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Discovery of Preferences, part I

  • Genres as the determining factor.
  • Matching and reuse of profiles.

Automatic discovery of the gamer's preferences by new games becomes possible because preferences memory persistently stores configuration profiles left from previously played games of matching or similar genres and because these profiles contain settings expressed in the configuration lingua franca.

The operation of selecting suitable profiles is known as profile matching. When performing profile matching, Personalizer calculates the suitability of every profile in the preferences memory. How does Personalizer know that certain profiles are more suitable than others? Because the game developers provide it with simple metadata that identifies specific in-game actions and options that the game supports, and those actions and options are expressed in the configuration lingua franca.

The suitability assessment algorithm in profile matching is generic, but it is being tuned to identify as reusable those profiles that were created by games of the same genre.



Previous Slide: Persistent Preferences Memory      Next Slide: Discovery of Preferences, part II

Presentation Slides

 

1. Problem Statement

2. Worst Kind of Lies

3. Need for Nomenclature

4. Configuration Linguistics, part I

5. Configuration Linguistics, part II

6. Persistent Preferences Memory

7. Discovery of Preferences, part I

8. Discovery of Preferences, part II

9. Personalizer Summary

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