US20060084503A1 - System of Automatically generating personalized games and method thereof - Google Patents

System of Automatically generating personalized games and method thereof Download PDF

Info

Publication number
US20060084503A1
US20060084503A1 US11/222,786 US22278605A US2006084503A1 US 20060084503 A1 US20060084503 A1 US 20060084503A1 US 22278605 A US22278605 A US 22278605A US 2006084503 A1 US2006084503 A1 US 2006084503A1
Authority
US
United States
Prior art keywords
user
game
data
scene
user information
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US11/222,786
Inventor
Bing Bian
Ken Kung
Zechary Chang
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Inventec Corp
Original Assignee
Inventec Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Inventec Corp filed Critical Inventec Corp
Assigned to INVENTEC CORPORATION reassignment INVENTEC CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: BIAN, BING, CHANG, ZECHARY, KUNG, KEN
Publication of US20060084503A1 publication Critical patent/US20060084503A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces
    • G06F9/452Remote windowing, e.g. X-Window System, desktop virtualisation

Definitions

  • the invention relates to a game generating system and method and, in particular, to a system for generating a personalized game and the method thereof.
  • the invention provides a personalized game generating system and the method thereof.
  • a user can define scenes and characters according to his or her taste and personality, rendering a more versatile game.
  • the invention provides a system of automatically generating personalized games. It uses a server/user structure, connecting a user and a database server via a game controller.
  • the server includes a game database for storing game data and a game controller for implementing logic controls.
  • the user has a user engine for implementing a user interface, which provides a visualized interface and communicates with the game controller. Therefore, the invention can automatically generate characters and scenes according to the user's settings, rendering a personalized game.
  • the game style can be renewed.
  • the player can define his or her favorite scenes and characters so that the game style, particularly the online learning games, can be refreshed and thus more attractive to the user.
  • users can define characters and maps and know of the real-time results of other online users.
  • the invention uses a competitive method to stimulate the learning will of the users. At the same time, the game developer's workload is reduced.
  • FIG. 1 shows the modular structure of the disclosed system of automatically generating personalized games
  • FIG. 2 shows the three-layer server/user structure in the invention
  • FIG. 3 is a schematic view of the structure of the user engine in the invention.
  • FIG. 4 is a schematic view of the structure of the game controller in the invention.
  • FIG. 5 is a flowchart of the map editing according to the disclosed method
  • FIG. 6 is a flowchart of the character editing according to the disclosed method.
  • FIG. 7 is a flowchart of the personalizing process according to the disclosed method.
  • the invention discloses a method for automatically generating personalized games and the method thereof. They adopt a server/user structure.
  • a game controller connects the user 100 and the game database of the server 300 .
  • the server 300 includes a game database for storing game data and a game controller for implementing logic controls.
  • the user includes a user engine to implement a user interface, which provides a visualized interface and communicates with the game controller. The invention can thus generate characters and scenes according to the user's settings.
  • the invention uses a three-layer server/user structure.
  • the three layers are respectively the user 100 , the game controller 20 on the server, and the game database 30 on the server.
  • the user 100 includes a user engine 10 to implement a user interface, which provides a visualized interface and communicates with the game controller 20 .
  • the user engine 10 further includes an interface generator 110 , containing a game scene interface display unit 111 and an online information display unit 112 . They are used to display the scenes in the game and online information (including other online users).
  • a personalization generator 120 includes a map editor 121 and a character editor to provide, respectively, the interfaces for defining maps and characters.
  • a user data collector 130 collects the data from the game user and provides them to the server.
  • the game controller 20 includes a scene information generator 210 , a user information generator 220 , a personalizing data processor 230 , and a local user information processor 240 .
  • the scene information generator 210 further contains a user scene data analyzing unit 211 , a game logic processing unit 212 , and a user scene data updating unit 213 .
  • the user information generator further includes a user information analyzing unit 221 and a user information updating unit 222 .
  • scene display data and the user information on the server scene display and online user information display are possible. The user can learn about the progress, score, ranking, and overall ranking of all users by looking at the online user information.
  • the user information collector collects the scene data and the user information and sends them to the server for logic analyses.
  • step 510 it first initializes the map data structure (step 510 ), and prompts the user to select an editing method (step 520 ). If the user selects an existing map number, then the system quits map editing after the selection is made. If the user selects to build a new map (step 530 ), then the system provides game scene editing (step 540 ). After the editing is done, the system saves the data and quits (step 550 ). The data structure is filled (step 560 ), and the map data are generated according to the data structure (step 570 ).
  • FIG. 6 shows the operating procedure of the character editor.
  • the system first initializes the character data structure (step 610 ) and prompts the user to select an editing method (step 620 ). If the user selects an existing character number, then the system quits the character editing procedure. If the user selects to create a new character (step 630 ), then the system provides character properties editing (step 640 ). After editing, the system saves the data and quits (step 650 ). The character data structure is then filled (step 660 ). The character data are then generated according to the data structure (step 670 ).

