System of Automatically generating personalized games and method thereof

Information

  • Patent Application
  • 20060084503
  • Publication Number
    20060084503
  • Date Filed
    September 12, 2005
    19 years ago
  • Date Published
    April 20, 2006
    18 years ago
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
  • 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.
Priority Claims (1)
Number Date Country Kind
93131702 Oct 2004 TW national