US2012149449A1PendingUtilityA1

Apparatus and method for analyzing player's behavior pattern

Assignee: CHOI YEON-JUNPriority: Dec 9, 2010Filed: Nov 15, 2011Published: Jun 14, 2012
Est. expiryDec 9, 2030(~4.4 yrs left)· nominal 20-yr term from priority
A63F 2300/402A63F 2300/535A63F 13/67A63F 13/31
45
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Claims

Abstract

Disclosed herein are an apparatus and method for analyzing player's behavior pattern between a game client which is accessed by a player and via which the player plays a game and a game server which provides the player with a game service. The apparatus includes a capture unit, a data extraction unit, a cluster extraction unit, a matching unit, and a generalization unit. The capture unit captures packets transmitted and received between the game client and the game server. The data extraction unit extracts data corresponding to the player's behavior pattern from the packets. The cluster extraction unit extracts the player cluster, having similar behavioral characteristics, using the extracted data. The matching unit matches the player cluster with similar characteristics of an actual player set. The generalization unit generalizes the results of the matching.

Claims

exact text as granted — not AI-modified
1 . An apparatus for analyzing player's behavior pattern between a game client via which the player plays a game and a game server which provides the player with a game service, the apparatus comprising:
 a capture unit for capturing packets transmitted and received between the game client and the game server;   a data extraction unit for extracting data corresponding to the player's behavior pattern from the packets;   a cluster extraction unit for extracting a player cluster, the player cluster including players who have similar behavioral characteristics with one another, using the extracted data;   a matching unit for matching the player cluster with similar characteristics of an actual player set; and   a generalization unit for generalizing results of the matching.   
     
     
         2 . The apparatus as set forth in  claim 1 , wherein the generalization unit transplants the generalized results to a behavior of a game character corresponding to the player. 
     
     
         3 . The apparatus as set forth in  claim 1 , wherein the data extraction unit extracts data which corresponds to elements which determine the player's behavior pattern, from the packets. 
     
     
         4 . The apparatus as set forth in  claim 3 , wherein the elements correspond to a difference in time between a point of time at which the packets are received and a point of time at which the player's input is transmitted, repetitive game behavior input packets, and the player's behavior input packets based on the player's functionality value. 
     
     
         5 . A method of analyzing player's behavior pattern between a game client which is accessed by a player and via which the player plays a game and a game server which provides the player with a game service, the method comprising:
 capturing packets transmitted and received between the game client and the game server;   extracting data corresponding to the player's behavior pattern from the packets;   extracting the player cluster, the player cluster including players who have similar behavioral characteristics with one another, using the extracted data;   matching the player cluster with similar characteristics of an actual player set; and   generalizing results of the matching.   
     
     
         6 . The method as set forth in  claim 5 , wherein the generalizing comprises transplanting the generalized results to a behavior of a game character corresponding to the player. 
     
     
         7 . The method as set forth in  claim 5 , wherein the extracting data comprises extracting data which corresponds to elements which determine the player's behavior pattern, from the packets. 
     
     
         8 . The method as set forth in  claim 7 , wherein the elements correspond to a difference in time between a point of time at which the packets are received and a point of time at which the player's input is transmitted, repetitive game behavior input packets, and the player's behavior input packets based on the player's functionality value. 
     
     
         9 . The method as set forth in  claim 5 , wherein the matching comprises comparing a player group with the player cluster, and, if the clustering is not suitable for characteristics of the player group, re-determining the elements which determine the player's behavior pattern.

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