback, or tactile feedback, and the input received from the user may include sound, language, brain wave or other physiological input, eye movement, It may be received in any form, such as gestures, body movements, or tactile inputs.
Embodiments of the present invention may include, for example, back-end elements such as data servers, middleware elements such as application servers, or graphical user interfaces that allow a user to interact with embodiments of the present invention. Or a front-end element, such as a client computer with a web browser, or any combination of one or more backends, middleware, or front-end elements. The interconnection of the system components may be by digital data communication in any form or medium, for example in a communication network. Examples of communication networks may include a local area network (LAN) or a wide area information network (WAN) such as, for example, the Internet.
Computer systems can include clients and servers. Clients and servers are generally separated from each other and typically interact through a communication network. The relationship between client and server is created by computer programs running on each computer and in a client-server relationship with each other.
While the specification includes several specific details, these should not be construed as limiting the invention or claims, but rather should be construed as describing particular features of specific embodiments of the invention. Certain features that are described in the context of individual embodiments herein can be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment may be implemented in various embodiments individually or in any suitable subcombination. Furthermore, although some features are described as being in a certain combination and so claimed from the outset, one or more features in the claimed combination may optionally be excluded from the combination, and the claimed combination may be of a subcombination or subcombination. It can be induced by deformation.
Similarly, although the operations are shown in a particular order in the drawings, it should not be understood that such operations must be performed in the specific order or sequential order shown to achieve a desired result, or that all operations must be performed. In some circumstances, multitasking and parallel processes may be advantageous. Furthermore, configuring the various system components separately in the above embodiments should not be understood as such separation is required in all embodiments. In addition, the described program components and systems may generally be integrated into a single software product or packaged into a plurality of software products.
Accordingly, certain embodiments of the invention have been described. Other embodiments are within the scope of the following claims. For example, the actions recited in the claims can be performed in different ways while at the same time obtaining the desired results.
So the above current dialogue . Started on Sat, Feb 27 2021 9:13 PM .
Fails to mention VEM .
The real answer to much of the inexplicable scenarios in that thread .
On an aside note . As Scott points out . It is more relative to the disparity of the better equipment than the starter equipment .
ScottHope wrote:
I don't disagree with you about VEM but the lack of precision of the starter clubs is more likely to be the major culprit of your inconsistent shot results.
Here are some VEM patent pages .
US8342951B2
United States
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InventorYuchiang Cheng Current Assignee World Golf Tour Inc
Worldwide applications
2008 US 2011 US
Application US13/198,608 events
2008-03-27
Priority to US12/057,276
2011-08-04
Application filed by World Golf Tour Inc
2011-11-24
Publication of US20110288666A1
2013-01-01
Application granted
2013-01-01
Publication of US8342951B2
Status
Active
2028-03-27
Anticipated expiration
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InfoPatent citations (40)Non-patent citations (4)Cited by (69)Legal eventsSimilar documentsPriority and Related ApplicationsExternal linksUSPTOUSPTO PatentCenterUSPTO AssignmentEspacenetGlobal DossierDiscuss
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virtual equipment module; Assignee: World Golf Tour;
Automatically adapting virtual equipment model
Abstract
Methods and apparatus, including computer program products, for determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. Automatically adapting a virtual equipment model associated with the virtual equipment to reflect the determined user skill level. The virtual equipment model governs how the virtual equipment behaves in response to user interaction with the representation.
Description
How to automatically fit your virtual equipment model {METHOD FOR AUTOMATICALLY ADAPTING VIRTUAL EQUIPMENT MODEL}The present invention relates to a method for automatically fitting a virtual equipment model.
Computer games and other kinds of simulations typically include a virtual universe that interacts with users to accomplish one or more goals, such as killing all "villains" or playing a hole in golf. A virtual space is a paradigm that a user interacts with when playing a computer game, and may include an indication of information of a virtual environment, equipment, objects, characters, and related states. For example, the virtual space may include a virtual golf course, golf clubs and golf balls. Users interact with the virtual space through a user interface that can accept input from game controllers (eg, joysticks, mice, voice commands). For example, a virtual golf club can be swinged on a virtual golf course by a click of a mouse button to hit a virtual golf ball.
Typical computer game genres include role-playing, first-person shooter, third-person shooter, sports, racing, martial arts, action, strategy and simulation. Computer games can incorporate a combination of two or more genres. Popular computer games include Black & White 2 (released by EA Games), Grand Theft Auto (released by Rockstar Games), and Perfect Dark Zero. ) (Released from Microsoft Game Studios) and Halo 3 (released from Microsoft Game Studios). Computer games include workstations, personal computers, game consoles 104 (e.g., Sony PlayStation, PlayStation Portable, Microsoft Xbox, Nintendo GameCube, and It is generally available on different computer platforms such as Game Boy, mobile phone 102 and other mobile computer devices. See FIG. 1. Computer games can be single or multiplayer. Some multiplayer games allow users connected over the Internet to interact in a common or shared virtual space.
Users interact in virtual space with one or more virtual devices, such as virtual weapons or virtual golf clubs. The virtual equipment can include avatars representing the user and other virtual representations, including but not limited to movements or gestures of the user. In summary, a martial arts game allows a user to hit, kick, or punch a virtual opponent by hand in a virtual space. The virtual equipment in these cases is the virtual representation of the user (or user's movement or gesture) in the fight.
Virtual space and virtual equipment can change as users achieve their goals. For example, as users progress to higher game levels in an action game, the virtual space is typically changed to model a new level, with users having different virtual equipment, such as more powerful weapons. Some computer games allow users to manually select a virtual device. For example, user interface 106 (FIG. 1) for a computer golf game allows users to select the type of virtual golf club they wish to use. Users lacking skills may choose fairway wood club 108 over driver 110, which is more difficult (and indeed true) to control in virtual space. However, when using virtual equipment, in a computer game, the virtual equipment is not automatically adapted to the user's proficiency with a given virtual equipment.
In general, in one aspect, embodiments of the present invention are characterized in determining user proficiency for interaction of a user with a virtual device in an interactive computer game. The virtual equipment can be manipulated by the user's interaction with the associated display. The virtual equipment model associated with the virtual equipment is automatically adapted to reflect the determined user proficiency. The virtual device model controls the operation of the virtual device in response to user interaction with the display.
These and other embodiments may optionally include one or more of the following features. The fitting includes changing a sweet spot for the virtual equipment. The sweet spot is the region of the distribution curve for the variable associated with the virtual equipment model. The sweet spot is related to one or more of the accuracy of the user interaction and the precision of the user interaction. The fitting includes changing the input model or related display. The adapting step is based on the current state of the virtual space. The determining step is made in response to the step of detecting an improvement or decrease in user proficiency. The display unit includes one or more of graphic rendering, sound, or haptic feedback. The adapting further includes changing one or more relationships between a plurality of variables of the user interaction model. The virtual equipment is one of a golf club, weapon, car, racket, ping pong stick, or baseball bat.
In general, in another aspect, embodiments of the invention are characterized by determining user proficiency for interaction of a user with a virtual device in an interactive computer game. The virtual equipment can be manipulated by the user's interaction with the associated display. Sweet spots associated with the virtual device are automatically adapted based on the determined user proficiency, and the sweet spot controls the operation of the virtual device in response to interaction of the user and the display.
These and other embodiments may optionally include one or more of the following features. The sweet spot is the region of the distribution curve for the virtual machine related variable. The sweet spot is related to one or more of the accuracy of the user interaction and the precision of the user interaction. The fitting includes changing the input model or related display.
Certain embodiments of the present invention may be implemented to realize one or more of the following advantages. Virtual equipment is automatically adapted to reflect changes in user proficiency to keep users challenged as they improve. As a result, users do not lose interest in computer games. The visual representation of the associated user input model and the virtual equipment is automatically modified to reflect changes in user skill. Automatic adaptation of virtual equipment adds a new level of realism to electronic technology games and other kinds of simulations, and provides a more accurate reflection of technology in the virtual world without being disturbed by static and limited user interfaces.
The details of embodiments of the invention are set forth in the drawings and the description below. Other features, aspects, and advantages of the invention will be apparent from the description, the drawings, and the claims.
1 shows a user interface for selecting a golf club.
2 shows four exemplary graphs of equipment control.
3 illustrates a virtual equipment model system.
4 illustrates a virtual equipment model adaptation process.
5 shows a system architecture.
Like reference numbers and designations in the various drawings indicate like elements.
In various implementations, a given virtual device has one or more associated "sweet spots". Sweet spots represent the limitations of a user's failure to interact with one virtual device that produces an intended result in the virtual space. In one embodiment, the large sweet spot corresponds to a larger deviation in the normalized distribution curve, and the small sweet spot corresponds to a smaller deviation in the normalized distribution curve.
For example, different types of golf clubs exist for golfers with different abilities, and each golf club has a variety of sized sweet spots that vary in location. In general, a golfer can select a club based on his swing speed and power and the sweet spot of the golf club. Clubs with large sweet spots tend to be very generous because they are designed to have a large surface area in contact with the ball and have a perimeter weigh distribution to balance typos. Club swings with large sweet spots will produce adequate shots even if they are separated by a few standard deviations from the mean (the average is a perfect swing). However, golfers who have large sweet spots have no choice but to give up some control, power and sensation. Professional golf clubs have very small sweet spots and require more skill to hit the ball correctly, but hitting the right shot can result in greater distance, control, precision and accuracy. Club swings with small sweet spots should be closer to average for a satisfactory shot.
In reality, as users become more skilled with the equipment, the equipment they have is easier to handle and they can choose new equipment that can provide an improved level of control. This forms the basis for automatically adjusting some of the sweet spot (s) of the virtual machine according to the user's skill. Graph 202 of FIG. 2 shows standard deviation curves 202b, 202c, 202d of variables related to the same or different portion of the virtual equipment. For example, curve 202b may represent the power of the virtual golf swing, curve 202c may represent the direction of the virtual golf club surface when the virtual golf swing hits the virtual golf ball, and curve 202d. ) May represent the trajectory of the kick or punch of the virtual fighter. A zero deviation represents the ideal value of a variable (eg, a small sweet spot) for a portion of the virtual equipment, such as the ideal power of the virtual golf club swing or the ideal aim of the virtual gun. For a given variable, the value of each standard deviation from zero represents a value that is much smaller than the ideal value. In one implementation, values higher than threshold 202a (which may vary with each curve) are more likely than targets, such as sending a virtual golf ball to a location intended by the user, relative to values below the threshold. Achievable). Sweet spots can be viewed as areas of the distribution curve that are above the threshold and within the required standard deviation from the mean. For example, in the case of large sweet spots, a successful result can be obtained if the value of a given variable is above the threshold, even if the result is not ideal. Furthermore, the sweet spots may vary depending on the type of virtual equipment. For example, curve 202b may represent a professional forged golf iron club with a very small sweet spot (e.g., +/- 1 standard deviation), and curve 202c may represent a much larger sweet spot (e.g., For example, a hollow back off set beginner iron club with +/- 1.8 standard deviation may be indicated.
As users become more experienced with the use of virtual machines, sweet spots for one or more virtual machine variables are adapted, allowing the user to interact with the virtual machine to a value closer to the average of the virtual machine's variable values. Only successful results are produced. Similarly, if the user's mastery decreases, the sweet spot for one or more virtual devices may be adapted to achieve a successful outcome even if the user achieves interaction with the virtual device at a value farther than the average of one or more virtual device variables. have.
Accuracy is the probability that a given virtual device will run as the user intended. An example of accuracy is the probability that the virtual golf ball will follow the intended track and fall to the target by the swing of the virtual golf club. In other words, the accuracy may be the probability that the virtual target is hit by the shooting of the virtual gun. Precision is the probability that a user's interaction with a given virtual device will yield the same result over time. For example, precision is the probability that the same golf club swing will result in the same result. In one implementation, the accuracy and precision of a given portion of virtual equipment may automatically increase as the user's skill increases. Similarly, the accuracy and precision of a given virtual device can be automatically reduced as the user's skill level decreases. This relationship is illustrated in the example graphs 204 and 206 of FIG. In summary, as shown in graph 208, the user's ability to control the virtual equipment increases with their skill level. Although the example graphs 204, 206, and 208 of FIG. 2 schematically illustrate a linear relationship, other relationships are possible and may be specified by the virtual equipment model, as described below.