Landscapes

  • Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Processing Or Creating Images (AREA)

Abstract

A system of automatically generating personalized games and the method thereof are provided. Using a server/user structure, a game controller connects a user to a database server. The server includes a game database for storing game data and a game controller for implementing logic controls. The user has a user engine for implementing a user interface that provides a visualized interface and communicates with the game controller. Thus, characters and scenes can be created according to the user's settings, rendering a personalized game.

Description

    BACKGROUND OF THE INVENTION
  • 1. Field of Invention
  • The invention relates to a game generating system and method and, in particular, to a system for generating a personalized game and the method thereof.
  • 2. Related Art
  • Since the introduction of Internet games, they have evolved from purely text type games to 3D large-scene games. Within a couple of years, the industry of Internet games has become fairly mature. Internet games have close relations with daily life and business in developed countries all over the world. The closely related industry chain thus formed does not only stimulate further developments in the network, but also involves other peripheral industries, such as toys, comics, teaching, and telecommunication. Its business value cannot be underestimated. One of the latest types of Internet games is to combine the games with online language learning. In the Internet game market, more and more users prefer to learn by playing games. Therefore, it is foreseeable that this industry can bring in a lot of gains and thus competitions.
  • Roll playing games (RPG) have been one of the most favorite game types. They attract countless players by their unique interaction and story natures. They provide players with a wide virtual world that goes way beyond the realistic life. Thus, people are enabled to play various roles to experience different lives that are impossible in the real world. Combining the RPG and learning game will provide unexpected effects. However, after playing many kinds of games, the game developers or players are no longer satisfied with the style of the simple, assigned characters in games. They want to have a more creative way of implementation.
  • Since games have shorter periods, players have higher demands in renewing games. Game developers thus face large pressure and word load for updating games in time in order to satisfy the players.
  • Consequently, it is imperative to have a versatile game generating system for players to define scenes and characters according to his or her taste and personality so that the games, particularly the learning games, can stimulate the player's interest in participations. The work load of the game developers can also be reduced.
  • SUMMARY OF THE INVENTION
  • In view of the foregoing, the invention provides a personalized game generating system and the method thereof. A user can define scenes and characters according to his or her taste and personality, rendering a more versatile game.
  • To achieve the above objective, the invention provides a system of automatically generating personalized games. It uses a server/user structure, connecting a user and a database server via a game controller. The server includes a game database for storing game data and a game controller for implementing logic controls. The user has a user engine for implementing a user interface, which provides a visualized interface and communicates with the game controller. Therefore, the invention can automatically generate characters and scenes according to the user's settings, rendering a personalized game.
  • According to the disclosed system and method of automatically generating personalized games, the game style can be renewed. The player can define his or her favorite scenes and characters so that the game style, particularly the online learning games, can be refreshed and thus more attractive to the user. In the case of online learning games, users can define characters and maps and know of the real-time results of other online users. The invention uses a competitive method to stimulate the learning will of the users. At the same time, the game developer's workload is reduced.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The invention will become more fully understood from the detailed description given hereinbelow illustration only, and thus are not limitative of the present invention, and wherein:
  • FIG. 1 shows the modular structure of the disclosed system of automatically generating personalized games;
  • FIG. 2 shows the three-layer server/user structure in the invention;
  • FIG. 3 is a schematic view of the structure of the user engine in the invention;
  • FIG. 4 is a schematic view of the structure of the game controller in the invention;
  • FIG. 5 is a flowchart of the map editing according to the disclosed method;
  • FIG. 6 is a flowchart of the character editing according to the disclosed method; and
  • FIG. 7 is a flowchart of the personalizing process according to the disclosed method.
  • DETAILED DESCRIPTION OF THE INVENTION
  • The invention discloses a method for automatically generating personalized games and the method thereof. They adopt a server/user structure. As shown in FIG. 1, a game controller connects the user 100 and the game database of the server 300. The server 300 includes a game database for storing game data and a game controller for implementing logic controls. The user includes a user engine to implement a user interface, which provides a visualized interface and communicates with the game controller. The invention can thus generate characters and scenes according to the user's settings.
  • As shown in FIG. 2, the invention uses a three-layer server/user structure. The three layers are respectively the user 100, the game controller 20 on the server, and the game database 30 on the server.
  • With reference to FIG. 3, the user 100 includes a user engine 10 to implement a user interface, which provides a visualized interface and communicates with the game controller 20. The user engine 10 further includes an interface generator 110, containing a game scene interface display unit 111 and an online information display unit 112. They are used to display the scenes in the game and online information (including other online users). A personalization generator 120 includes a map editor 121 and a character editor to provide, respectively, the interfaces for defining maps and characters. A user data collector 130 collects the data from the game user and provides them to the server.
  • As shown in FIG. 4, one end of the game controller 20 connects to the user engine 10 and the other end connects to the game database 30. The game controller 20 includes a scene information generator 210, a user information generator 220, a personalizing data processor 230, and a local user information processor 240. The scene information generator 210 further contains a user scene data analyzing unit 211, a game logic processing unit 212, and a user scene data updating unit 213. The user information generator further includes a user information analyzing unit 221 and a user information updating unit 222. Using the scene display data and the user information on the server, scene display and online user information display are possible. The user can learn about the progress, score, ranking, and overall ranking of all users by looking at the online user information. The user information collector collects the scene data and the user information and sends them to the server for logic analyses.
  • In the following, we describe in detail the processing procedure of the personalization generator. As shown in FIG. 5, it first initializes the map data structure (step 510), and prompts the user to select an editing method (step 520). If the user selects an existing map number, then the system quits map editing after the selection is made. If the user selects to build a new map (step 530), then the system provides game scene editing (step 540). After the editing is done, the system saves the data and quits (step 550). The data structure is filled (step 560), and the map data are generated according to the data structure (step 570).
  • FIG. 6 shows the operating procedure of the character editor. The system first initializes the character data structure (step 610) and prompts the user to select an editing method (step 620). If the user selects an existing character number, then the system quits the character editing procedure. If the user selects to create a new character (step 630), then the system provides character properties editing (step 640). After editing, the system saves the data and quits (step 650). The character data structure is then filled (step 660). The character data are then generated according to the data structure (step 670).
  • The procedure of processing personalized data is shown in FIG. 7. First, the user data storage structure is initialized (step 710). A user-specific tag is provided (step 720). The new tag is verified (step 730). If the verification is passed, then a new data object is created and filled (step 740) and the user data are collected (step 750).
  • Certain variations would be apparent to those skilled in the art, which variations are considered within the spirit and scope of the claimed invention.

