You’re using a public version of DrugPatentWatch with 5 free searches available | Register to unlock more free searches. CREATE FREE ACCOUNT

Last Updated: April 19, 2024

Claims for Patent: 7,806,777


✉ Email this page to a colleague

« Back to Dashboard


Summary for Patent: 7,806,777
Title: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.
Inventor(s): Cheng; Yuchiang (San Francisco, CA)
Assignee: World Golf Tour, Inc. (San Francisco, CA)
Application Number:11/407,163
Patent 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 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.

Make Better Decisions: Try a trial or see plans & pricing

Drugs may be covered by multiple patents or regulatory protections. All trademarks and applicant names are the property of their respective owners or licensors. Although great care is taken in the proper and correct provision of this service, thinkBiotech LLC does not accept any responsibility for possible consequences of errors or omissions in the provided data. The data presented herein is for information purposes only. There is no warranty that the data contained herein is error free. thinkBiotech performs no independent verification of facts as provided by public sources nor are attempts made to provide legal or investing advice. Any reliance on data provided herein is done solely at the discretion of the user. Users of this service are advised to seek professional advice and independent confirmation before considering acting on any of the provided information. thinkBiotech LLC reserves the right to amend, extend or withdraw any part or all of the offered service without notice.