3 is a diagram of a virtual equipment model (VEM) system 300 for a computer game application or other simulation. The functions included in system 300 may be distributed to fewer or more components than shown. The system 300 includes a VEM 306 that models one virtual device. One virtual device may include one or more objects in a virtual space, such as a set of virtual balls that a user juggles in a computer juggling game. In one implementation, there is a VEM 306 for each one virtual device with which the user interacts in the virtual space. In a further implementation, the VEM 306 maintains a non-empty set of variables and a relationship between two or more variables to model the behavior of one virtual device. In one implementation, the sweet spot for the virtual equipment portion has the opposite relationship to the precision and accuracy of the virtual equipment.
In one implementation, VEM 306 includes a minimum of variables representing precision, accuracy, one or more distribution curves (eg, 202b, 202c), thresholds (eg, 202a), and sweet spots, as described above. do. For example, if the virtual machine is a golf club, variables include stroke power, club face trajectory, distribution curve, and include stroke power, club face trajectory, associated sweet spots and thresholds for club accuracy and club precision. Can be.
In general, the values of the VEM 306 variables are determined by the user's input, the user's skill in using the virtual device, the attributes of the virtual device itself, and the state of the virtual space as determined by the game engine 310 (eg, weather, Player's emotional and physical stress), configuration information, values of one or more other variables, and combinations thereof. The input model 302 stores user input (eg, button presses, voice commands, gestures, eye movements, body movements, brain waves, other types of physiological sensors, and combinations thereof) in relation to the VEM 306. Map to one or more variable values for the variables in the set. VEM 306 interprets user input provided by input model 302 using a set of relationships. The VEM 306 provides an associated display 304 of virtual equipment that provides the user through graphical display means (eg, liquid crystal or plasma display devices), sound generating means, haptic technology, odor generating means, combinations thereof, and the like. Have For example, in a first-person shooter, the virtual gun may have a graphical representation of cross hairs indicating where the gun is currently aiming and sound feedback indicating the moment the virtual gun is fired. A joystick or other user input device can be used to aim the virtual gun and a button can be pressed to fire the virtual gun. VEM 306 communicates with game engine 310 to change the virtual space based on user interaction with VEM 306.
The variable set, the values of the variables, and the relationship with the VEM 306 may vary based on the state of the virtual space or the background and purpose for which the virtual equipment is used. For example, if the virtual equipment is a sword in a sword fighting computer game, successful use of the sword requires proper attack and defense of the user's actions. In addition to the sweet spot (s) associated with the virtual sword, each of the virtual sword's behaviors may itself have associated sweet spot (s), which may vary based on the type of attack or defensive behavior the user attempts. In addition, the sweet spot of the gum may vary based on the type of gum that affects the threshold level.
Proficiency monitor 306 monitors changes in user proficiency. Changes in user proficiency are the proficiency of a user using a given portion of virtual equipment to achieve one or more goals (eg, improved scores) in virtual space, the ability to perform relatively high tasks with virtual equipment. This can be sensed by the use of virtual machines to achieve improved accuracy, the use of virtual machines to achieve improved accuracy, the time the virtual machine is used, and the combination of these and other factors. In one embodiment, user proficiency is quantified numerically. If the skill level increases or decreases beyond a certain threshold, a change is communicated to the VEM 306, which in turn can communicate the change to the input model 302 and the display 304. Using a threshold value other than zero can prevent the VEM 306 from changing too quickly.
Based on the change in proficiency, one or more of the VEM 306, the input model 302, and the display 304 can be adapted to reflect the change. Adaptation of the VEM 306 includes changing one or more values of two variables in a variable set, changing one or more relationships in a relationship set, adding one or more variables to or removing from the variable set, wherein Adding or removing one or more relationships from the relationship set and combinations thereof. If the user's proficiency improves, for example, the virtual machine model 306 may add additional variables to control the virtual machine that was not available at low proficiency and display distribution curves, thresholds, and sweet spots. You can change the variables.
Adapting the input model 302 may include changing the way the user interacts with the display 304 by adding or removing required user input and optional user input. Changing the order of user input, changing the meaning of the user input, and changing the mapping of the user input to one or more variables in the VEM 306 variable set. In summary, if the virtual equipment is a golf club, the user input at one proficiency may include two mouse button clicks. The first click is for setting the power of the stroke, and the second click within a preset time limit from the first click is for determining the trajectory of the golf club surface when hitting the virtual golf ball. User input at higher proficiency may add a third click to determine the loft of the virtual golf ball. Adapting the display 304 may include changing the virtual equipment appearance, user interface, haptic, smell, or a combination thereof. For example, if the input model 302 or the VEM 306 is adapted, the display can be modified to indicate this to the user. For example, the appearance of the virtual golf club may change to indicate that the user is playing at a higher level club.
The game engine 310 maintains the state of the virtual space based on the user input and the interaction of the objects in the virtual space. The game engine 310 may include a renderer for rendering a graphic image of a virtual space that may be provided to the display device. The game engine may also include artificial intelligence capabilities to determine one or more future states of the virtual space. Objects in virtual space, such as virtual equipment, are associated with an asset 312 (eg, content, model, sound, physical properties, artificial intelligence). Assets are used by game engine 310 to display objects and render computer games. Game engine 310 communicates with proficiency monitor 308 to convey user proficiency information, such as a detected change in user proficiency. VEM 306 communicates with game engine 310 to change the virtual space based on the user's interaction with VEM 306.
4 illustrates a virtual equipment model adaptation process. The user's skill level for one virtual device is determined, for example, by skill monitor 308 (step 402). It is then determined whether the skill has increased or decreased beyond the threshold (step 406). If the user's skill level does not increase or decrease beyond the threshold, the user skill level is determined again later in time (step 402). Alternatively, the VEM 306 associated with the virtual equipment is adapted based on user skill level (step 406), for example by changing the value of one or more sweet spots or other variables associated with the virtual equipment. The input model 302 and the indicator 304 can be selectively adapted based on user skill level (step 408), for example to show differently the head of the golf club to emphasize the changed characteristics of the golf club. Can be adapted by.
5 is a block diagram of an example system architecture 500 for automatically fitting a virtual equipment model. The architecture 500 may include one or more processors 502 (e.g., IBM PowerPC, Intel Pentium 4, etc.), one or more display devices 504 (e.g., For example, CRT, LCD), one or more graphics processing units 506 (e.g., NVIDIA Quadra FX 4500, GeForce 7800 GT, etc.), one One or more network interfaces 508 (e.g., Ethernet, Firewire, USB, etc.), one or more input devices 510 (e.g., keyboard, mouse, game controller, camera) , Microphones, etc.), and one or more computer readable media 512 (eg, SDRAM, optical disk, hard disk, flash memory, Ll or L2 cache, etc.). These components may exchange communication and data over one or more buses 514 (eg, EISA, PCI, PCI Express, etc.).
The term "computer-readable medium" refers to a medium that is involved in providing instructions to the processor 502 for execution, such as non-volatile media (eg, optical or magnetic disks), volatile media (eg, memory). And any transmission medium, including but not limited to. Transmission media include, but are not limited to, coaxial cables, copper wires, and optical fibers. The transmission medium may also take the form of sound waves, light waves or radio frequency waves.
Computer-readable medium 512 may include operating system 516 (eg, Mac OS, Windows, Linux, etc.), network communication module 518, computer game. Asset 520, and computer game application 522. The computer game application 522 further includes a game engine 524, a proficiency monitor 526, one or more VEMs 528, one or more input models 530, and one or more displays 532. In some implementations, the electronic game application 522 may be integrated with another application 534 or may be configured as a plug-in of another application 534.
Operating system 516 may have features such as multi-user, multiprocessing, multitasking, multithreading, real time, and the like. The operating system 516 performs basic tasks, recognizes input from the input device 510, sends output to the display device 504, computer readable medium 512 (eg, memory). Or write files and directories to storage devices, control peripheral devices (e.g., disk drives, printers, GPUs 506, etc.), and manage traffic on one or more buses 514. Including but not limited to. The network communication module 518 includes various components for establishing and maintaining a network connection (eg, software for implementing a communication protocol such as TCP / IP, HTTP, Ethernet, etc.). As shown in Figures 2-4, the application 522 implements various tasks and functions with its components.
The user system architecture 500 may be implemented in any electronic or computer device capable of hosting the application 502 or a portion of the application 502. This includes, but is not limited to, portable or desktop computers, workstations, main frame computers, personal digital assistants, portable gaming devices, mobile phones, network servers, and the like. All of these components may be physically separated from each other.
Embodiments of the invention and all functional operations described herein may be implemented in digital electronic circuitry or computer software, firmware, or hardware, and include structures disclosed herein and their structural equivalents or one or more combinations. . Embodiments of the invention may be implemented as a module of one or more computer program products, i.e., one or more computer program instructions encoded on a computer readable medium for execution or control of operation by a data processing apparatus.
Computer programs (also known as programs, software, software applications, scripts, or code) may be written in any programming language, including compiled or interpreted languages, and may be stand-alone. alone may be deployed in any form including programs or modules, components, subroutines, or other units suitable for use in a computer environment. Computer programs do not necessarily correspond to files in the file system. The program may be stored in a portion of a file that contains another program or data (eg, one or more scripts stored in a markup language document), stored in a single file for the program, or multiple coordinated files. Multiple coordinated files (e.g., a file storing one or more modules, subprograms or ports of code). The computer program can be deployed to be executed on one computer or on a plurality of computers located at one location or distributed in a plurality of locations and interconnected to a communication network.
The processes and logic flows described herein may be performed by one or more programmable processors executing one or more computer programs to perform functions by operating on input data and generating output. The process and logic flow may be performed by special purpose logic circuits such as, for example, field programmable gate arrays (FPGAs) or application-specific integrated circuits (ASICs). And the apparatus can also be implemented as such.
Processors suitable for the execution of a computer program include, by way of example, general and special purpose microprocessors, any one or more processors of any kind of digital computer. In general, a processor will receive instructions and data from read-only memory or random access memory or both. The essential elements of a computer are a processor for performing instructions and one or more memory devices for storing instructions and data. In general, a computer includes one or more mass storage devices for storing data such as, for example, magnetic, magneto-optical disks, or optical disks, and is operable for receiving data from or transmitting data to it, or for both receiving and transmitting data. To be combined. However, computers do not necessarily have such devices. Further, the computer may be embedded in other devices, such as mobile phones, personal digital assistants (PDAs), portable audio players, global positioning system (GPS) receivers, and the like. Computer-readable media suitable for storing computer program instructions and data include all forms of nonvolatile memory, media, and memory devices, including, for example, erasable PROM (EPROM), electrically erasable PROM (EEPROM), and flash memory device. Semiconductor memory devices such as, for example, magnetic disks such as internal hard disks or removable disks, magneto-optical disks, and CD-ROM and DVD-ROM disks. The processor and memory may be supplemented or integrated in special purpose logic circuitry.
In order to provide interaction with a user, embodiments of the present invention may be implemented in a computer having a display device such as, for example, a cathode ray tube (CRT) monitor or an LCD (liquid crystal display) monitor to show information to the user, The keyboard and pointing device, for example a mouse or tracking ball, may be implemented to allow a user to provide input to the computer. Other kinds of devices can also be used to provide for interaction with a user. For example, the feedback provided to the user may be in any form such as, for example, visual feedback, auditory feedback, or tactile feedback, and the input received from the user may include sound, language, brain wave or other physiological input, eye movement, It may be received in any form, such as gestures, body movements, or tactile inputs.
Embodiments of the present invention may include, for example, back-end elements such as data servers, middleware elements such as application servers, or graphical user interfaces that allow a user to interact with embodiments of the present invention. Or a front-end element, such as a client computer with a web browser, or any combination of one or more backends, middleware, or front-end elements. The interconnection of the system components may be by digital data communication in any form or medium, for example in a communication network. Examples of communication networks may include a local area network (LAN) or a wide area information network (WAN) such as, for example, the Internet.
Computer systems can include clients and servers. Clients and servers are generally separated from each other and typically interact through a communication network. The relationship between client and server is created by computer programs running on each computer and in a client-server relationship with each other.
While the specification includes several specific details, these should not be construed as limiting the invention or claims, but rather should be construed as describing particular features of specific embodiments of the invention. Certain features that are described in the context of individual embodiments herein can be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment may be implemented in various embodiments individually or in any suitable subcombination. Furthermore, although some features are described as being in a certain combination and so claimed from the outset, one or more features in the claimed combination may optionally be excluded from the combination, and the claimed combination may be of a subcombination or subcombination. It can be induced by deformation.
Similarly, although the operations are shown in a particular order in the drawings, it should not be understood that such operations must be performed in the specific order or sequential order shown to achieve a desired result, or that all operations must be performed. In some circumstances, multitasking and parallel processes may be advantageous. Furthermore, configuring the various system components separately in the above embodiments should not be understood as such separation is required in all embodiments. In addition, the described program components and systems may generally be integrated into a single software product or packaged into a plurality of software products.
Accordingly, certain embodiments of the invention have been described. Other embodiments are within the scope of the following claims. For example, the actions recited in the claims can be performed in different ways while at the same time obtaining the desired results.
Last edited by Paul on Thu 14 Sep 2023, 2:44 pm; edited 4 times in total
VEM
Methods and apparatus, including computer program products, for determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. Automatically adapting a virtual equipment model associated with the virtual equipment to reflect the determined user skill level. The virtual equipment model governs how the virtual equipment behaves in response to user interaction with the representation.
1. A computer-implemented method, comprising:receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;determining a change in a user's skill level for interaction with the virtual equipment in response to the received user input; and adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,where the sweet spot is an area of a curve for the variable where the area is based on a degree of deviation from an ideal value for the variable.
First Claim
See full text1. A computer-implemented method, comprising:receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;determining a change in a user's skill level for interaction with the virtual equipment in response to the received user input; and adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,where the sweet spot is an area of a curve for the variable where the area is based on a degree of deviation from an ideal value for the variable.
Last edited by Paul on Thu 14 Sep 2023, 3:07 pm; edited 1 time in total
VEM
Here is something interesting . It appears that in 2020 WGT applied for TERMINATION AND RELEASE OF SECURITY INTEREST IN INTELLECTUAL.
It also appears that the original 2008 patents are not available .
And are now worded completely differently .
The old wording was similar to the post above . But in GR8 length and detail .
It may be that with the inception of PCEA . The VEM as we knew it does not take on the same role .
As we knew it . Before apparel and coin enhancememts .
Interesting .
2020-09-24 AS Assignment
Owner name: WORLD GOLF TOUR, LLC, TEXAS
Free format text: TERMINATION AND RELEASE OF SECURITY INTEREST IN INTELLECTUAL PROPERTY;ASSIGNOR:WILMINGTON SAVINGS FUND SOCIETY, FSB;REEL/FRAME:053881/0417
Effective date: 20200924
Owner name: TOPGOLF INTERNATIONAL, INC., TEXAS
Free format text: TERMINATION AND RELEASE OF SECURITY INTEREST IN INTELLECTUAL PROPERTY;ASSIGNOR:WILMINGTON SAVINGS FUND SOCIETY, FSB;REEL/FRAME:053881/0417
Effective date: 20200924
2023-03-16 AS Assignment
Owner name: WORLD GOLF TOUR, INC., TEXAS
Free format text: RELEASE BY SECURED PARTY;ASSIGNOR:JPMORGAN CHASE BANK, N.A., AS ADMINISTRATIVE AGENT;REEL/FRAME:063004/0556
Effective date: 20230316
Owner name: TOPGOLF INTERNATIONAL, INC., TEXAS
Free format text: RELEASE BY SECURED PARTY;ASSIGNOR:JPMORGAN CHASE BANK, N.A., AS ADMINISTRATIVE AGENT;REEL/FRAME:063004/0556
Effective date: 20230316
2023-05-16 AS Assignment
Owner name: BANK OF AMERICA, N.A, AS COLLATERAL AGENT, NORTH CAROLINA
Free format text: SECURITY AGREEMENT;ASSIGNORS:TOPGOLF CALLAWAY BRANDS CORP. (FORMERLY CALLAWAY GOLF COMPANY);OGIO INTERNATIONAL, INC.;TOPGOLF INTERNATIONAL, INC.;AND OTHERS;REEL/FRAME:063665/0176
Effective date: 20230512
2023-05-17 AS Assignment
Owner name: BANK OF AMERICA, N.A., CALIFORNIA
Free format text: SECURITY INTEREST;ASSIGNORS:TOPGOLF CALLAWAY BRANDS CORP.;OGIO INTERNATIONAL, INC.;TOPGOLF INTERNATIONAL, INC.;AND OTHERS;REEL/FRAME:063692/0009
Effective date: 20230517
It also appears that the original 2008 patents are not available .
And are now worded completely differently .
The old wording was similar to the post above . But in GR8 length and detail .
It may be that with the inception of PCEA . The VEM as we knew it does not take on the same role .
As we knew it . Before apparel and coin enhancememts .
Interesting .
2020-09-24 AS Assignment
Owner name: WORLD GOLF TOUR, LLC, TEXAS
Free format text: TERMINATION AND RELEASE OF SECURITY INTEREST IN INTELLECTUAL PROPERTY;ASSIGNOR:WILMINGTON SAVINGS FUND SOCIETY, FSB;REEL/FRAME:053881/0417
Effective date: 20200924
Owner name: TOPGOLF INTERNATIONAL, INC., TEXAS
Free format text: TERMINATION AND RELEASE OF SECURITY INTEREST IN INTELLECTUAL PROPERTY;ASSIGNOR:WILMINGTON SAVINGS FUND SOCIETY, FSB;REEL/FRAME:053881/0417
Effective date: 20200924
2023-03-16 AS Assignment
Owner name: WORLD GOLF TOUR, INC., TEXAS
Free format text: RELEASE BY SECURED PARTY;ASSIGNOR:JPMORGAN CHASE BANK, N.A., AS ADMINISTRATIVE AGENT;REEL/FRAME:063004/0556
Effective date: 20230316
Owner name: TOPGOLF INTERNATIONAL, INC., TEXAS
Free format text: RELEASE BY SECURED PARTY;ASSIGNOR:JPMORGAN CHASE BANK, N.A., AS ADMINISTRATIVE AGENT;REEL/FRAME:063004/0556
Effective date: 20230316
2023-05-16 AS Assignment
Owner name: BANK OF AMERICA, N.A, AS COLLATERAL AGENT, NORTH CAROLINA
Free format text: SECURITY AGREEMENT;ASSIGNORS:TOPGOLF CALLAWAY BRANDS CORP. (FORMERLY CALLAWAY GOLF COMPANY);OGIO INTERNATIONAL, INC.;TOPGOLF INTERNATIONAL, INC.;AND OTHERS;REEL/FRAME:063665/0176
Effective date: 20230512
2023-05-17 AS Assignment
Owner name: BANK OF AMERICA, N.A., CALIFORNIA
Free format text: SECURITY INTEREST;ASSIGNORS:TOPGOLF CALLAWAY BRANDS CORP.;OGIO INTERNATIONAL, INC.;TOPGOLF INTERNATIONAL, INC.;AND OTHERS;REEL/FRAME:063692/0009
Effective date: 20230517
Last edited by Paul on Thu 14 Sep 2023, 3:07 pm; edited 1 time in total
VEM 2007 version
1 of the old patents . Some highlights are in BOLD TEXT
Automatically adapting virtual equipment model
Summary of Invention
BACKGROUND
Computer games and other types of simulations typically include a virtual universe that users interact with in order to achieve one or more goals, such as shooting all of the 'bad' guys or playing a hole of golf. A virtual universe is the paradigm with which the user interacts when playing a computer game and can include representations of virtual environments, equipment, objects, characters, and associated state information. For instance, a virtual universe can include a virtual golf course, golf clubs and golf balls. Users interact with a virtual universe through a user interface that can accept input from a game controller (e.g., a joy stick, a mouse, verbal commands). A click of a mouse button, for example, might cause a virtual golf club to swing and strike a virtual golf ball in the virtual golf course.
Typical computer game genres include role-playing, first person shooter, third person shooter, sports, racing, fighting, action, strategy, and simulation. A computer game can incorporate a combination of two or more genres. Examples of popular computer games include, Black & White 2 (available from EA Games), Grand Theft Auto (available from Rockstar Games), Perfect Dark Zero (available from Microsoft Game Studios), and Halo 3 (available from Microsoft Game Studios). Computer games are commonly available for different computer platforms such as workstations, personal computers, game consoles 104 (e.g., Sony PlayStation and PlayStation Portable, Microsoft Xbox, Nintendo GameCube and Game Boy), cellular telephones 102, and other mobile computing devices. See FIG. 1
Users interact with one or more pieces of virtual equipment in a virtual universe, such as a virtual weapon or a virtual golf club. Virtual equipment can also include avatars and other virtual representations of a user including, but not limited to, a user's movements and gestures. By way of illustration, fighting games allow a user to box, kick or punch virtual opponents in a virtual universe. The virtual equipment in these cases is the virtual representation of the user (or the user's movements or gestures) in the fight.
The virtual universe and virtual equipment can change as users achieve goals. For example, in action games as users advance to higher game levels, typically the virtual universe is changed to model the new level and users are furnished with different virtual equipment, such as more powerful weapons. Some computer games allow users to manually select their virtual equipment. For example, a user interface 106 (FIG. 1) for a computer golf game allows users to choose which type of virtual golf club they will use. Users having little skill may chose a fairway wood club 108 rather than a driver 10
SUMMARY
In general, in one aspect, embodiments of the invention feature determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. A virtual equipment model associated with the virtual equipment is automatically adapted to reflect the determined user skill level. The virtual equipment model governs how the virtual equipment behaves in response to user interaction with the representation.
These and other embodiments can optionally include one or more of the following features. The adapting includes changing a sweet spot for the virtual equipment. The sweet spot is an area of a distribution curve for a variable associated with the virtual equipment model. The sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. The adapting includes changing an input model or the associated representation. The adapting is based on a current state of a virtual universe. The determining is in response to detecting an improvement or a decline in the user skill level. The representation includes one or more of: graphical rendering, sound, or haptic feedback. The adapting includes changing or more relationships between a plurality variables in the user interaction model. The virtual equipment is one of: a golf club, a weapon, an automobile, a racket, a ping pong paddle, or a baseball bat.
In general, in another aspect, embodiments of the invention feature determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. A sweet spot associated with the virtual equipment is automatically adapted based on the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation.
These and other embodiments can optionally include one or more of the following features. The sweet spot is an area of a distribution curve for a variable associated with the virtual equipment. The sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. The adapting includes changing an input model or the associated representation.
Particular embodiments of the invention can be implemented to realize one or more of the following advantages. Virtual equipment automatically adapts to reflect changes in user skill level and keep users challenged as their skill level improves. As a result, users are less likely to loose interest in a computer game. An associated user input model and visual representation of virtual equipment can be automatically modified to reflect changes in users' skill levels. Automatically adapting virtual equipment adds a dimension of realism to electronic games of skill and other types of simulations and provides a more accurate reflection of skill in a virtue world, less hindered by a static, limited user interface.
The details of one or more embodiments of the invention are set forth in the accompanying drawings and the description below. Other features, aspects, and advantages of the invention will become apparent from the description, the drawings, and the claims.
Brief Description of Drawings
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1
FIG. 2
FIG. 3
FIG. 4
FIG. 5
Detailed Description
Like reference numbers and designations in the various drawings indicate like elements.
DETAILED DESCRIPTION
In various implementations, a given piece of virtual equipment has one or more associated 'sweet spots'. A sweet spot translates into a margin of error that a user's interaction with a piece of virtual equipment will cause an intended outcome in a virtual universe. In one implementation, a large sweet spot corresponds to a greater deviation on a normalized distribution curve and a small sweet spot corresponds to a lesser deviation on a normalized distribution curve.
For example, there are different types of golf clubs for golfers of differing abilities, each golf club having various sized and located sweet spots. Generally speaking, a golfer can select a club based on the golfer's swing speed and power, and based on the golf club's sweet spot. A club with a large sweet spot tends to be very forgiving since the club's face has been designed with a large surface area in which to make contact with the ball and has a perimeter weigh distribution to balance a miss hit. A golfer's swing of a club with a large sweet spot can be several standard deviations from the mean—the mean being a perfect swing—and still result in an acceptable shot. However, in having a large sweet spot the golfer usually forgoes some level of control, power and feel. For a professional golf club, the sweet spot is much smaller and requires a greater amount of skill to correctly hit the ball but the rewards for hitting a proper shot usually result in farther distance, control, precision, and accuracy. A golfer's swing of a club with a small sweet spot must be closer to the mean in order to be an acceptable shot.
In real life, as users become more skilled with equipment, their existing equipment is easier to use and they can select new equipment that gives them an increased level of control. This observation forms the basis for automatically adjusting a piece of virtual equipment's sweet spot(s) according to a user's skill level. Graph 202 in FIG. 2 illustrates standard deviation curves 202b, 202c, 202d for variables associated with the same or different pieces of virtual equipment. For example, curve 202b could represent the power of a virtual golf club swing, curve 202c could represent the orientation of the virtual golf club face when it impacts a virtual golf ball, and curve 202d could represent the trajectory of a kick or a punch for a virtual fighter. A zero deviation represents the ideal value of a variable (e.g., a small sweet spot) for a piece of virtual equipment, such as the ideal power of a virtual golf club swing or the ideal aim of a virtual gun. Each standard deviation away from zero represents increasingly less than ideal values for a given variable. In one implementation, values above a threshold 202a (which can be different for each curve) have a higher probability of causing a successful outcome (e.g., achieving a goal such as landing a virtual golf ball where the user intended) than values below the threshold. The sweet spot can be viewed as the area of a distribution curve above the threshold and within the requisite standard deviation from the mean. For instance, even with a large sweet spot, it may still be possible to cause a successful outcome if the value for a given variable is above the threshold, although the outcome may not be ideal. Moreover, sweet spots can be varied by the type of virtual equipment. For example, curve 202b could represent a professional forged golf iron club with a very small sweet spot (e.g., +/−1 standard deviation) and curve 202c
As a user becomes more adept at using a piece of virtual equipment, the sweet spot for one or more of the virtual equipment's variables is adjusted to require the user's interaction with the virtual equipment to achieve values for those variables closer to their means in order to cause a successful outcome. Likewise, as a user's skill level decreases, the sweet spot for one or more of the virtual equipment's variables can be adjusted to allow the user's interaction with the virtual equipment to achieve values for those variables farther from their means and still have a chance of causing a successful outcome.
Accuracy is the probability that a given piece of virtual equipment will perform as a user intended. The probability that a swing of a virtual golf club will cause a virtual golf ball to follow an intended trajectory and land where it was aimed is an example of accuracy. By way of another illustration, accuracy can be the probability that a virtual gun will hit a virtual target when fired. Precision is the probability that user interaction with a given piece of virtual equipment will result in the same outcome time after time. For example, precision can be the probability that the same swing of a golf club will result in the same outcome. In one implementation, the accuracy and precision of a given piece of virtual equipment can be automatically increased as a user's skill level increases. Similarly, the accuracy and precision of a given piece of virtual equipment can be automatically decreased as a user's skill level decreases. These relationships are illustrated in exemplary graphs 204 and 206 of FIG. 2. In summary, a user's ability to control virtual equipment increases commensurate with their skill level as shown in graph 208. Although the exemplary graphs 204, 206 and 208 in FIG. 2
FIG. 3 is a diagram of a virtual equipment model (VEM) system 300 for a computer game application or other simulation. The functionality encompassed in system 300 can be distributed to fewer or more components than those illustrated. The system 300 includes a VEM 306 which models a piece of virtual equipment. A piece of virtual equipment may comprise more than one object in the virtual universe, such as a set of virtual balls that are juggled by the user in a computer juggling game. In one implementation, there is a VEM 306 for each piece of virtual equipment a user may interact with in a virtual universe. In a further implementation, the VEM 306
In one implementation, the VEM 306 minimally includes variables, as described above, representing precision, accuracy, one or more distribution curves (e.g., 202b, 202c), thresholds (e.g., 202a
Generally speaking, a VEM 306 variable's value can be based on a user input, a user's skill level at using the virtual equipment, the attribute of the virtual equipment itself, the state of the virtual universe (e.g., weather, emotional and physical stresses on the player) as determined by a game engine 310, configuration information, the value of one or more other variables, and combinations of these. An input model 302 maps user inputs (e.g., button presses, voice commands, sounds, gestures, eye movements, body movements, brain waves, other types of physiological sensors, and combinations of these) to one or more variable values for variables in the set of variables associated for VEM 306. The VEM 306 interprets user input provided by the input model 302 using the set of relationships. The VEM 306 has an associated representation 304 of the virtual equipment that is presented to a user, such as through a graphical display means (e.g., a liquid crystal or plasma display device), sound generation means, haptic technology, odor generation means, and combinations of these. For example, in a first person shooter game a virtual gun can have a graphical representation consisting of cross hairs indicating where the gun is currently pointed and sound feedback to indicate when the virtual gun is fired. A joystick or other user input device can be used to aim the virtual gun and a button can be pressed to fire the virtual gun. The VEM 306 communicates with a game engine 310 to affect changes to the virtual universe based on user interaction with the VEM 306
The set of variables, their values, and relationships associated with the VEM 306
A skill level monitor 306 monitors changes to user skill level. A change in user skill level can be detected by the user's proficiency at using a given piece of virtual equipment to achieve one or more goals in the virtual universe (e.g., such as an improved score), the ability to perform relatively advanced tasks with the virtual equipment, an achieved accuracy rate using the virtual equipment, an achieved precision rate using the virtual equipment, time spent using the virtual equipment, combinations of these, and other factors. In one implementation, user skill level is quantified as a number. If the skill level increases or decreases beyond a certain threshold, a change is communicated to the VEM 306, which in turn can communicate the change to the input model 302 and the representation 304. Using a non-zero threshold value can prevent the VEM 306
Based on a change in skill level, one or more of the VEM 306, the input model 302, and the representation 304 can adapt to reflect the change. Adapting the VEM 306 can include changing the value of one or more variables in the set of variables, changing one or more relationships in the set of relationships, adding or removing one or more variables in the set of variables, adding or removing one or more relationships in the set of relationships, and combinations of these. In the case of an increased user skill level, for example, the virtual equipment model 306
Adapting the input model 302 can include changing the way a user interacts with the representation 304 by adding or removing required and optional user inputs, changing the order of user inputs, changing the semantics of user input, and changing the mappings of user input to one or more variables in the set of VEM 306 variables. By way of illustration, if the virtual equipment is a golf club, the user input at one skill level could include two mouse button clicks: the first click to set the power of a stroke and the second click within a preset time limit from the first click to determine the trajectory of the golf club face as strikes a virtual golf ball. User input at a more advanced skill level could add a third mouse click to determine the loft of the virtual golf ball. Adapting the representation 304 can include changing the virtual equipment appearance, the user interface, sound, haptics, odors, or combinations of these. For example, if the input model 302 or the VEM 306
A game engine 310 maintains state for the virtual universe based on user input and the interaction of objects in the virtual universe. The game engine 310 can include a renderer for rendering graphical views of the virtual universe that can be presented on a display device. The game engine can also artificial intelligence capabilities for determining one or more future states for the virtual universe. Objects in the virtual universe such as virtual equipment are associated with assets 312 (e.g., content, models, sounds, physics, artificial intelligence). Assets are used by the game engine 310 to represent objects and render the computer game. The game engine 310 communicates with the skill level monitor 308 to convey user skill level information, such as detected changes to user skill level. The VEM 306 communicates with the game engine 310 to affect changes to the virtual universe based on user interaction with the VEM 306
FIG. 4 illustrates a virtual equipment model adaptation process. A user skill level for a piece of virtual equipment is determined by, for example, the skill level monitor 308 (step 402). It is then determined whether the skill level has increased or decreased beyond a threshold (step 406). If the user skill level has not increased or decreased beyond the threshold, the user skill level is determined again at a later point in time (step 402). Otherwise, the VEM 306 associated with the virtual equipment is adapted based on the user skill level (step 406), for example by changing the value of one or more sweet spots associated with the virtual equipment, or other variables. The input model 302 and representation 304 can be optionally adapted based on the user skill level (step 408
FIG. 5 is a block diagram of exemplary system architecture 500 for automatically adapting virtual equipment model. The architecture 500 includes one or more processors 502 (e.g., IBM PowerPC, Intel Pentium 4, etc.), one or more display devices 504 (e.g., CRT, LCD), one or more graphics processing units 506 (e.g., NVIDIA Quadro FX 4500, GeForce 7800 GT, etc.), one or more network interfaces 508 (e.g., Ethernet, FireWire, USB, etc.), one or more input devices 510 (e.g., keyboard, mouse, game controller, camera, microphone, etc.), and one or more computer-readable mediums 512 (e.g. SDRAM, optical disks, hard disks, flash memory, L1 or L2 cache, etc.). These components can exchange communications and data via one or more buses 514
The term 'computer-readable medium' refers to any medium that participates in providing instructions to a processor 502
The computer-readable medium 512 further includes an operating system 516 (e.g., Mac OS, Windows, Linux, etc.), a network communication module 518, computer game assets 520, and a computer game application 522. The computer game application 522 further includes a game engine 524, a skill level monitor 526, one or more VEMs 528, one or more input models 530, and one or more representations 532. In some implementations, the electronic game application 522 can be integrated with other applications 534 or be configured as a plug-in to other applications 534
The operating system 516 can be multi-user, multiprocessing, multitasking, multithreading, real-time and the like. The operating system 516 performs basic tasks, including but not limited to: recognizing input from input devices 510; sending output to display devices 504; keeping track of files and directories on computer-readable mediums 512 (e.g., memory or a storage device); controlling peripheral devices (e.g., disk drives, printers, GPUs 506, etc.); and managing traffic on the one or more buses 514. The network communications module 518 includes various components for establishing and maintaining network connections (e.g., software for implementing communication protocols, such as TCP/IP, HTTP, Ethernet, etc.). The application 522, together with its components, implements the various tasks and functions, as described with respect to FIGS. 2-4
The user system architecture 500 can be implemented in any electronic or computing device capable of hosting the application 502, or part of the application 502
Embodiments of the invention and all of the functional operations described in this specification can be implemented in digital electronic circuitry, or in computer software, firmware, or hardware, including the structures disclosed in this specification and their structural equivalents, or in combinations of one or more of them. Embodiments of the invention can be implemented as one or more computer program products, i.e., one or more modules of computer program instructions encoded on a computer-readable medium for execution by, or to control the operation of, data processing apparatus.
A computer program (also known as a program, software, software application, script, or code) can be written in any form of programming language, including compiled or interpreted languages, and it can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment. A computer program does not necessarily correspond to a file in a file system. A program can be stored in a portion of a file that holds other programs or data (e.g., one or more scripts stored in a markup language document), in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub-programs, or portions of code). A computer program can be deployed to be executed on one computer or on multiple computers that are located at one site or distributed across multiple sites and interconnected by a communication network.
The processes and logic flows described in this specification can be performed by one or more programmable processors executing one or more computer programs to perform functions by operating on input data and generating output. The processes and logic flows can also be performed by, and apparatus can also be implemented as, special purpose logic circuitry, e.g., an FPGA (field programmable gate array) or an ASIC (application-specific integrated circuit).
Processors suitable for the execution of a computer program include, by way of example, both general and special purpose microprocessors, and any one or more processors of any kind of digital computer. Generally, a processor will receive instructions and data from a read-only memory or a random access memory or both. The essential elements of a computer are a processor for performing instructions and one or more memory devices for storing instructions and data. Generally, a computer will also include, or be operatively coupled to receive data from or transfer data to, or both, one or more mass storage devices for storing data, e.g., magnetic, magneto-optical disks, or optical disks. However, a computer need not have such devices. Moreover, a computer can be embedded in another device, e.g., a mobile telephone, a personal digital assistant (PDA), a mobile audio player, a Global Positioning System (GPS) receiver, to name just a few. Computer-readable media suitable for storing computer program instructions and data include all forms of non-volatile memory, media and memory devices, including by way of example semiconductor memory devices, e.g., EPROM, EEPROM, and flash memory devices; magnetic disks, e.g., internal hard disks or removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The processor and the memory can be supplemented by, or incorporated in, special purpose logic circuitry.
To provide for interaction with a user, embodiments of the invention can be implemented on a computer having a display device, e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor, for displaying information to the user and a keyboard and a pointing device, e.g., a mouse or a trackball, by which the user can provide input to the computer. Other kinds of devices can be used to provide for interaction with a user as well; for example, feedback provided to the user can be any form of sensory feedback, e.g., visual feedback, auditory feedback, or tactile feedback; and input from the user can be received in any form, including acoustic, speech, brain waves, other physiological input, eye movements, gestures, body movements, or tactile input.
Embodiments of the invention can be implemented in a computing system that includes a back-end component, e.g., as a data server, or that includes a middleware component, e.g., an application server, or that includes a front-end component, e.g., a client computer having a graphical user interface or a Web browser through which a user can interact with an implementation of the invention, or any combination of one or more such back-end, middleware, or front-end components. The components of the system can be interconnected by any form or medium of digital data communication, e.g., a communication network. Examples of communication networks include a local area network ('LAN') and a wide area network ('WAN'), e.g., the Internet.
The computing system can include clients and servers. A client and server are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other.
While this specification contains many specifics, these should not be construed as limitations on the scope of the invention or of what may be claimed, but rather as descriptions of features specific to particular embodiments of the invention. Certain features that are described in this specification in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination. Moreover, although features may be described above as acting in certain combinations and even initially claimed as such, one or more features from a claimed combination can in some cases be excised from the combination, and the claimed combination may be directed to a subcombination or variation of a sub combination.
Similarly, while operations are depicted in the drawings in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order, or that all illustrated operations be performed, to achieve desirable results. In certain circumstances, multitasking and parallel processing may be advantageous. Moreover, the separation of various system components in the embodiments described above should not be understood as requiring such separation in all embodiments, and it should be understood that the described program components and systems can generally be integrated together in a single software product or packaged into multiple software products.
Thus, particular embodiments of the invention have been described. Other embodiments are within the scope of the following claims. For example, the actions recited in the claims can be performed in a different order and still achieve desirable results.
Claims
1. A computer-implemented method, comprising:receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;determining a change in a user's skill level for interaction with the virtual equipment in response to the received user input; and adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,where the sweet spot is an area of a curve for the variable where the area is based on a degree of deviation from an ideal value for the variable.
Full Text
US Patent Application No: 2007/0243,926Automatically adapting virtual equipment model
[b]October 18, 2007 [/b] | US20070243926A1 | [b]FIRST PUBLISHED PATENT APPLICATION[/b] |
BACKGROUND
Computer games and other types of simulations typically include a virtual universe that users interact with in order to achieve one or more goals, such as shooting all of the 'bad' guys or playing a hole of golf. A virtual universe is the paradigm with which the user interacts when playing a computer game and can include representations of virtual environments, equipment, objects, characters, and associated state information. For instance, a virtual universe can include a virtual golf course, golf clubs and golf balls. Users interact with a virtual universe through a user interface that can accept input from a game controller (e.g., a joy stick, a mouse, verbal commands). A click of a mouse button, for example, might cause a virtual golf club to swing and strike a virtual golf ball in the virtual golf course.
Typical computer game genres include role-playing, first person shooter, third person shooter, sports, racing, fighting, action, strategy, and simulation. A computer game can incorporate a combination of two or more genres. Examples of popular computer games include, Black & White 2 (available from EA Games), Grand Theft Auto (available from Rockstar Games), Perfect Dark Zero (available from Microsoft Game Studios), and Halo 3 (available from Microsoft Game Studios). Computer games are commonly available for different computer platforms such as workstations, personal computers, game consoles 104 (e.g., Sony PlayStation and PlayStation Portable, Microsoft Xbox, Nintendo GameCube and Game Boy), cellular telephones 102, and other mobile computing devices. See FIG. 1
Users interact with one or more pieces of virtual equipment in a virtual universe, such as a virtual weapon or a virtual golf club. Virtual equipment can also include avatars and other virtual representations of a user including, but not limited to, a user's movements and gestures. By way of illustration, fighting games allow a user to box, kick or punch virtual opponents in a virtual universe. The virtual equipment in these cases is the virtual representation of the user (or the user's movements or gestures) in the fight.
The virtual universe and virtual equipment can change as users achieve goals. For example, in action games as users advance to higher game levels, typically the virtual universe is changed to model the new level and users are furnished with different virtual equipment, such as more powerful weapons. Some computer games allow users to manually select their virtual equipment. For example, a user interface 106 (FIG. 1) for a computer golf game allows users to choose which type of virtual golf club they will use. Users having little skill may chose a fairway wood club 108 rather than a driver 10
SUMMARY
In general, in one aspect, embodiments of the invention feature determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. A virtual equipment model associated with the virtual equipment is automatically adapted to reflect the determined user skill level. The virtual equipment model governs how the virtual equipment behaves in response to user interaction with the representation.
These and other embodiments can optionally include one or more of the following features. The adapting includes changing a sweet spot for the virtual equipment. The sweet spot is an area of a distribution curve for a variable associated with the virtual equipment model. The sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. The adapting includes changing an input model or the associated representation. The adapting is based on a current state of a virtual universe. The determining is in response to detecting an improvement or a decline in the user skill level. The representation includes one or more of: graphical rendering, sound, or haptic feedback. The adapting includes changing or more relationships between a plurality variables in the user interaction model. The virtual equipment is one of: a golf club, a weapon, an automobile, a racket, a ping pong paddle, or a baseball bat.
In general, in another aspect, embodiments of the invention feature determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. A sweet spot associated with the virtual equipment is automatically adapted based on the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation.
These and other embodiments can optionally include one or more of the following features. The sweet spot is an area of a distribution curve for a variable associated with the virtual equipment. The sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. The adapting includes changing an input model or the associated representation.
Particular embodiments of the invention can be implemented to realize one or more of the following advantages. Virtual equipment automatically adapts to reflect changes in user skill level and keep users challenged as their skill level improves. As a result, users are less likely to loose interest in a computer game. An associated user input model and visual representation of virtual equipment can be automatically modified to reflect changes in users' skill levels. Automatically adapting virtual equipment adds a dimension of realism to electronic games of skill and other types of simulations and provides a more accurate reflection of skill in a virtue world, less hindered by a static, limited user interface.
The details of one or more embodiments of the invention are set forth in the accompanying drawings and the description below. Other features, aspects, and advantages of the invention will become apparent from the description, the drawings, and the claims.
Brief Description of Drawings
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1
FIG. 2
FIG. 3
FIG. 4
FIG. 5
Detailed Description
Like reference numbers and designations in the various drawings indicate like elements.
DETAILED DESCRIPTION
In various implementations, a given piece of virtual equipment has one or more associated 'sweet spots'. A sweet spot translates into a margin of error that a user's interaction with a piece of virtual equipment will cause an intended outcome in a virtual universe. In one implementation, a large sweet spot corresponds to a greater deviation on a normalized distribution curve and a small sweet spot corresponds to a lesser deviation on a normalized distribution curve.
For example, there are different types of golf clubs for golfers of differing abilities, each golf club having various sized and located sweet spots. Generally speaking, a golfer can select a club based on the golfer's swing speed and power, and based on the golf club's sweet spot. A club with a large sweet spot tends to be very forgiving since the club's face has been designed with a large surface area in which to make contact with the ball and has a perimeter weigh distribution to balance a miss hit. A golfer's swing of a club with a large sweet spot can be several standard deviations from the mean—the mean being a perfect swing—and still result in an acceptable shot. However, in having a large sweet spot the golfer usually forgoes some level of control, power and feel. For a professional golf club, the sweet spot is much smaller and requires a greater amount of skill to correctly hit the ball but the rewards for hitting a proper shot usually result in farther distance, control, precision, and accuracy. A golfer's swing of a club with a small sweet spot must be closer to the mean in order to be an acceptable shot.
In real life, as users become more skilled with equipment, their existing equipment is easier to use and they can select new equipment that gives them an increased level of control. This observation forms the basis for automatically adjusting a piece of virtual equipment's sweet spot(s) according to a user's skill level. Graph 202 in FIG. 2 illustrates standard deviation curves 202b, 202c, 202d for variables associated with the same or different pieces of virtual equipment. For example, curve 202b could represent the power of a virtual golf club swing, curve 202c could represent the orientation of the virtual golf club face when it impacts a virtual golf ball, and curve 202d could represent the trajectory of a kick or a punch for a virtual fighter. A zero deviation represents the ideal value of a variable (e.g., a small sweet spot) for a piece of virtual equipment, such as the ideal power of a virtual golf club swing or the ideal aim of a virtual gun. Each standard deviation away from zero represents increasingly less than ideal values for a given variable. In one implementation, values above a threshold 202a (which can be different for each curve) have a higher probability of causing a successful outcome (e.g., achieving a goal such as landing a virtual golf ball where the user intended) than values below the threshold. The sweet spot can be viewed as the area of a distribution curve above the threshold and within the requisite standard deviation from the mean. For instance, even with a large sweet spot, it may still be possible to cause a successful outcome if the value for a given variable is above the threshold, although the outcome may not be ideal. Moreover, sweet spots can be varied by the type of virtual equipment. For example, curve 202b could represent a professional forged golf iron club with a very small sweet spot (e.g., +/−1 standard deviation) and curve 202c
As a user becomes more adept at using a piece of virtual equipment, the sweet spot for one or more of the virtual equipment's variables is adjusted to require the user's interaction with the virtual equipment to achieve values for those variables closer to their means in order to cause a successful outcome. Likewise, as a user's skill level decreases, the sweet spot for one or more of the virtual equipment's variables can be adjusted to allow the user's interaction with the virtual equipment to achieve values for those variables farther from their means and still have a chance of causing a successful outcome.
Accuracy is the probability that a given piece of virtual equipment will perform as a user intended. The probability that a swing of a virtual golf club will cause a virtual golf ball to follow an intended trajectory and land where it was aimed is an example of accuracy. By way of another illustration, accuracy can be the probability that a virtual gun will hit a virtual target when fired. Precision is the probability that user interaction with a given piece of virtual equipment will result in the same outcome time after time. For example, precision can be the probability that the same swing of a golf club will result in the same outcome. In one implementation, the accuracy and precision of a given piece of virtual equipment can be automatically increased as a user's skill level increases. Similarly, the accuracy and precision of a given piece of virtual equipment can be automatically decreased as a user's skill level decreases. These relationships are illustrated in exemplary graphs 204 and 206 of FIG. 2. In summary, a user's ability to control virtual equipment increases commensurate with their skill level as shown in graph 208. Although the exemplary graphs 204, 206 and 208 in FIG. 2
FIG. 3 is a diagram of a virtual equipment model (VEM) system 300 for a computer game application or other simulation. The functionality encompassed in system 300 can be distributed to fewer or more components than those illustrated. The system 300 includes a VEM 306 which models a piece of virtual equipment. A piece of virtual equipment may comprise more than one object in the virtual universe, such as a set of virtual balls that are juggled by the user in a computer juggling game. In one implementation, there is a VEM 306 for each piece of virtual equipment a user may interact with in a virtual universe. In a further implementation, the VEM 306
In one implementation, the VEM 306 minimally includes variables, as described above, representing precision, accuracy, one or more distribution curves (e.g., 202b, 202c), thresholds (e.g., 202a
Generally speaking, a VEM 306 variable's value can be based on a user input, a user's skill level at using the virtual equipment, the attribute of the virtual equipment itself, the state of the virtual universe (e.g., weather, emotional and physical stresses on the player) as determined by a game engine 310, configuration information, the value of one or more other variables, and combinations of these. An input model 302 maps user inputs (e.g., button presses, voice commands, sounds, gestures, eye movements, body movements, brain waves, other types of physiological sensors, and combinations of these) to one or more variable values for variables in the set of variables associated for VEM 306. The VEM 306 interprets user input provided by the input model 302 using the set of relationships. The VEM 306 has an associated representation 304 of the virtual equipment that is presented to a user, such as through a graphical display means (e.g., a liquid crystal or plasma display device), sound generation means, haptic technology, odor generation means, and combinations of these. For example, in a first person shooter game a virtual gun can have a graphical representation consisting of cross hairs indicating where the gun is currently pointed and sound feedback to indicate when the virtual gun is fired. A joystick or other user input device can be used to aim the virtual gun and a button can be pressed to fire the virtual gun. The VEM 306 communicates with a game engine 310 to affect changes to the virtual universe based on user interaction with the VEM 306
The set of variables, their values, and relationships associated with the VEM 306
A skill level monitor 306 monitors changes to user skill level. A change in user skill level can be detected by the user's proficiency at using a given piece of virtual equipment to achieve one or more goals in the virtual universe (e.g., such as an improved score), the ability to perform relatively advanced tasks with the virtual equipment, an achieved accuracy rate using the virtual equipment, an achieved precision rate using the virtual equipment, time spent using the virtual equipment, combinations of these, and other factors. In one implementation, user skill level is quantified as a number. If the skill level increases or decreases beyond a certain threshold, a change is communicated to the VEM 306, which in turn can communicate the change to the input model 302 and the representation 304. Using a non-zero threshold value can prevent the VEM 306
Based on a change in skill level, one or more of the VEM 306, the input model 302, and the representation 304 can adapt to reflect the change. Adapting the VEM 306 can include changing the value of one or more variables in the set of variables, changing one or more relationships in the set of relationships, adding or removing one or more variables in the set of variables, adding or removing one or more relationships in the set of relationships, and combinations of these. In the case of an increased user skill level, for example, the virtual equipment model 306
Adapting the input model 302 can include changing the way a user interacts with the representation 304 by adding or removing required and optional user inputs, changing the order of user inputs, changing the semantics of user input, and changing the mappings of user input to one or more variables in the set of VEM 306 variables. By way of illustration, if the virtual equipment is a golf club, the user input at one skill level could include two mouse button clicks: the first click to set the power of a stroke and the second click within a preset time limit from the first click to determine the trajectory of the golf club face as strikes a virtual golf ball. User input at a more advanced skill level could add a third mouse click to determine the loft of the virtual golf ball. Adapting the representation 304 can include changing the virtual equipment appearance, the user interface, sound, haptics, odors, or combinations of these. For example, if the input model 302 or the VEM 306
A game engine 310 maintains state for the virtual universe based on user input and the interaction of objects in the virtual universe. The game engine 310 can include a renderer for rendering graphical views of the virtual universe that can be presented on a display device. The game engine can also artificial intelligence capabilities for determining one or more future states for the virtual universe. Objects in the virtual universe such as virtual equipment are associated with assets 312 (e.g., content, models, sounds, physics, artificial intelligence). Assets are used by the game engine 310 to represent objects and render the computer game. The game engine 310 communicates with the skill level monitor 308 to convey user skill level information, such as detected changes to user skill level. The VEM 306 communicates with the game engine 310 to affect changes to the virtual universe based on user interaction with the VEM 306
FIG. 4 illustrates a virtual equipment model adaptation process. A user skill level for a piece of virtual equipment is determined by, for example, the skill level monitor 308 (step 402). It is then determined whether the skill level has increased or decreased beyond a threshold (step 406). If the user skill level has not increased or decreased beyond the threshold, the user skill level is determined again at a later point in time (step 402). Otherwise, the VEM 306 associated with the virtual equipment is adapted based on the user skill level (step 406), for example by changing the value of one or more sweet spots associated with the virtual equipment, or other variables. The input model 302 and representation 304 can be optionally adapted based on the user skill level (step 408
FIG. 5 is a block diagram of exemplary system architecture 500 for automatically adapting virtual equipment model. The architecture 500 includes one or more processors 502 (e.g., IBM PowerPC, Intel Pentium 4, etc.), one or more display devices 504 (e.g., CRT, LCD), one or more graphics processing units 506 (e.g., NVIDIA Quadro FX 4500, GeForce 7800 GT, etc.), one or more network interfaces 508 (e.g., Ethernet, FireWire, USB, etc.), one or more input devices 510 (e.g., keyboard, mouse, game controller, camera, microphone, etc.), and one or more computer-readable mediums 512 (e.g. SDRAM, optical disks, hard disks, flash memory, L1 or L2 cache, etc.). These components can exchange communications and data via one or more buses 514
The term 'computer-readable medium' refers to any medium that participates in providing instructions to a processor 502
The computer-readable medium 512 further includes an operating system 516 (e.g., Mac OS, Windows, Linux, etc.), a network communication module 518, computer game assets 520, and a computer game application 522. The computer game application 522 further includes a game engine 524, a skill level monitor 526, one or more VEMs 528, one or more input models 530, and one or more representations 532. In some implementations, the electronic game application 522 can be integrated with other applications 534 or be configured as a plug-in to other applications 534
The operating system 516 can be multi-user, multiprocessing, multitasking, multithreading, real-time and the like. The operating system 516 performs basic tasks, including but not limited to: recognizing input from input devices 510; sending output to display devices 504; keeping track of files and directories on computer-readable mediums 512 (e.g., memory or a storage device); controlling peripheral devices (e.g., disk drives, printers, GPUs 506, etc.); and managing traffic on the one or more buses 514. The network communications module 518 includes various components for establishing and maintaining network connections (e.g., software for implementing communication protocols, such as TCP/IP, HTTP, Ethernet, etc.). The application 522, together with its components, implements the various tasks and functions, as described with respect to FIGS. 2-4
The user system architecture 500 can be implemented in any electronic or computing device capable of hosting the application 502, or part of the application 502
Embodiments of the invention and all of the functional operations described in this specification can be implemented in digital electronic circuitry, or in computer software, firmware, or hardware, including the structures disclosed in this specification and their structural equivalents, or in combinations of one or more of them. Embodiments of the invention can be implemented as one or more computer program products, i.e., one or more modules of computer program instructions encoded on a computer-readable medium for execution by, or to control the operation of, data processing apparatus.
A computer program (also known as a program, software, software application, script, or code) can be written in any form of programming language, including compiled or interpreted languages, and it can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment. A computer program does not necessarily correspond to a file in a file system. A program can be stored in a portion of a file that holds other programs or data (e.g., one or more scripts stored in a markup language document), in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub-programs, or portions of code). A computer program can be deployed to be executed on one computer or on multiple computers that are located at one site or distributed across multiple sites and interconnected by a communication network.
The processes and logic flows described in this specification can be performed by one or more programmable processors executing one or more computer programs to perform functions by operating on input data and generating output. The processes and logic flows can also be performed by, and apparatus can also be implemented as, special purpose logic circuitry, e.g., an FPGA (field programmable gate array) or an ASIC (application-specific integrated circuit).
Processors suitable for the execution of a computer program include, by way of example, both general and special purpose microprocessors, and any one or more processors of any kind of digital computer. Generally, a processor will receive instructions and data from a read-only memory or a random access memory or both. The essential elements of a computer are a processor for performing instructions and one or more memory devices for storing instructions and data. Generally, a computer will also include, or be operatively coupled to receive data from or transfer data to, or both, one or more mass storage devices for storing data, e.g., magnetic, magneto-optical disks, or optical disks. However, a computer need not have such devices. Moreover, a computer can be embedded in another device, e.g., a mobile telephone, a personal digital assistant (PDA), a mobile audio player, a Global Positioning System (GPS) receiver, to name just a few. Computer-readable media suitable for storing computer program instructions and data include all forms of non-volatile memory, media and memory devices, including by way of example semiconductor memory devices, e.g., EPROM, EEPROM, and flash memory devices; magnetic disks, e.g., internal hard disks or removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The processor and the memory can be supplemented by, or incorporated in, special purpose logic circuitry.
To provide for interaction with a user, embodiments of the invention can be implemented on a computer having a display device, e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor, for displaying information to the user and a keyboard and a pointing device, e.g., a mouse or a trackball, by which the user can provide input to the computer. Other kinds of devices can be used to provide for interaction with a user as well; for example, feedback provided to the user can be any form of sensory feedback, e.g., visual feedback, auditory feedback, or tactile feedback; and input from the user can be received in any form, including acoustic, speech, brain waves, other physiological input, eye movements, gestures, body movements, or tactile input.
Embodiments of the invention can be implemented in a computing system that includes a back-end component, e.g., as a data server, or that includes a middleware component, e.g., an application server, or that includes a front-end component, e.g., a client computer having a graphical user interface or a Web browser through which a user can interact with an implementation of the invention, or any combination of one or more such back-end, middleware, or front-end components. The components of the system can be interconnected by any form or medium of digital data communication, e.g., a communication network. Examples of communication networks include a local area network ('LAN') and a wide area network ('WAN'), e.g., the Internet.
The computing system can include clients and servers. A client and server are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other.
While this specification contains many specifics, these should not be construed as limitations on the scope of the invention or of what may be claimed, but rather as descriptions of features specific to particular embodiments of the invention. Certain features that are described in this specification in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination. Moreover, although features may be described above as acting in certain combinations and even initially claimed as such, one or more features from a claimed combination can in some cases be excised from the combination, and the claimed combination may be directed to a subcombination or variation of a sub combination.
Similarly, while operations are depicted in the drawings in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order, or that all illustrated operations be performed, to achieve desirable results. In certain circumstances, multitasking and parallel processing may be advantageous. Moreover, the separation of various system components in the embodiments described above should not be understood as requiring such separation in all embodiments, and it should be understood that the described program components and systems can generally be integrated together in a single software product or packaged into multiple software products.
Thus, particular embodiments of the invention have been described. Other embodiments are within the scope of the following claims. For example, the actions recited in the claims can be performed in a different order and still achieve desirable results.
Claims
1. A computer-implemented method, comprising:receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;determining a change in a user's skill level for interaction with the virtual equipment in response to the received user input; and adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,where the sweet spot is an area of a curve for the variable where the area is based on a degree of deviation from an ideal value for the variable.
2. The computer-implemented method of claim 1, where: the adapting includes changing a sweet spot for the virtual equipment. |
3. The computer-implemented method of claim 2, where: the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment model. |
4. The computer-implemented method of claim 2, where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. |
5. The computer-implemented method of claim 1, where: the adapting includes changing an input model or the associated representation. |
6. The computer-implemented method of claim 1, where: the adapting is based on a current state of a virtual universe. |
7. The computer-implemented method of claim 1, where: the determining is in response to detecting an improvement or a decline in the user skill level. |
8. The computer-implemented method of claim 1, where: the representation includes one or more of: graphical rendering, sound, or haptic feedback. |
9. The computer-implemented method of claim 1, where the adapting further includes: changing one or more relationships between a plurality variables in the user interaction model. |
10. The computer-implemented method of claim 1, where: the virtual equipment is one of: a golf club, a weapon, an automobile, a racket, a ping pong paddle, or a baseball bat. |
11. A computer-implemented method, comprising: determining a user skill level for user interaction with virtual equipment in an interactive computer game, the virtual equipment capable of being manipulated through user interaction with an associated representation; and automatically adapting a sweet spot associated with the virtual equipment based on the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation. |
12. The computer-implemented method of claim 11, where: the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment. |
13. The computer-implemented method of claim 11, where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. |
14. The computer-implemented method of claim 11, where: the adapting includes changing an input model or the associated representation. |
15. A computer program product, encoded on a computer-readable medium, operable to cause data processing apparatus to perform operations comprising: determining a user skill level for user interaction with virtual equipment in an interactive computer game, the virtual equipment capable of being manipulated through user interaction with an associated representation; and automatically adapting a virtual equipment model associated with the virtual equipment to reflect the determined user skill level, the virtual equipment model governing how the virtual equipment behaves in response to user interaction with the representation. |
16. The computer program product of claim 15, where: the adapting includes changing a sweet spot for the virtual equipment. |
17. The computer program product of claim 15, where: the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment model. |
18. The computer program product of claim 15, where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. |
19. The computer program product of claim 15, further operable to cause the data processing apparatus to perform operations comprising: changing an input model or the associated representation. |
20. The computer program product of claim 15, where: the determining is in response to detecting an improvement or a decline in the user skill level. |
Last edited by Paul on Thu 14 Sep 2023, 3:10 pm; edited 2 times in total
VEM 2010 version
Full Text
US Patent No: 7806777Automatically adapting virtual equipment model
[b]October 05, 2010 [/b] | US7806777B2 | [b]GRANTED PATENT AS SECOND PUBLICATION[/b] |
[b] October 18, 2007 [/b] | US20070243926A1 | [b]FIRST PUBLISHED PATENT APPLICATION[/b] |
Abstract
Methods and apparatus, including computer program products, for determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. Automatically adapting a virtual equipment model associated with the virtual equipment to reflect the determined user skill level. The virtual equipment model governs how the virtual equipment behaves in response to user interaction with the representation.
Inventors
:
Cheng Yuchiang (San Francisco)
Published Assignee
:
WORLD GOLF TOUR, INC. (San Francisco, US)
Current Assignee
:
WORLD GOLF TOUR, INC. (San Francisco, US)
Filed
:
April 18, 2006
Application Priority Data
April 18, 2006 [US]
40716306
Technology Classification
Current US Class :
473/131
Current CPC :
A63F 2300/6054 ; A63F 13/422 ; A63F 13/2145 ; A63F 2300/8011 ; A63F 2300/6045 ; A63F 2300/6027 ; A63F 2300/1075 ; A63F 13/812 ; A63F 13/67 ; A63F 13/42 ; A63F 2300/558 ; A63F 13/798 ; A63F 13/812 ; A63F 7/0628 ; A63F 13/67 ; A63F 13/2145 ; A63F 13/42 ; A63F 7/06 ; A63F 7/26
Current IPC :
A63B 69/36
Field Of Search
Field of Search :
340/323R;463/002;463/003;463/023;463/025;463/031;463/032;463/042;473/131;473/223;473/409;700/091;705/059;705/080;
U.S. Patent Documents
20050255931A1
NA
US
20020137566A1
NA
US
20030045374A1
NA
US
20070066415A1
NA
US
7121962B2
NA
US
20040092328A1
NA
US
20020151337A1
NA
US
20040002369A1
NA
US
6468155B1
NA
US
4367874A
NA
US
4822042A
NA
US
20060247060A1
NA
US
Foreign Patent Documents
2118809A
NA
GB
Attorney Agent or Firm
:
INNOVATION COUNSEL LLP;
Description
Brief Summary
BACKGROUND
Computer games and other types of simulations typically include a virtual universe that users interact with in order to achieve one or more goals, such as shooting all of the 'bad' guys or playing a hole of golf. A virtual universe is the paradigm with which the user interacts when playing a computer game and can include representations of virtual environments, equipment, objects, characters, and associated state information. For instance, a virtual universe can include a virtual golf course, golf clubs and golf balls. Users interact with a virtual universe through a user interface that can accept input from a game controller (e.g., a joy stick, a mouse, verbal commands). A click of a mouse button, for example, might cause a virtual golf club to swing and strike a virtual golf ball in the virtual golf course.
Typical computer game genres include role-playing, first person shooter, third person shooter, sports, racing, fighting, action, strategy, and simulation. A computer game can incorporate a combination of two or more genres. Examples of popular computer games include, Black & White 2 (available from EA Games), Grand Theft Auto (available from Rockstar Games), Perfect Dark Zero (available from Microsoft Game Studios), and Halo 3 (available from Microsoft Game Studios). Computer games are commonly available for different computer platforms such as workstations, personal computers, game consoles 104 (e.g., Sony PlayStation and PlayStation Portable, Microsoft Xbox, Nintendo GameCube and Game Boy), cellular telephones 102, and other mobile computing devices. See FIG. 1
Users interact with one or more pieces of virtual equipment in a virtual universe, such as a virtual weapon or a virtual golf club. Virtual equipment can also include avatars and other virtual representations of a user including, but not limited to, a user's movements and gestures. By way of illustration, fighting games allow a user to box, kick or punch virtual opponents in a virtual universe. The virtual equipment in these cases is the virtual representation of the user (or the user's movements or gestures) in the fight.
The virtual universe and virtual equipment can change as users achieve goals. For example, in action games as users advance to higher game levels, typically the virtual universe is changed to model the new level and users are furnished with different virtual equipment, such as more powerful weapons. Some computer games allow users to manually select their virtual equipment. For example, a user interface 106 (FIG. 1) for a computer golf game allows users to choose which type of virtual golf club they will use. Users having little skill may chose a fairway wood club 108 rather than a driver 10
SUMMARY
In general, in one aspect, embodiments of the invention feature determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. A virtual equipment model associated with the virtual equipment is automatically adapted to reflect the determined user skill level. The virtual equipment model governs how the virtual equipment behaves in response to user interaction with the representation.
These and other embodiments can optionally include one or more of the following features. The adapting includes changing a sweet spot for the virtual equipment. The sweet spot is an area of a distribution curve for a variable associated with the virtual equipment model. The sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. The adapting includes changing an input model or the associated representation. The adapting is based on a current state of a virtual universe. The determining is in response to detecting an improvement or a decline in the user skill level. The representation includes one or more of: graphical rendering, sound, or haptic feedback. The adapting includes changing or more relationships between a plurality variables in the user interaction model. The virtual equipment is one of: a golf club, a weapon, an automobile, a racket, a ping pong paddle, or a baseball bat.
In general, in another aspect, embodiments of the invention feature determining a user skill level for user interaction with virtual equipment in an interactive computer game. The virtual equipment is capable of being manipulated through user interaction with an associated representation. A sweet spot associated with the virtual equipment is automatically adapted based on the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation.
These and other embodiments can optionally include one or more of the following features. The sweet spot is an area of a distribution curve for a variable associated with the virtual equipment. The sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction. The adapting includes changing an input model or the associated representation.
Particular embodiments of the invention can be implemented to realize one or more of the following advantages. Virtual equipment automatically adapts to reflect changes in user skill level and keep users challenged as their skill level improves. As a result, users are less likely to loose interest in a computer game. An associated user input model and visual representation of virtual equipment can be automatically modified to reflect changes in users' skill levels. Automatically adapting virtual equipment adds a dimension of realism to electronic games of skill and other types of simulations and provides a more accurate reflection of skill in a virtue world, less hindered by a static, limited user interface.
The details of one or more embodiments of the invention are set forth in the accompanying drawings and the description below. Other features, aspects, and advantages of the invention will become apparent from the description, the drawings, and the claims.
Brief Description of Drawings
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 illustrates a user interface for selecting a golf club.
FIG. 2 illustrates four exemplary graphs related to equipment control.
FIG. 3 illustrates a virtual equipment model system.
FIG. 4 illustrates a virtual equipment model adaptation process.
FIG. 5 illustrates a system architecture.
Detailed Description
Like reference numbers and designations in the various drawings indicate like elements.
DETAILED DESCRIPTION
In various implementations, a given piece of virtual equipment has one or more associated 'sweet spots'. A sweet spot translates into a margin of error that a user's interaction with a piece of virtual equipment will cause an intended outcome in a virtual universe. In one implementation, a large sweet spot corresponds to a greater deviation on a normalized distribution curve and a small sweet spot corresponds to a lesser deviation on a normalized distribution curve.
For example, there are different types of golf clubs for golfers of differing abilities, each golf club having various sized and located sweet spots. Generally speaking, a golfer can select a club based on the golfer's swing speed and power, and based on the golf club's sweet spot. A club with a large sweet spot tends to be very forgiving since the club's face has been designed with a large surface area in which to make contact with the ball and has a perimeter weigh distribution to balance a miss hit. A golfer's swing of a club with a large sweet spot can be several standard deviations from the mean—the mean being a perfect swing—and still result in an acceptable shot. However, in having a large sweet spot the golfer usually forgoes some level of control, power and feel. For a professional golf club, the sweet spot is much smaller and requires a greater amount of skill to correctly hit the ball but the rewards for hitting a proper shot usually result in farther distance, control, precision, and accuracy. A golfer's swing of a club with a small sweet spot must be closer to the mean in order to be an acceptable shot.
In real life, as users become more skilled with equipment, their existing equipment is easier to use and they can select new equipment that gives them an increased level of control. This observation forms the basis for automatically adjusting a piece of virtual equipment's sweet spot(s) according to a user's skill level. Graph 202 in FIG. 2 illustrates standard deviation curves 202b, 202c, 202d for variables associated with the same or different pieces of virtual equipment. For example, curve 202b could represent the power of a virtual golf club swing, curve 202c could represent the orientation of the virtual golf club face when it impacts a virtual golf ball, and curve 202d could represent the trajectory of a kick or a punch for a virtual fighter. A zero deviation represents the ideal value of a variable (e.g., a small sweet spot) for a piece of virtual equipment, such as the ideal power of a virtual golf club swing or the ideal aim of a virtual gun. Each standard deviation away from zero represents increasingly less than ideal values for a given variable. In one implementation, values above a threshold 202a (which can be different for each curve) have a higher probability of causing a successful outcome (e.g., achieving a goal such as landing a virtual golf ball where the user intended) than values below the threshold. The sweet spot can be viewed as the area of a distribution curve above the threshold and within the requisite standard deviation from the mean. For instance, even with a large sweet spot, it may still be possible to cause a successful outcome if the value for a given variable is above the threshold, although the outcome may not be ideal. Moreover, sweet spots can be varied by the type of virtual equipment. For example, curve 202b could represent a professional forged golf iron club with a very small sweet spot (e.g., +/−1 standard deviation) and curve 202c
As a user becomes more adept at using a piece of virtual equipment, the sweet spot for one or more of the virtual equipment's variables is adjusted to require the user's interaction with the virtual equipment to achieve values for those variables closer to their means in order to cause a successful outcome. Likewise, as a user's skill level decreases, the sweet spot for one or more of the virtual equipment's variables can be adjusted to allow the user's interaction with the virtual equipment to achieve values for those variables farther from their means and still have a chance of causing a successful outcome.