Claims (10)

1. A system of automatically generating personalized games to define characters and scenes according to user's settings, the system comprising:
a server, which includes:
a game database to store game data; and
a game controller to implement logic controls; and
a user, which includes a user engine to implement a user interface that provides a visualized interface and communicates with the game controller;
wherein the game controller connects the user and the database server.
2. The system of claim 1, wherein the game data include scene display data, user information, map data, character data, and local user information.
3. The system of claim 2, wherein the map data include scene display structure data, scene-related logic data, and learning data used in the map.
4. The system of claim 1, wherein the game controller includes:
a scene data generator;
a user information generator;
a personalized data processor; and
a local user information processor.
5. The system of claim 4, wherein the scene data generator further includes:
a user scene data analyzing unit;
a game logic processing unit; and
a user scene data updating unit.
6. The system of claim 4, wherein the user information generator further includes:
a user information analyzing unit; and
a user information updating unit.
7. The system of claim 1, wherein the user engine contains:
an interface generator to implement interface display;
a personalization generator, which provides personalized interfaces for character and map editing; and
a local user information collector, which collects the user's information and provides it to the server.
8. The system of claim 7, wherein the interface generator further includes:
a game scene interface display unit to implement the display of moving scenes in the game; and
a game online information display unit to implement the display of online user information.
9. The system of claim 7, wherein the personalization generator further includes:
a map editor; and
a character editor.
10. A method for automatically generating personalized games to define characters and scenes according to user's settings, the method comprising the steps of:
establishing a game database;
receiving game scenes and character properties edited by the user;
filling in a data structure according to the game scene and character properties; and
generating the corresponding scene data and character data according to the data structure.
US11/222,786 2004-10-19 2005-09-12 System of Automatically generating personalized games and method thereof Abandoned US20060084503A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
TW93131702 2004-10-19
TW093131702A TWI279702B (en) 2004-10-19 2004-10-19 Automatic personalize game generating system and method

