Take-Two Interactive Software has been granted a patent for a game management system that automatically generates custom game content based on player behavior. The system uses parametric values to create a customized configuration in a sequence of progressive stages, assigning custom values to configurable features. The segment-specific variant of the game is stored on a game server and provisioned for execution on client devices within the target player segment. GlobalData’s report on Take-Two Interactive Software gives a 360-degree view of the company including its patenting strategy. Buy the report here.
According to GlobalData’s company profile on Take-Two Interactive Software, Video game monitoring was a key innovation area identified from patents. Take-Two Interactive Software's grant share as of September 2023 was 77%. Grant share is based on the ratio of number of grants to total number of patents.
Automated generation of custom game content based on player behavior

A recently granted patent (Publication Number: US11738272B2) describes a method and system for generating custom variants of gameplay in a computer-implemented game. The method involves accessing gameplay information provided by a subset of players, which includes parametric values corresponding to various parameters for gameplay. The method also involves accessing baseline configuration data that defines the original version of the gameplay unit, including default values for configurable features.
Using an automated process performed by computer processors, a content generation procedure is executed based on the gameplay information. This procedure generates custom configuration data that defines a segment-specific variant of the gameplay unit customized for the target subset of players. The custom configuration data includes custom values for configurable features, which are progressively populated in a sequence of configuration stages.
The segment-specific variant of the gameplay unit is stored on a game server, which provides online game implementation and management functionalities for gameplay on client devices. The segment-specific variant is then provisioned for execution on client devices of players within the target player segment. This ensures that only the players within the target segment are presented with the segment-specific variant of the gameplay unit.
The patent also describes the configuration stages in more detail. Each stage involves receiving a current version of a predefined data structure for the baseline configuration data. Based on the parametric values in the gameplay information, custom values for configurable features are determined and incorporated into the data structure. This process is repeated in subsequent stages, with the custom values being influenced by the values incorporated in previous stages.
Additionally, the patent mentions the use of randomized procedures and non-linear response functions in determining custom values for configurable features. These procedures may be biased or constrained by seed values derived from linked parametric values in the gameplay information.
Overall, this patent presents a method and system for generating custom variants of gameplay in a computer-implemented game, allowing for a personalized gaming experience for specific player segments.
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