Accuracy is the probability that a given piece of virtual equipment will perform as a user intended. The probability that a swing of a virtual golf club will cause a virtual golf ball to follow an intended trajectory and land where it was aimed is an example of accuracy. By way of another illustration, accuracy can be the probability that a virtual gun will hit a virtual target when fired. Precision is the probability that user interaction with a given piece of virtual equipment will result in the same outcome time after time. For example, precision can be the probability that the same swing of a golf club will result in the same outcome. In one implementation, the accuracy and precision of a given piece of virtual equipment can be automatically increased as a user's skill level increases. Similarly, the accuracy and precision of a given piece of virtual equipment can be automatically decreased as a user's skill level decreases. These relationships are illustrated in exemplary graphs 204 and 206 of FIG. 2. In summary, a user's ability to control virtual equipment increases commensurate with their skill level as shown in graph 208. Although the exemplary graphs 204, 206 and 208 in FIG. 2
FIG. 3 is a diagram of a virtual equipment model (VEM) system 300 for a computer game application or other simulation. The functionality encompassed in system 300 can be distributed to fewer or more components than those illustrated. The system 300 includes a VEM 306 which models a piece of virtual equipment. A piece of virtual equipment may comprise more than one object in the virtual universe, such as a set of virtual balls that are juggled by the user in a computer juggling game. In one implementation, there is a VEM 306 for each piece of virtual equipment a user may interact with in a virtual universe. In a further implementation, the VEM 306
In one implementation, the VEM 306 minimally includes variables, as described above, representing precision, accuracy, one or more distribution curves (e.g., 202b, 202c), thresholds (e.g., 202a
Generally speaking, a VEM 306 variable's value can be based on a user input, a user's skill level at using the virtual equipment, the attribute of the virtual equipment itself, the state of the virtual universe (e.g., weather, emotional and physical stresses on the player) as determined by a game engine 310, configuration information, the value of one or more other variables, and combinations of these. An input model 302 maps user inputs (e.g., button presses, voice commands, sounds, gestures, eye movements, body movements, brain waves, other types of physiological sensors, and combinations of these) to one or more variable values for variables in the set of variables associated for VEM 306. The VEM 306 interprets user input provided by the input model 302 using the set of relationships. The VEM 306 has an associated representation 304 of the virtual equipment that is presented to a user, such as through a graphical display means (e.g., a liquid crystal or plasma display device), sound generation means, haptic technology, odor generation means, and combinations of these. For example, in a first person shooter game a virtual gun can have a graphical representation consisting of cross hairs indicating where the gun is currently pointed and sound feedback to indicate when the virtual gun is fired. A joystick or other user input device can be used to aim the virtual gun and a button can be pressed to fire the virtual gun. The VEM 306 communicates with a game engine 310 to affect changes to the virtual universe based on user interaction with the VEM 306
The set of variables, their values, and relationships associated with the VEM 306
A skill level monitor 306 monitors changes to user skill level. A change in user skill level can be detected by the user's proficiency at using a given piece of virtual equipment to achieve one or more goals in the virtual universe (e.g., such as an improved score), the ability to perform relatively advanced tasks with the virtual equipment, an achieved accuracy rate using the virtual equipment, an achieved precision rate using the virtual equipment, time spent using the virtual equipment, combinations of these, and other factors. In one implementation, user skill level is quantified as a number. If the skill level increases or decreases beyond a certain threshold, a change is communicated to the VEM 306, which in turn can communicate the change to the input model 302 and the representation 304. Using a non-zero threshold value can prevent the VEM 306
Based on a change in skill level, one or more of the VEM 306, the input model 302, and the representation 304 can adapt to reflect the change. Adapting the VEM 306 can include changing the value of one or more variables in the set of variables, changing one or more relationships in the set of relationships, adding or removing one or more variables in the set of variables, adding or removing one or more relationships in the set of relationships, and combinations of these. In the case of an increased user skill level, for example, the virtual equipment model 306
Adapting the input model 302 can include changing the way a user interacts with the representation 304 by adding or removing required and optional user inputs, changing the order of user inputs, changing the semantics of user input, and changing the mappings of user input to one or more variables in the set of VEM 306 variables. By way of illustration, if the virtual equipment is a golf club, the user input at one skill level could include two mouse button clicks: the first click to set the power of a stroke and the second click within a preset time limit from the first click to determine the trajectory of the golf club face as strikes a virtual golf ball. User input at a more advanced skill level could add a third mouse click to determine the loft of the virtual golf ball. Adapting the representation 304 can include changing the virtual equipment appearance, the user interface, sound, haptics, odors, or combinations of these. For example, if the input model 302 or the VEM 306
A game engine 310 maintains state for the virtual universe based on user input and the interaction of objects in the virtual universe. The game engine 310 can include a renderer for rendering graphical views of the virtual universe that can be presented on a display device. The game engine can also artificial intelligence capabilities for determining one or more future states for the virtual universe. Objects in the virtual universe such as virtual equipment are associated with assets 312 (e.g., content, models, sounds, physics, artificial intelligence). Assets are used by the game engine 310 to represent objects and render the computer game. The game engine 310 communicates with the skill level monitor 308 to convey user skill level information, such as detected changes to user skill level. The VEM 306 communicates with the game engine 310 to affect changes to the virtual universe based on user interaction with the VEM 306
FIG. 4 illustrates a virtual equipment model adaptation process. A user skill level for a piece of virtual equipment is determined by, for example, the skill level monitor 308 (step 402). It is then determined whether the skill level has increased or decreased beyond a threshold (step 406). If the user skill level has not increased or decreased beyond the threshold, the user skill level is determined again at a later point in time (step 402). Otherwise, the VEM 306 associated with the virtual equipment is adapted based on the user skill level (step 406), for example by changing the value of one or more sweet spots associated with the virtual equipment, or other variables. The input model 302 and representation 304 can be optionally adapted based on the user skill level (step 408
FIG. 5 is a block diagram of exemplary system architecture 500 for automatically adapting virtual equipment model. The architecture 500 includes one or more processors 502 (e.g., IBM PowerPC, Intel Pentium 4, etc.), one or more display devices 504 (e.g., CRT, LCD), one or more graphics processing units 506 (e.g., NVIDIA Quadro FX 4500, GeForce 7800 GT, etc.), one or more network interfaces 508 (e.g., Ethernet, FireWire, USB, etc.), one or more input devices 510 (e.g., keyboard, mouse, game controller, camera, microphone, etc.), and one or more computer-readable mediums 512 (e.g. SDRAM, optical disks, hard disks, flash memory, L1 or L2 cache, etc.). These components can exchange communications and data via one or more buses 514
The term 'computer-readable medium' refers to any medium that participates in providing instructions to a processor 502
The computer-readable medium 512 further includes an operating system 516 (e.g., Mac OS, Windows, Linux, etc.), a network communication module 518, computer game assets 520, and a computer game application 522. The computer game application 522 further includes a game engine 524, a skill level monitor 526, one or more VEMs 528, one or more input models 530, and one or more representations 532. In some implementations, the electronic game application 522 can be integrated with other applications 534 or be configured as a plug-in to other applications 534
The operating system 516 can be multi-user, multiprocessing, multitasking, multithreading, real-time and the like. The operating system 516 performs basic tasks, including but not limited to: recognizing input from input devices 510; sending output to display devices 504; keeping track of files and directories on computer-readable mediums 512 (e.g., memory or a storage device); controlling peripheral devices (e.g., disk drives, printers, GPUs 506, etc.); and managing traffic on the one or more buses 514. The network communications module 518 includes various components for establishing and maintaining network connections (e.g., software for implementing communication protocols, such as TCP/IP, HTTP, Ethernet, etc.). The application 522, together with its components, implements the various tasks and functions, as described with respect to FIGS. 2-4
The user system architecture 500 can be implemented in any electronic or computing device capable of hosting the application 502, or part of the application 502
Embodiments of the invention and all of the functional operations described in this specification can be implemented in digital electronic circuitry, or in computer software, firmware, or hardware, including the structures disclosed in this specification and their structural equivalents, or in combinations of one or more of them. Embodiments of the invention can be implemented as one or more computer program products, i.e., one or more modules of computer program instructions encoded on a computer-readable medium for execution by, or to control the operation of, data processing apparatus.
A computer program (also known as a program, software, software application, script, or code) can be written in any form of programming language, including compiled or interpreted languages, and it can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment. A computer program does not necessarily correspond to a file in a file system. A program can be stored in a portion of a file that holds other programs or data (e.g., one or more scripts stored in a markup language document), in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub-programs, or portions of code). A computer program can be deployed to be executed on one computer or on multiple computers that are located at one site or distributed across multiple sites and interconnected by a communication network.
The processes and logic flows described in this specification can be performed by one or more programmable processors executing one or more computer programs to perform functions by operating on input data and generating output. The processes and logic flows can also be performed by, and apparatus can also be implemented as, special purpose logic circuitry, e.g., an FPGA (field programmable gate array) or an ASIC (application-specific integrated circuit).
Processors suitable for the execution of a computer program include, by way of example, both general and special purpose microprocessors, and any one or more processors of any kind of digital computer. Generally, a processor will receive instructions and data from a read-only memory or a random access memory or both. The essential elements of a computer are a processor for performing instructions and one or more memory devices for storing instructions and data. Generally, a computer will also include, or be operatively coupled to receive data from or transfer data to, or both, one or more mass storage devices for storing data, e.g., magnetic, magneto-optical disks, or optical disks. However, a computer need not have such devices. Moreover, a computer can be embedded in another device, e.g., a mobile telephone, a personal digital assistant (PDA), a mobile audio player, a Global Positioning System (GPS) receiver, to name just a few. Computer-readable media suitable for storing computer program instructions and data include all forms of non-volatile memory, media and memory devices, including by way of example semiconductor memory devices, e.g., EPROM, EEPROM, and flash memory devices; magnetic disks, e.g., internal hard disks or removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The processor and the memory can be supplemented by, or incorporated in, special purpose logic circuitry.
To provide for interaction with a user, embodiments of the invention can be implemented on a computer having a display device, e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor, for displaying information to the user and a keyboard and a pointing device, e.g., a mouse or a trackball, by which the user can provide input to the computer. Other kinds of devices can be used to provide for interaction with a user as well; for example, feedback provided to the user can be any form of sensory feedback, e.g., visual feedback, auditory feedback, or tactile feedback; and input from the user can be received in any form, including acoustic, speech, brain waves, other physiological input, eye movements, gestures, body movements, or tactile input.
Embodiments of the invention can be implemented in a computing system that includes a back-end component, e.g., as a data server, or that includes a middleware component, e.g., an application server, or that includes a front-end component, e.g., a client computer having a graphical user interface or a Web browser through which a user can interact with an implementation of the invention, or any combination of one or more such back-end, middleware, or front-end components. The components of the system can be interconnected by any form or medium of digital data communication, e.g., a communication network. Examples of communication networks include a local area network ('LAN') and a wide area network ('WAN'), e.g., the Internet.
The computing system can include clients and servers. A client and server are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other.
While this specification contains many specifics, these should not be construed as limitations on the scope of the invention or of what may be claimed, but rather as descriptions of features specific to particular embodiments of the invention. Certain features that are described in this specification in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination. Moreover, although features may be described above as acting in certain combinations and even initially claimed as such, one or more features from a claimed combination can in some cases be excised from the combination, and the claimed combination may be directed to a subcombination or variation of a sub combination.
Similarly, while operations are depicted in the drawings in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order, or that all illustrated operations be performed, to achieve desirable results. In certain circumstances, multitasking and parallel processing may be advantageous. Moreover, the separation of various system components in the embodiments described above should not be understood as requiring such separation in all embodiments, and it should be understood that the described program components and systems can generally be integrated together in a single software product or packaged into multiple software products.
Thus, particular embodiments of the invention have been described. Other embodiments are within the scope of the following claims. For example, the actions recited in the claims can be performed in a different order and still achieve desirable results.
Claims
1. A computer-implemented method, comprising:receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;determining a change in a user's skill level for interaction with the virtual equipment in response to the received user input; and adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,where the sweet spot is an area of a curve for the variable where the area is based on a degree of deviation from an ideal value for the variable.
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2. The computer-implemented method of claim 1, where values above a threshold for the variable have a great probability of causing a successful game outcome than values below the threshold.
3. The computer-implemented method of claim 1, where increasing the sweet spot increases accuracy of the virtual equipment and decreasing the sweet spot decreases the accuracy.
4. The computer-implemented method of claim 1, where the adapting includes changing an input model or the associated representation.
5. The computer-implemented method of claim 1, where: the adapting is based on a state of a virtual universe.
6. The computer-implemented method of claim 1, where adapting occurs during game play.
7. The computer-implemented method of claim 1, where: the representation includes one or more of: graphical rendering, sound, or haptic feedback.
8. The computer-implemented method of claim 1, where the adapting further includes: changing one or more relationships between a plurality variables in the user interaction model.
9. The computer-implemented method of claim 1, where: the virtual equipment is one of: a golf club, a weapon, an automobile, a racket, a ping pong paddle, or a baseball bat.
10. The computer-implemented method of claim 1, where determining the change occurs during game play.
11. A computer-implemented method, comprising:receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.
12. The computer-implemented method of claim 11, where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.
13. The computer-implemented method of claim 11, where: the adapting includes changing an input model or the associated representation.
14. The computer-implemented method of claim 11, where the adapting occurs during game play.
15. The computer-implemented method of claim 11, where determining the change occurs during game play.
16. A non-transitory computer-readable medium having computer-readable instructions thereon, operable to cause data processing apparatus to perform operations comprising:receiving input from a user, the input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,where the sweet spot is an area of a curve for the variable where the area is specified by a degree of deviation from an ideal value for the variable.
17. The non-transitory computer-readable medium of claim 16, where values above a threshold for the variable have a greater probability of causing a successful game outcome than values below the threshold.
18. The non-transitory computer-readable medium of claim 16, where increasing the sweet spot increases accuracy of the virtual equipment and decreasing the sweet spot decreases the accuracy.
19. The non-transitory computer-readable medium of claim 16, further operable to cause the data processing apparatus to perform operations comprising: changing an input model or the associated representation.
20. The non-transitory computer-readable medium of claim 16, where: the determining is in response to detecting an improvement or a decline in the user skill level.
21. A non-transitory computer-readable medium having computer-readable instructions thereon, operable to cause data processing apparatus to perform operations comprising:receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.
22. The non-transitory computer-readable medium of claim 21, where the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.
23. The non-transitory computer-readable medium of claim 21, where the adapting includes changing an input model or the associated representation.
24. A system comprising:a display device;machine-readable storage device including a program product; and one or more processors operable to execute the program product, interact with the display device, and perform operations comprising:receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.
25. The system of claim 24, where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.
26. The system of claim 24, where: the adapting includes changing an input model or the associated representation.
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