Publications (1)

Publication Number Publication Date
US20060084503A1 true US20060084503A1 (en) 2006-04-20

Family

ID=36181469

Family Applications (1)

Application Number Title Priority Date Filing Date
US11/222,786 Abandoned US20060084503A1 (en) 2004-10-19 2005-09-12 System of Automatically generating personalized games and method thereof

Country Status (2)

Country Link
US (1) US20060084503A1 (en)
TW (1) TWI279702B (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20070015580A1 (en) * 2005-07-18 2007-01-18 Hunter Wesley K Mobile terminals for supplementing game module resources and methods and computer program products for operating the same
US20080039163A1 (en) * 2006-06-29 2008-02-14 Nokia Corporation System for providing a personalized comic strip
US20100147473A1 (en) * 2000-11-14 2010-06-17 Kimberly-Clark Worldwide, Inc. Enhanced multi-ply tissue products
WO2010099435A2 (en) * 2009-02-27 2010-09-02 Scvngr, Inc. Computer-implemented method and system for generating and managing customized interactive multiplayer location-based mobile games

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6115036A (en) * 1994-10-31 2000-09-05 Nintendo Co., Ltd. Video game/videographics program editing apparatus with program halt and data transfer features

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6115036A (en) * 1994-10-31 2000-09-05 Nintendo Co., Ltd. Video game/videographics program editing apparatus with program halt and data transfer features

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20100147473A1 (en) * 2000-11-14 2010-06-17 Kimberly-Clark Worldwide, Inc. Enhanced multi-ply tissue products
US20070015580A1 (en) * 2005-07-18 2007-01-18 Hunter Wesley K Mobile terminals for supplementing game module resources and methods and computer program products for operating the same
US20080039163A1 (en) * 2006-06-29 2008-02-14 Nokia Corporation System for providing a personalized comic strip
WO2010099435A2 (en) * 2009-02-27 2010-09-02 Scvngr, Inc. Computer-implemented method and system for generating and managing customized interactive multiplayer location-based mobile games
US20100331089A1 (en) * 2009-02-27 2010-12-30 Scvngr, Inc. Computer-implemented method and system for generating and managing customized interactive multiplayer location-based mobile games
WO2010099435A3 (en) * 2009-02-27 2011-01-06 Scvngr, Inc. Computer-implemented method and system for generating and managing customized interactive multiplayer location-based mobile games

Also Published As

Publication number Publication date
TWI279702B (en) 2007-04-21
TW200614042A (en) 2006-05-01

Similar Documents

Publication Publication Date Title
Gandolfi To watch or to play, it is in the game: The game culture on Twitch. tv among performers, plays and audiences
Klastrup et al. Transmedial worlds-rethinking cyberworld design
Shi et al. Game factors and game‐based learning design model
Bartle Designing virtual worlds
Fencott et al. Game invaders: The theory and understanding of computer games
Narula Virtual Society: The Metaverse and the New Frontiers of Human Experience
US7329188B2 (en) Contextually accurate dialogue modeling in an online environment
Domsch Dialogue in video games
Froschauer et al. ARTournament: A mobile casual game to explore art history
US20060084503A1 (en) System of Automatically generating personalized games and method thereof
Karpouzis et al. AI in (and for) Games
Jantke Digital games that teach: A critical analysis
Karouzaki et al. A framework for adaptive game presenters with emotions and social comments
Glasspool Simulation and database society in Japanese role-playing game fandoms: Reading boys' love dōjinshi online
WO2014027103A1 (en) Dynamic data handling
Tiippana The future of interactive literature
Impellizeri The Multiplayer Game: User Identity and the Meaning of Home Video Games in the United States, 1972–1994
Zhang Design and implementation of Virtual characters’ Expression of interactive storytelling
Moshirnia The impact of procedural generation and modding on the participatory design of educational video games
Martin The Ludotronics Game Design Methodology: From First Ideas to Spectacular Pitches and Proposals
Flux Burning down the house:'Winchester'and the truth about ghosts
LOYOLA et al. The Influence of Aesthetic Factors on Game Immersion through the Player Involvement Model
Majuri NARRATIVE IN MAGIC: THE GATHERING
Miller Building Virtual Worlds
Birecka Faculty of Computer Science and Management

Legal Events

Date Code Title Description
AS Assignment

Owner name: INVENTEC CORPORATION, TAIWAN

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:BIAN, BING;KUNG, KEN;CHANG, ZECHARY;REEL/FRAME:016973/0760

Effective date: 20050315

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION