Computer-based player performance variation

a computer-based player and performance variation technology, applied in the field of computer-based player performance variation, can solve the problem of limited actions of computer-based players in games

Inactive Publication Date: 2004-11-25
CLOUDROCK LLC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

0006] Allowed actions of a computer-based player in a game are limited. A pre-action value is identified which corresponds to a relative advantage between the computer-based player and a real person player prior to a current action taken by the computer-based player. A post-action value is identified corresponding to the relative advantage between the computer-based player and the real person player after the current action taken by the computer-based player. The current action is limited to be among a set of allowed actions, which keep the post-action value at least as great as a threshold value. The current action of the computer-based player also may be limited to keep the post-action value not more than a tolerable value, where possible. The current action is selected from the set of allowed actions. The threshold value and tolerance value are prescribed, selected or varied over the course of the game. The term action as in pre-action, post-action and action is used to encompass the nomenclature of the specific game embodiment, and thus is used to include decisions, moves, shots, rolls, plays, strokes, at bats, throws or another descriptive of an activity or choice performed by a player in a game. Similarly the term move is used interchangeably with the terms action, decision, shot, roll, play, stroke, at bat and throw according to the appropriate descriptive of the specific game embodiment.

Problems solved by technology

Allowed actions of a computer-based player in a game are limited.

Method used

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Examples

Experimental program
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Embodiment Construction

[0014] Host Computer System

[0015] The functions of the present invention preferably are performed by an embedded gaming computer system, or a programmed digital computer. An exemplary host system includes a display 22, processor 28, memory and an input device. For a programmed digital computer 20, the system may include a key entry device 24 and a pointing / clicking device 26 as the input devices. The computer 20 also may include random access memory (RAM) 30 and a non-volatile storage device such as a hard disk drive 32 and / or a transportable storage media drive 36 which reads transportable storage media 38. Other miscellaneous storage devices 40, such as a floppy disk drive, CD-ROM drive, DVD drive, CD-RW drive, zip drive, bernoulli drive or other magnetic, optical or other storage media, may be included. The computer may also include a communication or network interface 34 (e.g., modem; ethernet adapter). The various components interface and exchange data and commands through one ...

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PUM

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Abstract

Allowed actions of a computer-based player in a game are limited. A pre-action value is identified which corresponds to a relative advantage between the computer-based player and a real person player prior to a current action taken by the computer-based player. A post-action value is identified corresponding to the relative advantage between the computer-based player and the real person player after the current action taken by the computer-based player. The current action is limited to be among a set of allowed actions, which keep the post-action value at least as great as a threshold value. The current action of the computer-based player also may be limited to keep the post-action value not more than a tolerable value, where possible. The current action is selected from the set of allowed actions. The threshold value and tolerance value are prescribed, selected or varied over the course of the game.

Description

[0001] The present invention is directed to computer gaming in which a player plays against a computer, and more specifically to methods and apparatus for setting and modifying performance of the computer-based player.[0002] There are many games in which a real person player may play against a computer-based player. For example there are adventure games, role-playing games, strategy games, card games, and sports games implemented on a computer. The actions at least one player are controlled by a real person making user inputs to the computer through a keyboard, mouse, joy stick, gaming device or other input device. The person-controlled player plays against at least one other player / character, whose actions are controlled by a computer program. Such other player may merely be identified as the computer or may have a defined name or character.[0003] In computer-based chess games, there are chess engines such as the WChess engine developed by Heuristic Programming Inc. of Mobile, Ala....

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F9/24A63F13/10
CPCA63F13/10A63F13/45A63F13/67A63F13/822
Inventor BALLARD, CLINTON L.
Owner CLOUDROCK LLC
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