WO2000013158A2 - Analysis and training system and method - Google Patents

Analysis and training system and method Download PDF

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Publication number
WO2000013158A2
WO2000013158A2 PCT/IL1999/000468 IL9900468W WO0013158A2 WO 2000013158 A2 WO2000013158 A2 WO 2000013158A2 IL 9900468 W IL9900468 W IL 9900468W WO 0013158 A2 WO0013158 A2 WO 0013158A2
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WO
WIPO (PCT)
Prior art keywords
game
player
feedback
user interface
engine
Prior art date
Application number
PCT/IL1999/000468
Other languages
French (fr)
Other versions
WO2000013158A3 (en
Inventor
Yehuda Shinar
Original Assignee
Winning Enterprises Ltd.
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 Winning Enterprises Ltd. filed Critical Winning Enterprises Ltd.
Priority to AU54416/99A priority Critical patent/AU5441699A/en
Publication of WO2000013158A2 publication Critical patent/WO2000013158A2/en
Publication of WO2000013158A3 publication Critical patent/WO2000013158A3/en

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Classifications

    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances

Definitions

  • the present invention relates to methods and systems for analyzing human skills and for improving them by training, in general, and to a method and a system for device for analyzing personality skills and for enhancing them by training, in particular.
  • Specified skill driven training systems are used for training, for example, pilots and astronauts by simulating predetermined situations, monitoring the skill performance of the trained persons and providing a report which is then analyzed by professional flight experts. These systems monitor the actual professional-mechanical skills of the tested person and provide data relating to the quality of his technology operating skills.
  • simulating systems require the presence and intervention of a human supervisor, pre-trained in controlling the system and providing assistance, which can give the trained person (the trainee), correction instructions, in real-time.
  • FIG. 1 is a schematic illustration of a system, constructed and operative in accordance with a preferred embodiment of the invention
  • FIG 2 is a schematic illustration of a method for operating the system of Fig 1 , operative in accordance with a preferred embodiment of the present invention
  • Fig 3 is a schematic illustration of a system, constructed and operative in accordance with another preferred embodiment of the present invention
  • Fig 4A is a schematic illustration of a visual representation of a game in an initial state, constructed and operative in accordance with another preferred embodiment of the present invention
  • Fig 4B is a schematic illustration of the visual representation of the game of Fig 4A, in a more advanced state
  • Fig 5 is a schematic illustration of a system, constructed and operative in accordance with a further preferred embodiment of the present invention.
  • Fig 6 is a schematic illustration of a method for operating the system of the invention, operative in accordance with a preferred embodiment of the present invention
  • Fig 7 is a schematic illustration of a method for operating a system, according to the invention, so as to bring a player to a state where the system can asses his skills, operative in accordance with another preferred embodiment of the invention SUMMARY OF THE INVENTION
  • an analysis and training system which includes a user interface for providing multi-media bi-directional access to at least one player and a game interface, connected to the user interface for connecting to a game engine.
  • the game engine provides an interactive game environment to the players via the user interface.
  • the system further includes an analysis unit connected to the game engine for analyzing the behavior of the players in the game environment, and a feedback unit, connected to the game engine, the analysis unit and the user interface, for providing feedback to the players.
  • the analysis unit receives game related data from the game engine, analyzes the game related data, and produces behavior and cognitive-indication with respect to the personality characteristics of the players.
  • the feedback unit provides feedback to the players via the user interface, according to selected indications.
  • the analysis and training system also include an internal game engine.
  • the feedback unit can provide feedback to the game engine to modify the game environment according to specified indications.
  • the modification can include changing the level of pressure which is applied on one of the players.
  • the system can further include a storage unit for storing data relating to the players, as well as game modification parameters, which for example, can either be predetermined or provided by a supervisor.
  • the system can further include a supervisor interface, connected to the storage unit and the analysis unit, for receiving game modification parameters from the supervisor and for providing the supervisor with data with respect to the players.
  • the supervisor interface can include a report generating unit, for generating a report, based on the performance of the player in the game.
  • the report can include data relating to the cognitive-behavior characteristics of the players, with respect to at least one game session of at least one player.
  • the user interface includes at least one user interface device, such as an audio interface device, a visual interface device, a touch sense interface device, a smell sense interface device or the like.
  • a method for calibrating a game system for a plurality of players including the i o steps of determining the game skill level of each the players, according to a common scale, normalizing the determined game skill levels of the players and providing game levels to each of the players according to his respective determined game skill level.
  • This method can further include the steps of determining a real-time is normalized game skill level for each of the players during a mutual game, and applying game pressure onto the players according to their respective real-time normalized game skill level.
  • the game engine provides an interactive game environment which includes a plurality of game rules.
  • the 0 present invention provides a method for training and analyzing cognitive-behavior, using these game rules and including the steps of receiving game actions from the players, updating the game status according to the game actions, analyzing the game actions with respect to previously stored data, and determining the values of a plurality of cognitive-behavior variables. 5 This method can further include the step of determining a feedback message from at least one of the determined values of a plurality of cognitive-behavior variables.
  • the feedback message can be a player feedback message, which is then provided to a selected one of the players or a game feedback message, for 0 modifying the game environment for a selected one of the players.
  • a method for determining the type of feedback to be provided to the player using the system includes providing a game scenario to the player at a plurality of levels of pressure, detecting the game skill level of the player at each of the levels of pressure, storing data relating to each the pressure levels and the respective detected game skill level, providing a game scenario to the player, at a varying pressure level, detecting the current game skill level of the player in real-time and associating a current pressure level, thereto, comparing the current game skill level with a stored game skill level having a pressure level equal to the current pressure level, thereby producing a comparison result, and determining a feedback according to the comparison result.
  • This method can also include the preliminary steps of introducing the interactive game to the player, training the player with respect to the basic game skills defined by the interactive game, training the player with respect to the basic game tactic which is preferred for the interactive game, and coaching the player to play the game, according to the basic game skills and the basic game tactic.
  • the present invention provides a novel method and a novel system for analyzing human behavior and for training and improving human skills, which overcome the disadvantages of the prior art.
  • the present invention provides a system which makes use of an interactive application such as a computer game.
  • the system according to the invention analyses the performance of the player, determines his weaknesses and provides feedback thereto, thereby training him so as to improve his skills.
  • the present invention addresses this situation, not only on the players technical skills but also his cognitive and behavior patterns and characteristics such as maintaining momentum, minding the basic rules and procedures which apply in a given situation, adherence to a proven tactic, avoidance from taking unnecessary risks, time management, performance under pressure and the like.
  • Fig. 1 is a schematic illustration of a system, generally referenced 100, constructed and operative in accordance with a preferred embodiment of the invention.
  • System 100 includes a game engine106, an analysis system 104, a storage unit 102, a feedback unit 108, a user interface 110, a report builder 112 and an archive browser 114.
  • the game engine 106 is connected to the analysis system 104, the feedback unit 108 and the user interface 110.
  • the analysis system 104 is further connected to the feedback unit 108 and the user interface 110.
  • the feedback unit 108 is further connected to the user interface 110.
  • the report builder 112 and the archive browser 114 are connected to the storage unit 102.
  • the game engine 106 is basically a game application which operates according to a predetermined set or rules, such as a flight simulator application, an action game, a sports game, a strategic game, and the like.
  • the player plays the game provided by the game engine 106, using user interface 110.
  • the user interface 110 is selected according to the specified game which is provided by the game engine and can include several interface devices such as a display, a sound generating unit, a keyboard, a joystick, a mouse, a general pointing device and the like.
  • the game engine executes and manages a set of rules, which define a game.
  • the game preferably, includes several levels, from beginner to expert.
  • the game provides the player with a problem which can be solved in several ways.
  • the game engine manages the game. Every action that the player made is recorded and analyzed with respect to the game rules and is addressed within the scope of the game.
  • the analysis system 104 analyses the current state of the game in progress as provided thereto by the game engine 106.
  • the analysis unit 104 stores its analysis results in the storage unit 102, for future use.
  • the feedback unit 108 acts upon the analysis results as provided thereto by the analysis system 104.
  • the feedback unit determines a feedback action and provides a respective feedback command to the user interface. It will be noted that the feedback command provided by the feedback unit 108 includes the type of the interface device within the user interface 1 10.
  • the feedback unit 108 also communicates with the game engine 106 thereby providing game feedback commands thereto.
  • These game feedback commands are generally directed to increase or decrease the pressure on the player, by making the game more or less difficult, respectively. It will be noted that these game feedback commands can also be directed to apply specified conditions within the game, by the game engine, so as to investigate the ability of the player with respect to a predetermined characteristic thereof, such as in various levels of pressure and the like.
  • the user interface 1 10 is a bi-directional interface unit which includes input means for receiving instructions from a user as well as output means for providing information, such as feedback, to the user.
  • the input means can include any input device such as a keyboard, a pointing device, a joystick, a voice input device such as a microphone, a visual input device such as a camera or light sensors, a movement sensing device such as an electronic glove, and the like.
  • the output means can include any output device such as a visual output device (such as a screen or a printer), an audio output device such as a speaker, earphones, a physical output device such as an active joystick or an active mouse, a smell output device and the like.
  • the system 100 operates at real time.
  • the game engine 106 runs a game application and the player plays the game via the user interface 1 10.
  • the game engine provides continuous information to the analysis system 104. This information includes data relating to the current state of the game, the actions taken by the user and the like.
  • the analysis system 104 analyses this information, thereby determining the current state of information gathered about the user, playing the game. When the analysis system 104 determines that the user exceeded the current game level, it can instruct the game engine 106 to move to the next level, thereby providing more difficult tasks to the user.
  • the analysis system provides level change information to the feedback system 108 which produces a feedback command to the user interface 1 10, including an indication to the user that up until this stage, he performed well and that he should expect an increase in the difficulty of the game.
  • the analysis system 104 When the analysis system 104 detects a flaw in the performance of the user, it provides this information to the feedback unit 108.
  • the feedback unit 108 generates two feedback commands, one for the game engine 106 and another for the user interface 1 10.
  • the game feedback command is directed to instruct the game engine
  • the user feedback command is directed to instruct the user with respect to the nature of his flaws, mistakes and the like, so that he becomes aware of them.
  • system 100 acts as a real time instructor, which on the one hand acts like a human coaching instructor and on the other hand executes the same rules of judgment for every player, without prejudice.
  • the storage unit 102 can store information relating to one or more users, one or more game sessions of the same user as well as comparison data between several users when they are playing one against the other.
  • the report builder 112 produces a report for each of the players, from the information which is stored in the storage unit 102.
  • This report can relate to the latest session which the player participated in.
  • This report can include a combination of tables and graphs, which represent the current cognitive-behavior characteristics of the player, his strong and weak points, and the like.
  • the report further includes a representation of the performance of the player with respect to the amount of pressure which was presented to him by the system, on the one hand and his opponent player, on the other hand.
  • the archive browser 114 produces a presentation report, with respect to a plurality of players, for a plurality of sessions for each of the players.
  • This presentation report provides information with respect to the progress of each of the players in terms of his cognitive-behavior characteristics, as provided by the system. Furthermore, the presentation report indicates which of the cognitive-behavior characteristics are the most dominant ones.
  • Each of the report builder 112 and the archive browser 114 provides indications with respect to the weak sides of the player and the measures which have to be taken in order to improve the functioning of the player and overcome these weak sides. It is noted that the report builder and the archive browser can be incorporated in an united output unit.
  • each of the report builder 112 and the archive browser 114 provide indications with respect to the strong sides of the player and the measures which have to be taken in order to direct the functioning of the player for repeating this type of behavior.
  • a system can be connected to any remote location via any type of communications network, such as the Internet, simply by adding the appropriate communication interface, thereby enabling remote capabilities.
  • remote capabilities include a remote supervisor, games between two or more remote players, and the like.
  • Fig. 2 is a schematic illustration of a method for operating system 100 of Fig. 1 , operative in accordance with a preferred embodiment of the present invention.
  • step 200 the system 100 produces a real-time game situation to the user, via the output means of the user interface 110, using the game engine 106.
  • any computer game can be utilized for the present invention. Games which are action related, such as flight simulators, provide more information for the analysis procedure, which in turn, can provide a very elaborate scheme of the personality of the player. It is noted that often, other types of games, such as strategic games, will provide less information, respectively, but are still applicable for the present invention.
  • step 202 the system 100 receives game actions from the user. These actions can be pointing device movements, joystick directions, key strokes, voice command and the like, with respect to the input means, which are available in the user interface 110 and the nature of the game.
  • step 204 the system 100 updates the game status. Accordingly, the game engine 106, receives information relating to the actions undertaken by the player from the user interface 110 and updates the game situation according to the game rules provided therefore by the creator of the game. Hence, the game engine 106 provides an updated representation of the state of the game.
  • the system 100 analyzes the current game status, using the analysis system 104.
  • the analysis system 104 receives the state of the game from the game engine 106 and analyses the retrieved state internally and externally with respect to previous game states of the current game session as well as to the previous game session of the user. Accordingly, the analysis system 104, continuously produces an analysis of the performance of the user (step 208).
  • step 210 the system 100 determines feedback command.
  • Game feedback commands provide indirect feedback to the user by directing the game in progress in selected directions, according to the updated analysis of the game status and the user performance.
  • User feedback commands provide direct feedback to the user, by communicating therewith, either by sound, sight or feel.
  • a user feedback command can include encouraging text, such as "you performed well”.
  • the feedback commands can include various types of feedback .
  • One type of feedback command addresses mental feedback, which relates to the analyzed mental cognitive-behavior characteristics of the player, such as over perfectionism, hastiness, and the like. Accordingly, an over perfect compassion mental feedback would include a message of "Pursuing perfection, while risking the second best, might leave you the third !"
  • Another type of a feedback command addresses tactic feedback, which relates to the analyzed tactic cognitive-behavior characteristics of the player, such as decreasing confidence as a result of increasing pressure, undesired defensive attitude as a result of increasing pressure, and the like.
  • a mental feedback which relates to undesired defensive attitude as a result of increasing pressure, would include a message of "You are currently facing increased pressure - apply counter pressure !.
  • step 212 the system 100 provides feedback to the player either indirectly, via the game engine or directly, via the user interface.
  • the encouraging text is either displayed on a display or audio presented to the user, via the appropriate output device in the user interface
  • analysis system can also produce analysis reports which can either be stored in the storage unit 102 or provided via an output device such as a printer, a facsimile machine, a communication interface and the like.
  • FIG. 3 is a schematic illustration of a system, generally referenced 300, constructed and operative in accordance with another preferred embodiment of the present invention.
  • System 300 includes a keyboard 302, a first joystick 304, a second joystick 306, a mouse 308, an input interface 338, a game kernel unit 310, a game context unit 312, a game controls unit 316, a graphic engine 318, a display 320, a virtual player module 314, a sub-game unit 322, an analysis sub-system 324, a temporary data storage unit 326, a combination database 328, a coaching message engine 330, a sound engine 332, a first audio output device 334 and a second audio output device 336.
  • the input interface 338 is connected to keyboard 302, first joystick
  • the game context unit 312 is further connected to the game kernel unit 310, the game controls unit 316, the virtual player module 314, the sub-game unit 322 and the analysis sub-system 324.
  • the game controls unit 316 is further connected to the game kernel i o unit 310 and to the graphic engine 318, which is further connected to display 320.
  • the sub-game unit 322 is further connected to the temporary data storage 326 and to the analysis sub-system 324.
  • the sound engine 332 is connected to the first audio output device334, the second audio output device 336 and to the coaching message 15 engine 330, which is further connected to the analysis sub-system 324.
  • System 300 provides several types of input means for receiving instructions from a player or several players. For example, when two players play against each other then one of the players uses the first joystick 304 and the other uses the second joystick 306. 0 Alternatively, each of the users can make use of the keyboard 302 and the mouse 308 for game purposes or for modifying some functions and activities provided by the system 300.
  • the input interface unit 338 receives input data from input devices
  • the input interface unit 338 can be implemented using the Directlnput technology manufactured and sold by the Microsoft corporation, a US corporation, located at Redmond, Washington.
  • the game kernel unit 310 controls the system context flow (switching between games, menus, browsers) sharing time and other resources between 0 components of the system.
  • the game context unit 312 controls the main game screen. This unit is responsible for the game flow as well as for switching between different stages of the game.
  • the game context unit 312 retrieves data from the input interface 338, updates the game controls unit 316 and logically updates the image of the game.
  • the game controls 316 are game elements, such as the players, the game clocks, dials and indicators, other objects such as a ball, in a ball game or a missile in a fighter-plane flight simulator, and the like.
  • Each game element is an entry which includes a plurality of parameters and functions.
  • the game context unit 312 produces game events according to the changes in selected parameters of pre-specified game elements. Such game events include, for example, the movement of the player game element, a change in the state of the player, and the like.
  • the game context unit 312, provides the game events to the sub-game unit 322.
  • the game context unit 312 receives feedback commands from the sub-game unit 322, for example, to increase or decrease the difficulty of the situation presented to the player and the like.
  • the game context 312 also provides sound producing commands to sound engine 332, for producing sound effects.
  • the game controls unit 316 updates the visual representation of the current state of the game as well as the visual representation of each of the game controls, according to game events received from the game context unit 312.
  • the virtual player module 314 produces a simulation of an additional player, when the chosen game is a multi-player game and only a single human player is playing. Accordingly, the virtual player module 314 fills for the absent human player.
  • the virtual player module 314 produces simulation information in a format which is similar to the format of the information received from the input interface 338.
  • the virtual player module 314 provides the simulation information to the game context unit 312. It will be noted that the virtual player module can also be used for demonstration purposes, when no human players play the game.
  • the sub-game unit 322 analyses the behavior of the player or players, during the game.
  • the sub-game unit 322 receives sub-game events from the game context unit 312. These sub-game events include information relating to changes in the state of any of the objects of the game.
  • the sub-game unit 322 sends messages to the game context unit
  • Each of the players is associated with an occurrence array and a tendency array.
  • the occurrence array includes a plurality of occurrence indications, each indicating a change in a logical state of the player, such as moving from a predetermined state to another.
  • the tendency array includes a plurality of tendency variables, each including information with respect to changes in the behavior of the player, during the entire game.
  • the sub-game unit 322 stores these arrays and updates them.
  • the analysis sub-system 324 receives the information stored in the sub-game unit 322, converts it into a format of behavior-cognitive variables.
  • the output of the analysis sub-system 324 can be in a format of a behavior-cognitive variable table, including the values of a plurality of behavior-cognitive variables.
  • This table can be further processed by either a report builder or a message managing unit such as coaching message engine 330, which is used to provide sound training output.
  • the analysis sub-system 324 provides these behavior-cognitive variables in a form of a table to the temporary data storage 326.
  • the Analysis sub-system 324 also provide online-coaching events to coaching message engine 330.
  • the Combinations database 328 stores two types of combinations, static combinations and dynamic combinations.
  • Static combinations relate to static situations in the game.
  • Dynamic combinations relate to the static situations as well as to tendency variables of the player, such as his general and particular behavior, the progress that he makes as he plays the game and the like.
  • Combinations can be also stored in an external data base.
  • Each combination includes a set of selected occurrence indications with respective required values or ranges of values. If all of the occurrence indications within a selected combination are each within its respective designated range of values, then, the output of this combination is set to "True".
  • each combination can therefore, be regarded as a logical function having a set of fields, each associated with a predetermined range of values, for the function to output a "True" value, where its default is "False”.
  • Each of the dynamic combinations further relate to a plurality of tendency variables, each of which is associated with a predetermined range of values.
  • one of the tendency variables which exist in any implementation of the invention is the "General Performance Level of the Player".
  • this tendency variable can accept three values, as follows: maintained the same level, increase the level and decrease the level. Any of these values can be predetermined as a condition for a selected dynamic combination, in association with this tendency variable.
  • a tendency variable can be determined according to the output of a selected static combination.
  • a combination when a combination assumes a true value, then it provides an output which further includes list of selected ones of the behavior-cognitive variables, each with a respective predetermined weight.
  • some of the combinations further include a decision quality output variable.
  • a decision quality output variable is directed to detect the level of decision making skills of the player, regardless of his technical skills.
  • Each of the combinations further provides a coaching message weight which is further used by the coaching message engine 330, to determine the importance of a selected output message.
  • the temporary data storage 326 contains tables which include the final behavior-cognitive variables which are further either used by a report builder or stored in a long time data storage (not shown).
  • the coaching messages engine 330 controls the flow of the coaching messages.
  • the coaching messages are directed for a selected player.
  • a coaching message can be directed to instruct the player to operate in a different manner than what he presented so far.
  • a coaching message can be directed to provide moral support to a player.
  • a coaching message can include strategic game information, such as a misleading instruction to a player to test if he detects a misleading command and is strong enough mentally to discard it and operate independently, so as to achieve optimal results.
  • the coaching messages engine 330 operates according to several modes.
  • the first mode is a practice mode, where the system provides the player with basic training, which can include a shooting range, an attacking dead zone training procedure, defending dead zone training procedure and the like.
  • the coaching messages engine 330 operates according to messages which are associated with static combinations. Each such static combination includes a priority level for the respective message.
  • the coaching messages engine 330 plays the associated message with the highest priority.
  • a new message will override a currently playing message when the priority of the new message is significantly higher than the priority of the currently playing message.
  • the second mode is the game-practice mode.
  • the coaching messages engine 330 operates according to messages which are associated with static combinations and with dynamic combinations.
  • the third mode is the game mode, in which the player plays the game and is constantly analyzed by the system. Accordingly, the system detects, at predetermined intervals, which is the most dominant cognitive behavior of the player, from the cognitive-behavior variables, at the latest predetermined interval. Right after this interval, the system produces a message which is associated with the detected behavior. It is noted that such an interval can be in the order of seconds, minutes and the like.
  • the graphics engine 318 provides a high-level interface to video hardware, such as a display.
  • video hardware such as a display.
  • the Microsoft DirectDraw library can be utilized as a base-level layer.
  • the graphic engine 318 can be adapted to provides a sprite engine for the game context unit 312, archive and report browser and a fast AVI movie player engine for supporting dynamic main menu items and introduction capabilities.
  • the display 320 is generally any monitor like display, such as a CRT, LCD, plasma, and projection display.
  • the sound engine 332 implements a simple wave streaming engine and a static wave sound mixer.
  • the Microsoft DirectSound library can be used to support such a sound engine.
  • the sound engine can mix a plurality of audio streams, such as music, SFX effects, coaching messages and the like, wherein a different mix from different streams can be provided for each of the players, each in stereo or any other sound producing method.
  • Each of the audio output devices 334 and 336 consists of a sound producing device such as a sound card, which is associated with a speaker set or headphones, for each player.
  • Fig. 4A is a schematic illustration of a visual representation, generally referenced 400, of a game in an initial state, constructed and operative in accordance with another preferred embodiment of the present invention.
  • Fig. 4B is a schematic illustration of the visual representation of the game of Fig. 4A, in a more advanced state.
  • Visual representation 400 is basically an image which is displayed over the display means of the system.
  • Visual representation 400 includes a plurality of visual objects which represent various logical components of the game and provide information to the players. Some of these visual objects are joint for all of the players, such as a general time clock and the like, while others are directed for each of the players, such as the image of the player.
  • the game is basically a ball throwing game, from one player to another.
  • the players are represented by player images 412A and 412B, which are located each in his respective area 416A and 416B.
  • balls 414A, 414B and 414C are provided to the players 412A and 412B. More particularly, ball 414A is provided to player 412B and balls 414B and 414C are provided to the player 412A.
  • player 412B has to throw ball 414A from his area 416B, beyond the middle line 418, to his opponent area 416A and player 412A has to throw balls 414B and 414C from his area 416A to his opponent's area 416B.
  • the time period which is provided for the procedure of arriving at a ball, locking onto it, determining an aiming direction and aiming distance, is limited. Hence, the players have to perform their respective tasks, rapidly.
  • the game provides the players with information which is directed to assist them in planing their strategy, in the form of information visual objects.
  • the following are marked with suffixes of A or B, to denote their representing aspects of either player 412A or 412B, respectively.
  • the information visual objects include score windows 406A and 406B, for presenting the score of each of the players, zoom and aiming windows 404A and 404B, for providing each of the players with more elaborate sight of the aiming mechanism while aiming a ball towards the area of his opponent.
  • the visual objects also include stopwatch timers 402A and 402B, for keeping time for each of the players, while handling a ball and difficulty indicators 408A and 408B, for indicating to each of the players, the level of difficulty which is applied thereon by the game.
  • player 412B throws ball 414A to the lower section of area 416A.
  • Player 412A throws ball 414B to the upper section of area 416B and moves towards ball 414C, with an intention to throw it to his opponent's area
  • each ball is provided with a dynamically changing visual representation which can be implemented either in color or in shape and size for indicating to the player as to a predetermined situation For example, when the system determines a time period for handling a ball and this time period has elapsed while the player did not succeed in
  • the shape of the ball can change to an animation which presents an explosion, indicating that the predetermined time period has indeed elapsed
  • a ball when initially provided to a player, it is provide as a white ball
  • the ball changes color according to a plurality of 0 events
  • One of these events is when the system detects that the player that threw the ball, performed well in all of the procedure which led to the throwing of that ball, such as moving toward the ball, precisely locking onto it, aiming it towards the appropriate section in his opponent's area and selecting the correct range to throw the ball, all within a predetermined time period 5
  • Another such event occurs when the system 300 detects that in a given moment, one of the players out performs his opponent Accordingly, the system applies more pressure on the opponent while changing the colors of the ball which is currently handled, by the opponent, to be more red
  • a player has to neutralize a red ball which lies in his area, within a 0 predetermined period of time, which is in the order of a few seconds, by moving to a position which close enough to the ball
  • the system detects that the player did not neutralize the red ball, within that predetermined time period, then the system changes the color of the ball to black, thereby indicating to the player that the time for neutralizing this ball is over and that from now on, any access to this ball is denied.
  • the occurrence array includes indications which relate to the following events:
  • the following table is an example for a static combination with respect to the first indication.
  • an event in which the color of the ball turned from red into black triggers a plurality of output indications such as that there is a feasibility having a weight one hundred, that the player is using the wrong tactic. If the number of times (N.O.T.) which this event occurs exceeds three occurrences, then this combination provides an output indication that there is a feasibility having a weight ninety, that the player is repeating mistakes.
  • the tendency array includes numeric indications, a number of which is listed as follows:
  • the player usually takes defensive action by moving to a dead zone
  • the following table is an example for a dynamic combination with respect to the first indication.
  • an event in which includes all of the above, wherein the advantage has changed in favor of the opponent, the player throws fewer red balls and he is currently disadvantaged triggers a plurality of output indications such as that there is a feasibility having a weight one hundred, that the player does not exploit his advantages.
  • Another output is that there is a feasibility having a weight of one hundred and fifty, that the player fails to maintain his momentum and the like.
  • FIG. 5 is a schematic illustration of a system, generally referenced 500, constructed and operative in accordance with a further preferred embodiment of the present invention.
  • System 500 is directed to implement the method of the invention with any interactive game.
  • System 500 includes a system interface 504, an analysis sub-system 506, a combinations database 508, a coaching message engine 510, a multi-media engine 512, a multi-media output device 514, a temporary data storage unit 516, a long time data storage unit (change the name) 518, a report builder 520 and an archive browser 522.
  • the system interface 504, the combinations database 508, the coaching message engine 510 and the temporary data storage unit 516 are connected to the analysis sub-system 506.
  • the multi-media engine 512 is connected to the multi-media output device 514 and the coaching message engine 510.
  • the long time data storage unit 518 is connected to the report builder 520, the temporary data storage unit 516 and to the archive browser 522.
  • System 500 is connected to an interactive game application 502, via the system interface 504 which provides a bi-directional flow of data there between.
  • the game application 502 provides data to the system 500 and receives commands therefrom.
  • the analysis sub-system 506 analyses the data which is received from the game application 500, with respect to the combinations, which are stored in the combination database 508.
  • a racing game application typically provides data which is different than a flight simulator game application.
  • a flight simulator can include a procedure of folding the wheels of the plane, which does not exist for a car, with respect to a racing game application.
  • the coaching message engine 510 determines when a coaching message is to be produced for one of the players, as well as the determination of that message.
  • the multi-media engine 512 produces the message determined by the coaching message engine 510, via the multi-media output device 514.
  • the multi-media output device can be any sense related output device, such as an audio output device, a visual output device, touch sense output device (force or temperature), a smell sense output device and the like.
  • the temporary data storage unit 516 is used to store data which is required during the game, for determining the progress of each of the players, in a plurality of aspects, such as described above, in conjunction with system 300.
  • the long time data storage unit 518 is used to store data which relates to a plurality of games which were played by one or more players.
  • Report builder 520 is generally similar to report builder 112.
  • Archive browser 522 is generally similar to archive browser 114.
  • the occurrence array, with respect to a flight simulator includes indications which relate to the following events:
  • the player has the runway in sight.
  • the airplane is not configured for landing.
  • the altitude decreased beyond a predetermined level.
  • the speed of the airplane is not suitable for landing.
  • the FAF denotes the starting point of the landing procedure, in instrument flight regulation (IFR).
  • an event where player is preoccupied in his engine problems while the airplane is in condition for forced landing triggers a plurality of output indications such as that there is a feasibility having a weight one hundred, that the player suffers from over perfectitati.
  • the tendency array includes numeric indications, a number of which is listed as follows:
  • the following table is an example for a dynamic combination with respect to a tendency as well as occurrences.
  • This event triggers a plurality of output indications such as that there is a feasibility having a weight one hundred, the player does not exploit his advantage. Another output is that there is a feasibility having a weight of one hundred, that the player fails to maintain his momentum and the like. Another output is that there is a feasibility of seventy that the player does not maintain fundamental procedures and regulations.
  • any of these output indications can be further used for generating a feedback message to the player or a feedback command to the game.
  • the system 500 provides an analysis of the cognitive behavior characteristics of the player which is derived form the manner in which he plays the interactive game.
  • the present invention further provides a method in which player of different playing skill levels, can play together, as equals. Accordingly, each of the players is tested for his own game skill level. Then, according to the game skill level of his opponent, the system normalizes the game conditions which are presented for each of the players. The following is an explanation which is presented for two players, that can be extended to any number of players.
  • Fig. 6, is a schematic illustration of a method for operating the system of the invention, operative in accordance with a preferred embodiment of the present invention.
  • step 600 the analysis unit within the system, determines the game skill level of the first player.
  • This information can be derived from any game session which the player played before, or any other session, such as a tutoring session, a training session and the like.
  • the analysis unit determines the game skill level of the second player. It is noted that this information can also be provided from other similar system, which this second player played before.
  • the game levels of both players are determined in a predetermined game level scale. In the present example the game skill level of the first player is eighty in a scale of zero to one hundred and the game skill level of the second player is sixty.
  • step 604 the analysis unit normalizes between the game levels which are provided for each of the players. Accordingly, the player which exhibits the higher game skill level is provided with a higher, more difficult game level. Similarly, the player which exhibits the lower game skill level is provided with a lower, easier game level. Hence, at the beginning of the game session, both players are required to show the same amount of effort and performance, each according to his skill level. According to the present example, the first player is provided with a game level of eight, which is relatively a high and difficult game level. The second player is provided with a game level of six, which is a relatively easy game level.
  • the analysis unit determines the real-time normalized game level for each of the players. Accordingly, the system detects how each of the players uses the game situation which was provided to him, to his own advantage. According to the present example, the analysis unit grades the performance of the first player according to his game skill level of eighty and the second player according to his game skill level of sixty.
  • step 608 the analysis unit detects which is the player which the lower normalized game level.
  • the performance of the first player is poor with respect to his game skill level of eighty and the performance of the second player is good with respect to his game skill level of sixty.
  • the performance of the second player would be graded lower than the performance level of the first player, had there been no consideration to their respective game skill level.
  • the performance of the second player is graded higher than the performance of the first player.
  • the analysis unit provides a command to the units which operate the game environment, to apply more pressure on that player.
  • pressure can be applied to a player in a plurality of ways, with respect to the game in progress. If, for example, the game is a fighter plane flight simulator, then the application of pressure can be implemented in adding more targets and more threats, increasing fuel consumption, increasing the number of malfunctions, worsening weather conditions, and the like.
  • the application of pressure can be implemented in tampering with operational functioning of the controls of the player, thereby making it harder for him to control his actions, reducing the time which is required to complete game procedures, adding more balls which have to either be thrown or neutralized, and the like.
  • FIG. 7 is a schematic illustration of a method for operating a system, according to the invention, so as to bring a player to a state where the system can asses his skills, operative in accordance with another preferred embodiment of the invention.
  • the system introduces the game environment to the player.
  • the game environment includes the game scenario, the game rules, various game procedures and the like.
  • the system trains the player with respect to the basic game skills.
  • These basic game skills include operating the controls of the game and using the game object.
  • the game controls are pre-specified units within the player interface, through which the player can enter his command according to the game actions that he wants to execute.
  • Such interface units can include, for example, a joystick, a pointing device (mouse), an interactive glove, an audio input device and the like.
  • the game objects can include the player object, the various game gages such as clocks and the like.
  • step 704 the system trains the player with respect to the basic game tactics. Accordingly, the system presents predetermined game scenario to the player and instructs him as to what are the appropriate moves which he should perform, in each of these situations. For example, with respect to the game presented in Figs. 4A and 4B, the system provides a predetermined game scenario, in which the player has to handle a plurality of balls, each in a different manner. The system provides a game analysis to the player, thereby instructing him as to the appropriate order and manner, in which each of these balls should be handled. Another example, for implementation of this step is by teaching the player basic rules of defense and offense.
  • step 706 the system coaches the player, with respect to the information which he acquired in the previous steps, in a mental and tactic level.
  • the object of the system is to bring the game level of the player to a predetermined adequate level, where he is competent to play the game in the presence of pressure.
  • the coaching procedure includes providing the player with instructions to perform the required procedures, for a given game scenario, wile addressing the entire game environment.
  • step 708 the system appraises the game skill level of the player, to determine the actual level which he can present.
  • the appraisal procedure 5 includes presenting the player with a predetermined scenario and monitoring his actions, thereby determining his current game skill level, according to various levels of pressure.
  • the system starts to apply increasing pressure on the player and monitors his performance with respect to the change in the pressure. This information about the game level of the player, with respect to each level of i o pressure, is stored and used by the system later for comparison with the performance of the player during the actual game.
  • step 710 the system provides a game scenario with respect to the appraised game skills. Accordingly, the system provides the game situation within a range of pressure levels, which relate to the appraised game skill level
  • the system detects the performance of the player with respect to the currently applied pressure level and compares it with the appraised game skill level of the player respective of that pressure level. A difference between the game skill level during the game and the appraised game skill level triggers, according to the invention, a feedback to the 0 player.
  • the system When the game skill level during the game is higher than the appraised game skill level, then the system provides the player with an encouraging feedback. When the game skill level during the game is lower than the appraised game skill level, then the system provides the player with a 5 coaching feedback, which instructs the player how to improve his performance.
  • the present invention provides the player with system and method for improve his cognitive-behavior characteristics, such as performing under pressure, managing time, setting a reasonable priority schedule, enhancing the quality of his decision making, and the like.

Abstract

An analysis and training system (100) including a user interface (110), for providing multi-media bi-directional access to at least one player, a game interface, connected to the user interface (110), for connecting to a game engine (106), the game engine providing an interactive game environment to the players, via the user interface (110), an analysis unit (104), connected to the game engine (106), for analyzing the behavior of the players in the game environment, and a feedback unit (108), connected to the game engine (106), the analysis unit (104) and the user interface (110), for providing feedback to the players, wherein the analysis unit (104) receives game related data from the game engine (106), analyzes the game related data, thereby producing behavior and cognitive-indication with respect to the personality characteristics of each of the players, and wherein the feedback unit (108) provides feedback to each of the players via the user interface (110), according to selected ones of the indications.

Description

ANALYSIS AND TRAINING SYSTEM AND METHOD
FIELD OF THE INVENTION The present invention relates to methods and systems for analyzing human skills and for improving them by training, in general, and to a method and a system for device for analyzing personality skills and for enhancing them by training, in particular.
BACKGROUND OF THE INVENTION
Methods and systems for training skills are known in the art. Specified skill driven training systems are used for training, for example, pilots and astronauts by simulating predetermined situations, monitoring the skill performance of the trained persons and providing a report which is then analyzed by professional flight experts. These systems monitor the actual professional-mechanical skills of the tested person and provide data relating to the quality of his technology operating skills.
Some simulating systems require the presence and intervention of a human supervisor, pre-trained in controlling the system and providing assistance, which can give the trained person (the trainee), correction instructions, in real-time.
It will be appreciated by those skilled in the art that the quality of an intervention of such a supervisor, depends upon the quality of his own skills and encompasses a significant cost. Methods for testing a person for his personality characteristics are also known in the art. According to such methods, the tested person takes a series of tests, which are provided under certain restrictions, such as a time limit and the like. Then, his test results are manually analyzed by a professional human resource expert, which is often a skilled psychologist. It will be appreciated by those skilled in the art that the final results provided by the resource expert are often not consistent, since they partially rely on his subjective impression of the tested person as well as his personal professional views and experience.
Psychological computerized testing systems, which are known in the art, provide a computerized version of traditional psychological tests which were previously given in paper.
Other types of computerized systems, which are known in the art, provide a predetermined scenario to the tested person in the form of a video presentation. The task of the tested person is to provide an answer which completes this scenario according to his best judgment. The system includes information which indicates the right answer for each of the scenarios. Accordingly, the system detects if the tested person provided the correct answer and grades him accordingly.
BRIEF DESCRIPTION OF THE DRAWINGS
The present invention will be understood and appreciated more fully from the following detailed description taken in conjunction with the appended drawings in which Fig 1 is a schematic illustration of a system, constructed and operative in accordance with a preferred embodiment of the invention,
Fig 2 is a schematic illustration of a method for operating the system of Fig 1 , operative in accordance with a preferred embodiment of the present invention, Fig 3 is a schematic illustration of a system, constructed and operative in accordance with another preferred embodiment of the present invention,
Fig 4A is a schematic illustration of a visual representation of a game in an initial state, constructed and operative in accordance with another preferred embodiment of the present invention,
Fig 4B is a schematic illustration of the visual representation of the game of Fig 4A, in a more advanced state,
Fig 5 is a schematic illustration of a system, constructed and operative in accordance with a further preferred embodiment of the present invention, and,
Fig 6 is a schematic illustration of a method for operating the system of the invention, operative in accordance with a preferred embodiment of the present invention
Fig 7 is a schematic illustration of a method for operating a system, according to the invention, so as to bring a player to a state where the system can asses his skills, operative in accordance with another preferred embodiment of the invention SUMMARY OF THE INVENTION
It is an object of the present invention to provide a novel system for analyzing and training cognitive-behavior aspects, which overcomes the disadvantages of the prior art. In accordance with the present invention there is thus provided an analysis and training system which includes a user interface for providing multi-media bi-directional access to at least one player and a game interface, connected to the user interface for connecting to a game engine. The game engine provides an interactive game environment to the players via the user interface.
The system further includes an analysis unit connected to the game engine for analyzing the behavior of the players in the game environment, and a feedback unit, connected to the game engine, the analysis unit and the user interface, for providing feedback to the players. The analysis unit receives game related data from the game engine, analyzes the game related data, and produces behavior and cognitive-indication with respect to the personality characteristics of the players. The feedback unit provides feedback to the players via the user interface, according to selected indications. In accordance with another aspect of the invention, the analysis and training system also include an internal game engine.
The feedback unit can provide feedback to the game engine to modify the game environment according to specified indications. For example, the modification can include changing the level of pressure which is applied on one of the players.
The system can further include a storage unit for storing data relating to the players, as well as game modification parameters, which for example, can either be predetermined or provided by a supervisor.
The system can further include a supervisor interface, connected to the storage unit and the analysis unit, for receiving game modification parameters from the supervisor and for providing the supervisor with data with respect to the players. The supervisor interface can include a report generating unit, for generating a report, based on the performance of the player in the game. The report can include data relating to the cognitive-behavior characteristics of the players, with respect to at least one game session of at least one player. 5 The user interface includes at least one user interface device, such as an audio interface device, a visual interface device, a touch sense interface device, a smell sense interface device or the like.
In accordance with a further aspect of the invention, there is provided a method for calibrating a game system for a plurality of players, including the i o steps of determining the game skill level of each the players, according to a common scale, normalizing the determined game skill levels of the players and providing game levels to each of the players according to his respective determined game skill level.
This method can further include the steps of determining a real-time is normalized game skill level for each of the players during a mutual game, and applying game pressure onto the players according to their respective real-time normalized game skill level.
According to the invention, the game engine provides an interactive game environment which includes a plurality of game rules. Accordingly, the 0 present invention provides a method for training and analyzing cognitive-behavior, using these game rules and including the steps of receiving game actions from the players, updating the game status according to the game actions, analyzing the game actions with respect to previously stored data, and determining the values of a plurality of cognitive-behavior variables. 5 This method can further include the step of determining a feedback message from at least one of the determined values of a plurality of cognitive-behavior variables.
The feedback message can be a player feedback message, which is then provided to a selected one of the players or a game feedback message, for 0 modifying the game environment for a selected one of the players.
In accordance with another aspect of the invention there is provided a method for determining the type of feedback to be provided to the player using the system. This method includes providing a game scenario to the player at a plurality of levels of pressure, detecting the game skill level of the player at each of the levels of pressure, storing data relating to each the pressure levels and the respective detected game skill level, providing a game scenario to the player, at a varying pressure level, detecting the current game skill level of the player in real-time and associating a current pressure level, thereto, comparing the current game skill level with a stored game skill level having a pressure level equal to the current pressure level, thereby producing a comparison result, and determining a feedback according to the comparison result.
This method can also include the preliminary steps of introducing the interactive game to the player, training the player with respect to the basic game skills defined by the interactive game, training the player with respect to the basic game tactic which is preferred for the interactive game, and coaching the player to play the game, according to the basic game skills and the basic game tactic.
DETAILED DESCRIPTION OF THE INVENTION
The present invention provides a novel method and a novel system for analyzing human behavior and for training and improving human skills, which overcome the disadvantages of the prior art. The present invention provides a system which makes use of an interactive application such as a computer game. The system according to the invention, analyses the performance of the player, determines his weaknesses and provides feedback thereto, thereby training him so as to improve his skills. The present invention addresses this situation, not only on the players technical skills but also his cognitive and behavior patterns and characteristics such as maintaining momentum, minding the basic rules and procedures which apply in a given situation, adherence to a proven tactic, avoidance from taking unnecessary risks, time management, performance under pressure and the like. Reference is now made to Fig. 1 , which is a schematic illustration of a system, generally referenced 100, constructed and operative in accordance with a preferred embodiment of the invention.
System 100 includes a game engine106, an analysis system 104, a storage unit 102, a feedback unit 108, a user interface 110, a report builder 112 and an archive browser 114.
The game engine 106 is connected to the analysis system 104, the feedback unit 108 and the user interface 110. The analysis system 104 is further connected to the feedback unit 108 and the user interface 110. The feedback unit 108 is further connected to the user interface 110. The report builder 112 and the archive browser 114 are connected to the storage unit 102. The game engine 106 is basically a game application which operates according to a predetermined set or rules, such as a flight simulator application, an action game, a sports game, a strategic game, and the like.
The player plays the game provided by the game engine 106, using user interface 110. The user interface 110 is selected according to the specified game which is provided by the game engine and can include several interface devices such as a display, a sound generating unit, a keyboard, a joystick, a mouse, a general pointing device and the like.
The game engine executes and manages a set of rules, which define a game. The game, preferably, includes several levels, from beginner to expert. The game provides the player with a problem which can be solved in several ways. The game engine manages the game. Every action that the player made is recorded and analyzed with respect to the game rules and is addressed within the scope of the game.
The analysis system 104 analyses the current state of the game in progress as provided thereto by the game engine 106. The analysis unit 104 stores its analysis results in the storage unit 102, for future use.
The feedback unit 108 acts upon the analysis results as provided thereto by the analysis system 104. The feedback unit determines a feedback action and provides a respective feedback command to the user interface. It will be noted that the feedback command provided by the feedback unit 108 includes the type of the interface device within the user interface 1 10.
The feedback unit 108 also communicates with the game engine 106 thereby providing game feedback commands thereto. These game feedback commands are generally directed to increase or decrease the pressure on the player, by making the game more or less difficult, respectively. It will be noted that these game feedback commands can also be directed to apply specified conditions within the game, by the game engine, so as to investigate the ability of the player with respect to a predetermined characteristic thereof, such as in various levels of pressure and the like. The user interface 1 10 is a bi-directional interface unit which includes input means for receiving instructions from a user as well as output means for providing information, such as feedback, to the user.
The input means can include any input device such as a keyboard, a pointing device, a joystick, a voice input device such as a microphone, a visual input device such as a camera or light sensors, a movement sensing device such as an electronic glove, and the like. The output means can include any output device such as a visual output device (such as a screen or a printer), an audio output device such as a speaker, earphones, a physical output device such as an active joystick or an active mouse, a smell output device and the like. According to a preferred embodiment of the present invention, the system 100 operates at real time. The game engine 106 runs a game application and the player plays the game via the user interface 1 10. The game engine provides continuous information to the analysis system 104. This information includes data relating to the current state of the game, the actions taken by the user and the like.
The analysis system 104 analyses this information, thereby determining the current state of information gathered about the user, playing the game. When the analysis system 104 determines that the user exceeded the current game level, it can instruct the game engine 106 to move to the next level, thereby providing more difficult tasks to the user.
At the same time, the analysis system provides level change information to the feedback system 108 which produces a feedback command to the user interface 1 10, including an indication to the user that up until this stage, he performed well and that he should expect an increase in the difficulty of the game.
When the analysis system 104 detects a flaw in the performance of the user, it provides this information to the feedback unit 108. The feedback unit 108 generates two feedback commands, one for the game engine 106 and another for the user interface 1 10. The game feedback command is directed to instruct the game engine
106 that certain situations need to be rehearsed. The user feedback command is directed to instruct the user with respect to the nature of his flaws, mistakes and the like, so that he becomes aware of them.
Hence, system 100 acts as a real time instructor, which on the one hand acts like a human coaching instructor and on the other hand executes the same rules of judgment for every player, without prejudice. The storage unit 102 can store information relating to one or more users, one or more game sessions of the same user as well as comparison data between several users when they are playing one against the other.
The report builder 112 produces a report for each of the players, from the information which is stored in the storage unit 102. This report can relate to the latest session which the player participated in. This report can include a combination of tables and graphs, which represent the current cognitive-behavior characteristics of the player, his strong and weak points, and the like. The report further includes a representation of the performance of the player with respect to the amount of pressure which was presented to him by the system, on the one hand and his opponent player, on the other hand.
The archive browser 114 produces a presentation report, with respect to a plurality of players, for a plurality of sessions for each of the players. This presentation report provides information with respect to the progress of each of the players in terms of his cognitive-behavior characteristics, as provided by the system. Furthermore, the presentation report indicates which of the cognitive-behavior characteristics are the most dominant ones.
Each of the report builder 112 and the archive browser 114 provides indications with respect to the weak sides of the player and the measures which have to be taken in order to improve the functioning of the player and overcome these weak sides. It is noted that the report builder and the archive browser can be incorporated in an united output unit.
Furthermore, each of the report builder 112 and the archive browser 114 provide indications with respect to the strong sides of the player and the measures which have to be taken in order to direct the functioning of the player for repeating this type of behavior.
It is noted that such a system can be connected to any remote location via any type of communications network, such as the Internet, simply by adding the appropriate communication interface, thereby enabling remote capabilities. Such remote capabilities include a remote supervisor, games between two or more remote players, and the like. Reference is now made to Fig. 2, which is a schematic illustration of a method for operating system 100 of Fig. 1 , operative in accordance with a preferred embodiment of the present invention.
In step 200, the system 100 produces a real-time game situation to the user, via the output means of the user interface 110, using the game engine 106. It is noted that any computer game can be utilized for the present invention. Games which are action related, such as flight simulators, provide more information for the analysis procedure, which in turn, can provide a very elaborate scheme of the personality of the player. It is noted that often, other types of games, such as strategic games, will provide less information, respectively, but are still applicable for the present invention.
In step 202, the system 100 receives game actions from the user. These actions can be pointing device movements, joystick directions, key strokes, voice command and the like, with respect to the input means, which are available in the user interface 110 and the nature of the game.
In step 204, the system 100 updates the game status. Accordingly, the game engine 106, receives information relating to the actions undertaken by the player from the user interface 110 and updates the game situation according to the game rules provided therefore by the creator of the game. Hence, the game engine 106 provides an updated representation of the state of the game.
In step 206, the system 100 analyzes the current game status, using the analysis system 104. The analysis system 104 receives the state of the game from the game engine 106 and analyses the retrieved state internally and externally with respect to previous game states of the current game session as well as to the previous game session of the user. Accordingly, the analysis system 104, continuously produces an analysis of the performance of the user (step 208).
In step 210, the system 100 determines feedback command.
Basically, there are several types of feedback commands. Game feedback commands provide indirect feedback to the user by directing the game in progress in selected directions, according to the updated analysis of the game status and the user performance. User feedback commands provide direct feedback to the user, by communicating therewith, either by sound, sight or feel. For example, a user feedback command can include encouraging text, such as "you performed well".
The feedback commands can include various types of feedback. One type of feedback command addresses mental feedback, which relates to the analyzed mental cognitive-behavior characteristics of the player, such as over perfectionism, hastiness, and the like. Accordingly, an over perfectionism mental feedback would include a message of "Pursuing perfection, while risking the second best, might leave you the third !" Another type of a feedback command addresses tactic feedback, which relates to the analyzed tactic cognitive-behavior characteristics of the player, such as decreasing confidence as a result of increasing pressure, undesired defensive attitude as a result of increasing pressure, and the like.
Accordingly, a mental feedback, which relates to undesired defensive attitude as a result of increasing pressure, would include a message of "You are currently facing increased pressure - apply counter pressure !".
In step 212, the system 100 provides feedback to the player either indirectly, via the game engine or directly, via the user interface. Following the above example, the encouraging text is either displayed on a display or audio presented to the user, via the appropriate output device in the user interface
110.
It will be noted that the analysis system can also produce analysis reports which can either be stored in the storage unit 102 or provided via an output device such as a printer, a facsimile machine, a communication interface and the like.
Reference is now made to Fig. 3, which is a schematic illustration of a system, generally referenced 300, constructed and operative in accordance with another preferred embodiment of the present invention.
System 300 includes a keyboard 302, a first joystick 304, a second joystick 306, a mouse 308, an input interface 338, a game kernel unit 310, a game context unit 312, a game controls unit 316, a graphic engine 318, a display 320, a virtual player module 314, a sub-game unit 322, an analysis sub-system 324, a temporary data storage unit 326, a combination database 328, a coaching message engine 330, a sound engine 332, a first audio output device 334 and a second audio output device 336.
The input interface 338 is connected to keyboard 302, first joystick
5 304, second joystick 306, mouse 308 and game context unit 312. The game context unit 312 is further connected to the game kernel unit 310, the game controls unit 316, the virtual player module 314, the sub-game unit 322 and the analysis sub-system 324.
The game controls unit 316 is further connected to the game kernel i o unit 310 and to the graphic engine 318, which is further connected to display 320. The sub-game unit 322 is further connected to the temporary data storage 326 and to the analysis sub-system 324.
The sound engine 332 is connected to the first audio output device334, the second audio output device 336 and to the coaching message 15 engine 330, which is further connected to the analysis sub-system 324.
System 300 provides several types of input means for receiving instructions from a player or several players. For example, when two players play against each other then one of the players uses the first joystick 304 and the other uses the second joystick 306. 0 Alternatively, each of the users can make use of the keyboard 302 and the mouse 308 for game purposes or for modifying some functions and activities provided by the system 300.
The input interface unit 338 receives input data from input devices
302, 304, 306 and 308 and provides it to the to game context unit 312. If the 5 system 300 operates in Windows environment then, the input interface unit 338 can be implemented using the Directlnput technology manufactured and sold by the Microsoft corporation, a US corporation, located at Redmond, Washington.
The game kernel unit 310 controls the system context flow (switching between games, menus, browsers) sharing time and other resources between 0 components of the system.
The game context unit 312 controls the main game screen. This unit is responsible for the game flow as well as for switching between different stages of the game. The game context unit 312 retrieves data from the input interface 338, updates the game controls unit 316 and logically updates the image of the game.
The game controls 316 are game elements, such as the players, the game clocks, dials and indicators, other objects such as a ball, in a ball game or a missile in a fighter-plane flight simulator, and the like. Each game element is an entry which includes a plurality of parameters and functions.
The game context unit 312 produces game events according to the changes in selected parameters of pre-specified game elements. Such game events include, for example, the movement of the player game element, a change in the state of the player, and the like. The game context unit 312, provides the game events to the sub-game unit 322.
The game context unit 312 receives feedback commands from the sub-game unit 322, for example, to increase or decrease the difficulty of the situation presented to the player and the like.
The game context 312 also provides sound producing commands to sound engine 332, for producing sound effects.
The game controls unit 316 updates the visual representation of the current state of the game as well as the visual representation of each of the game controls, according to game events received from the game context unit 312.
The virtual player module 314 produces a simulation of an additional player, when the chosen game is a multi-player game and only a single human player is playing. Accordingly, the virtual player module 314 fills for the absent human player.
The virtual player module 314 produces simulation information in a format which is similar to the format of the information received from the input interface 338. The virtual player module 314 provides the simulation information to the game context unit 312. It will be noted that the virtual player module can also be used for demonstration purposes, when no human players play the game. The sub-game unit 322 analyses the behavior of the player or players, during the game. The sub-game unit 322 receives sub-game events from the game context unit 312. These sub-game events include information relating to changes in the state of any of the objects of the game. The sub-game unit 322 sends messages to the game context unit
312, which include information relating to changes in the playing environment of each of the players, for example a change in the pressure level applied for that player.
Each of the players is associated with an occurrence array and a tendency array. The occurrence array includes a plurality of occurrence indications, each indicating a change in a logical state of the player, such as moving from a predetermined state to another. The tendency array includes a plurality of tendency variables, each including information with respect to changes in the behavior of the player, during the entire game. The sub-game unit 322 stores these arrays and updates them.
The analysis sub-system 324 receives the information stored in the sub-game unit 322, converts it into a format of behavior-cognitive variables.
The output of the analysis sub-system 324 can be in a format of a behavior-cognitive variable table, including the values of a plurality of behavior-cognitive variables.
The contents of this table can be further processed by either a report builder or a message managing unit such as coaching message engine 330, which is used to provide sound training output. The analysis sub-system 324 provides these behavior-cognitive variables in a form of a table to the temporary data storage 326.
The Analysis sub-system 324 also provide online-coaching events to coaching message engine 330.
The Combinations database 328 stores two types of combinations, static combinations and dynamic combinations. Static combinations relate to static situations in the game. Dynamic combinations relate to the static situations as well as to tendency variables of the player, such as his general and particular behavior, the progress that he makes as he plays the game and the like. Combinations can be also stored in an external data base.
Each combination includes a set of selected occurrence indications with respective required values or ranges of values. If all of the occurrence indications within a selected combination are each within its respective designated range of values, then, the output of this combination is set to "True".
According to one aspect of the invention, each combination, can therefore, be regarded as a logical function having a set of fields, each associated with a predetermined range of values, for the function to output a "True" value, where its default is "False".
Each of the dynamic combinations, further relate to a plurality of tendency variables, each of which is associated with a predetermined range of values. For example, one of the tendency variables which exist in any implementation of the invention is the "General Performance Level of the Player". According to the present example, this tendency variable can accept three values, as follows: maintained the same level, increase the level and decrease the level. Any of these values can be predetermined as a condition for a selected dynamic combination, in association with this tendency variable. A tendency variable can be determined according to the output of a selected static combination.
According to another aspect of the invention, when a combination assumes a true value, then it provides an output which further includes list of selected ones of the behavior-cognitive variables, each with a respective predetermined weight.
According to a further aspect of the invention, some of the combinations further include a decision quality output variable. Such a combination is directed to detect the level of decision making skills of the player, regardless of his technical skills. Each of the combinations further provides a coaching message weight which is further used by the coaching message engine 330, to determine the importance of a selected output message. The temporary data storage 326 contains tables which include the final behavior-cognitive variables which are further either used by a report builder or stored in a long time data storage (not shown).
The coaching messages engine 330 controls the flow of the coaching messages. The coaching messages are directed for a selected player. A coaching message can be directed to instruct the player to operate in a different manner than what he presented so far. Alternatively, a coaching message can be directed to provide moral support to a player. Furthermore, a coaching message can include strategic game information, such as a misleading instruction to a player to test if he detects a misleading command and is strong enough mentally to discard it and operate independently, so as to achieve optimal results.
According to one aspect of the present invention, the coaching messages engine 330 operates according to several modes. The first mode is a practice mode, where the system provides the player with basic training, which can include a shooting range, an attacking dead zone training procedure, defending dead zone training procedure and the like.
In the practice mode, the coaching messages engine 330 operates according to messages which are associated with static combinations. Each such static combination includes a priority level for the respective message.
When the combination is triggered, then, at the same time the coaching messages engine 330 plays the associated message with the highest priority.
It is noted that a new message will override a currently playing message when the priority of the new message is significantly higher than the priority of the currently playing message.
The second mode is the game-practice mode. In the practice mode, the coaching messages engine 330 operates according to messages which are associated with static combinations and with dynamic combinations.
The third mode is the game mode, in which the player plays the game and is constantly analyzed by the system. Accordingly, the system detects, at predetermined intervals, which is the most dominant cognitive behavior of the player, from the cognitive-behavior variables, at the latest predetermined interval. Right after this interval, the system produces a message which is associated with the detected behavior. It is noted that such an interval can be in the order of seconds, minutes and the like.
The graphics engine 318 provides a high-level interface to video hardware, such as a display. For example, when operating in a Windows OS environment, then the Microsoft DirectDraw library can be utilized as a base-level layer. The graphic engine 318 can be adapted to provides a sprite engine for the game context unit 312, archive and report browser and a fast AVI movie player engine for supporting dynamic main menu items and introduction capabilities.
The display 320 is generally any monitor like display, such as a CRT, LCD, plasma, and projection display.
The sound engine 332 according to the present embodiment, implements a simple wave streaming engine and a static wave sound mixer. For example, when operating in a Windows OS environment, then the Microsoft DirectSound library can be used to support such a sound engine. The sound engine can mix a plurality of audio streams, such as music, SFX effects, coaching messages and the like, wherein a different mix from different streams can be provided for each of the players, each in stereo or any other sound producing method.
Each of the audio output devices 334 and 336, consists of a sound producing device such as a sound card, which is associated with a speaker set or headphones, for each player.
Reference is now made to Figs. 4A and 4B. Fig. 4A is a schematic illustration of a visual representation, generally referenced 400, of a game in an initial state, constructed and operative in accordance with another preferred embodiment of the present invention. Fig. 4B is a schematic illustration of the visual representation of the game of Fig. 4A, in a more advanced state.
The example, which is provided in Figs. 4A and 4B, relates to a novel game, provided according to the invention, which is directed for one or more players, includes aspects of competition, enables applying pressure on the players and in real time as well as real time information gathering thereon. Visual representation 400 is basically an image which is displayed over the display means of the system. Visual representation 400 includes a plurality of visual objects which represent various logical components of the game and provide information to the players. Some of these visual objects are joint for all of the players, such as a general time clock and the like, while others are directed for each of the players, such as the image of the player.
The game is basically a ball throwing game, from one player to another. The players are represented by player images 412A and 412B, which are located each in his respective area 416A and 416B. According to the game, balls 414A, 414B and 414C are provided to the players 412A and 412B. More particularly, ball 414A is provided to player 412B and balls 414B and 414C are provided to the player 412A.
Accordingly, player 412B has to throw ball 414A from his area 416B, beyond the middle line 418, to his opponent area 416A and player 412A has to throw balls 414B and 414C from his area 416A to his opponent's area 416B. The time period which is provided for the procedure of arriving at a ball, locking onto it, determining an aiming direction and aiming distance, is limited. Hence, the players have to perform their respective tasks, rapidly.
The game provides the players with information which is directed to assist them in planing their strategy, in the form of information visual objects. The following are marked with suffixes of A or B, to denote their representing aspects of either player 412A or 412B, respectively.
The information visual objects include score windows 406A and 406B, for presenting the score of each of the players, zoom and aiming windows 404A and 404B, for providing each of the players with more elaborate sight of the aiming mechanism while aiming a ball towards the area of his opponent. The visual objects also include stopwatch timers 402A and 402B, for keeping time for each of the players, while handling a ball and difficulty indicators 408A and 408B, for indicating to each of the players, the level of difficulty which is applied thereon by the game.
With reference to Fig. 4B, player 412B throws ball 414A to the lower section of area 416A. Player 412A throws ball 414B to the upper section of area 416B and moves towards ball 414C, with an intention to throw it to his opponent's area
According to a preferred tactic, it is recommended that a ball will be thrown as far as possible from the opponent It is preferred that player 412B will ^ throw ball 414B towards the lower section of area 416A Hence we see that player 412B performed well and player 412A performed poorly
The system 300 measures the distance of the location where the ball has landed from the opponent player and accordingly, determines if the throwing player performed according to the preferred tactics i o According to one aspect of the invention, each ball is provided with a dynamically changing visual representation which can be implemented either in color or in shape and size for indicating to the player as to a predetermined situation For example, when the system determines a time period for handling a ball and this time period has elapsed while the player did not succeed in
15 completing the lock-aim-throw procedure, then the shape of the ball can change to an animation which presents an explosion, indicating that the predetermined time period has indeed elapsed
In the present example, when a ball is initially provided to a player, it is provide as a white ball The ball changes color according to a plurality of 0 events One of these events is when the system detects that the player that threw the ball, performed well in all of the procedure which led to the throwing of that ball, such as moving toward the ball, precisely locking onto it, aiming it towards the appropriate section in his opponent's area and selecting the correct range to throw the ball, all within a predetermined time period 5 Another such event occurs when the system 300 detects that in a given moment, one of the players out performs his opponent Accordingly, the system applies more pressure on the opponent while changing the colors of the ball which is currently handled, by the opponent, to be more red
A player has to neutralize a red ball which lies in his area, within a 0 predetermined period of time, which is in the order of a few seconds, by moving to a position which close enough to the ball When the system detects that the player did not neutralize the red ball, within that predetermined time period, then the system changes the color of the ball to black, thereby indicating to the player that the time for neutralizing this ball is over and that from now on, any access to this ball is denied.
According to the present example, the occurrence array includes indications which relate to the following events:
• The color of a ball has turned to black.
• The player aimed the ball towards the optimal section of his opponent's area.
• The player selected the correct range towards the optimal section of his opponent's area.
• The player went back a stage within the aiming procedure.
• The player moved to the other side of his area, as a defensive measure, so as to prevent his opponent from directing a ball toward that section.
The following table is an example for a static combination with respect to the first indication.
Figure imgf000023_0001
According to this combination, an event in which the color of the ball turned from red into black triggers a plurality of output indications such as that there is a feasibility having a weight one hundred, that the player is using the wrong tactic. If the number of times (N.O.T.) which this event occurs exceeds three occurrences, then this combination provides an output indication that there is a feasibility having a weight ninety, that the player is repeating mistakes. The tendency array includes numeric indications, a number of which is listed as follows:
• There is a score advantage, where positive number indicates that the advantage is in the favor of the player and a negative number indicates that his opponent has the advantage. Zero indicates that both players are even.
• The momentary frequency rate of red balls.
• The player usually takes defensive action by moving to a dead zone
(away from his current position).
• The player stopped aiming the balls to his opponents dead zone. • The player stopped handling the balls according to their respective priority. This priority can be deduced from the respective colors of the balls, where a lighter color ball is to be handled prior to a darker color ball. The following table is an example for a dynamic combination with respect to the first indication.
Figure imgf000024_0001
According to this combination, an event in which includes all of the above, wherein the advantage has changed in favor of the opponent, the player throws fewer red balls and he is currently disadvantaged triggers a plurality of output indications such as that there is a feasibility having a weight one hundred, that the player does not exploit his advantages. Another output is that there is a feasibility having a weight of one hundred and fifty, that the player fails to maintain his momentum and the like.
Reference is now made to Fig. 5, which is a schematic illustration of a system, generally referenced 500, constructed and operative in accordance with a further preferred embodiment of the present invention.
System 500 is directed to implement the method of the invention with any interactive game. System 500 includes a system interface 504, an analysis sub-system 506, a combinations database 508, a coaching message engine 510, a multi-media engine 512, a multi-media output device 514, a temporary data storage unit 516, a long time data storage unit (change the name) 518, a report builder 520 and an archive browser 522.
The system interface 504, the combinations database 508, the coaching message engine 510 and the temporary data storage unit 516 are connected to the analysis sub-system 506. The multi-media engine 512 is connected to the multi-media output device 514 and the coaching message engine 510. The long time data storage unit 518 is connected to the report builder 520, the temporary data storage unit 516 and to the archive browser 522.
System 500 is connected to an interactive game application 502, via the system interface 504 which provides a bi-directional flow of data there between. The game application 502 provides data to the system 500 and receives commands therefrom.
The analysis sub-system 506 analyses the data which is received from the game application 500, with respect to the combinations, which are stored in the combination database 508.
It is noted that the combinations which are stored in the combination database 508 are provided for each specific game application, since they have to address situations which are typical for that specific game. Accordingly, a racing game application typically provides data which is different than a flight simulator game application. Hence, at least part of the combinations for each of these applications will be different. For example, a flight simulator can include a procedure of folding the wheels of the plane, which does not exist for a car, with respect to a racing game application.
The coaching message engine 510 determines when a coaching message is to be produced for one of the players, as well as the determination of that message. The multi-media engine 512 produces the message determined by the coaching message engine 510, via the multi-media output device 514.
It is noted that the multi-media output device can be any sense related output device, such as an audio output device, a visual output device, touch sense output device (force or temperature), a smell sense output device and the like.
The temporary data storage unit 516 is used to store data which is required during the game, for determining the progress of each of the players, in a plurality of aspects, such as described above, in conjunction with system 300. The long time data storage unit 518 is used to store data which relates to a plurality of games which were played by one or more players.
Report builder 520 is generally similar to report builder 112. Archive browser 522 is generally similar to archive browser 114.
According to the present example, the occurrence array, with respect to a flight simulator includes indications which relate to the following events:
There is a malfunction in the engine of the plane.
The player has the runway in sight.
The airplane is not configured for landing.
The fuel amount decreased beyond a predetermined level.
The altitude decreased beyond a predetermined level.
The speed of the airplane is not suitable for landing.
Engine recovery procedure completed. • The airplane's attitude is descending.
• Passed beyond the final approach fix (FAF) point, inbound. The FAF denotes the starting point of the landing procedure, in instrument flight regulation (IFR).
• At the final approach point, the airplane does not intercept the instrument landing system (ILS).
The following table is an example for a static combination with respect to some of these indications.
Figure imgf000027_0001
According to this combination, an event where player is preoccupied in his engine problems while the airplane is in condition for forced landing, triggers a plurality of output indications such as that there is a feasibility having a weight one hundred, that the player suffers from over perfectionism.
The tendency array includes numeric indications, a number of which is listed as follows:
• Started using weapons, for targets which are located beyond the range of these weapons.
• Maintained general flight performance at an adequate level, up until the FAF. • Stopped maintaining the appropriate speed.
• Stopped maintaining the appropriate altitude.
• Started operating the plane flaps, according to the appropriate procedure.
The following table is an example for a dynamic combination with respect to a tendency as well as occurrences.
Figure imgf000028_0001
According to this combination, an event in which includes all of the above, wherein the player located in a position in which he passed beyond the final approach fix (FAF) point, inbound, while the airplane is not configured for landing, where up until this point he maintained general flight performance at an adequate level and where at this stage the airplane does not intercept the instrument landing system (ILS).
This event triggers a plurality of output indications such as that there is a feasibility having a weight one hundred, the player does not exploit his advantage. Another output is that there is a feasibility having a weight of one hundred, that the player fails to maintain his momentum and the like. Another output is that there is a feasibility of seventy that the player does not maintain fundamental procedures and regulations.
According a further aspect of the invention, any of these output indications can be further used for generating a feedback message to the player or a feedback command to the game.
Accordingly, the system 500 provides an analysis of the cognitive behavior characteristics of the player which is derived form the manner in which he plays the interactive game.
The present invention further provides a method in which player of different playing skill levels, can play together, as equals. Accordingly, each of the players is tested for his own game skill level. Then, according to the game skill level of his opponent, the system normalizes the game conditions which are presented for each of the players. The following is an explanation which is presented for two players, that can be extended to any number of players. Reference is now made to Fig. 6, which is a schematic illustration of a method for operating the system of the invention, operative in accordance with a preferred embodiment of the present invention.
In step 600, the analysis unit within the system, determines the game skill level of the first player. This information can be derived from any game session which the player played before, or any other session, such as a tutoring session, a training session and the like.
In step 602, the analysis unit determines the game skill level of the second player. It is noted that this information can also be provided from other similar system, which this second player played before. The game levels of both players are determined in a predetermined game level scale. In the present example the game skill level of the first player is eighty in a scale of zero to one hundred and the game skill level of the second player is sixty.
In step 604, the analysis unit normalizes between the game levels which are provided for each of the players. Accordingly, the player which exhibits the higher game skill level is provided with a higher, more difficult game level. Similarly, the player which exhibits the lower game skill level is provided with a lower, easier game level. Hence, at the beginning of the game session, both players are required to show the same amount of effort and performance, each according to his skill level. According to the present example, the first player is provided with a game level of eight, which is relatively a high and difficult game level. The second player is provided with a game level of six, which is a relatively easy game level.
In step 606, as the game progresses, the analysis unit determines the real-time normalized game level for each of the players. Accordingly, the system detects how each of the players uses the game situation which was provided to him, to his own advantage. According to the present example, the analysis unit grades the performance of the first player according to his game skill level of eighty and the second player according to his game skill level of sixty.
In step 608, the analysis unit detects which is the player which the lower normalized game level. In a given situation, the performance of the first player is poor with respect to his game skill level of eighty and the performance of the second player is good with respect to his game skill level of sixty. Still, the performance of the second player would be graded lower than the performance level of the first player, had there been no consideration to their respective game skill level. According to the present invention, the performance of the second player is graded higher than the performance of the first player.
In step 610, the analysis unit provides a command to the units which operate the game environment, to apply more pressure on that player. According to the present invention, pressure can be applied to a player in a plurality of ways, with respect to the game in progress. If, for example, the game is a fighter plane flight simulator, then the application of pressure can be implemented in adding more targets and more threats, increasing fuel consumption, increasing the number of malfunctions, worsening weather conditions, and the like.
With reference back to the game presented in Figs. 4A and 4B, the application of pressure can be implemented in tampering with operational functioning of the controls of the player, thereby making it harder for him to control his actions, reducing the time which is required to complete game procedures, adding more balls which have to either be thrown or neutralized, and the like.
Reference is now made to Fig. 7, which is a schematic illustration of a method for operating a system, according to the invention, so as to bring a player to a state where the system can asses his skills, operative in accordance with another preferred embodiment of the invention.
In step 700, the system introduces the game environment to the player. The game environment includes the game scenario, the game rules, various game procedures and the like. In step 702, the system trains the player with respect to the basic game skills. These basic game skills include operating the controls of the game and using the game object. The game controls are pre-specified units within the player interface, through which the player can enter his command according to the game actions that he wants to execute. Such interface units can include, for example, a joystick, a pointing device (mouse), an interactive glove, an audio input device and the like. The game objects can include the player object, the various game gages such as clocks and the like.
In step 704, the system trains the player with respect to the basic game tactics. Accordingly, the system presents predetermined game scenario to the player and instructs him as to what are the appropriate moves which he should perform, in each of these situations. For example, with respect to the game presented in Figs. 4A and 4B, the system provides a predetermined game scenario, in which the player has to handle a plurality of balls, each in a different manner. The system provides a game analysis to the player, thereby instructing him as to the appropriate order and manner, in which each of these balls should be handled. Another example, for implementation of this step is by teaching the player basic rules of defense and offense.
In step 706, the system coaches the player, with respect to the information which he acquired in the previous steps, in a mental and tactic level. In this step, the object of the system, is to bring the game level of the player to a predetermined adequate level, where he is competent to play the game in the presence of pressure. The coaching procedure includes providing the player with instructions to perform the required procedures, for a given game scenario, wile addressing the entire game environment.
In step 708, the system appraises the game skill level of the player, to determine the actual level which he can present. The appraisal procedure 5 includes presenting the player with a predetermined scenario and monitoring his actions, thereby determining his current game skill level, according to various levels of pressure. The system starts to apply increasing pressure on the player and monitors his performance with respect to the change in the pressure. This information about the game level of the player, with respect to each level of i o pressure, is stored and used by the system later for comparison with the performance of the player during the actual game.
In step 710 the system provides a game scenario with respect to the appraised game skills. Accordingly, the system provides the game situation within a range of pressure levels, which relate to the appraised game skill level
15 of the player. As the game progresses, the system detects the performance of the player with respect to the currently applied pressure level and compares it with the appraised game skill level of the player respective of that pressure level. A difference between the game skill level during the game and the appraised game skill level triggers, according to the invention, a feedback to the 0 player.
When the game skill level during the game is higher than the appraised game skill level, then the system provides the player with an encouraging feedback. When the game skill level during the game is lower than the appraised game skill level, then the system provides the player with a 5 coaching feedback, which instructs the player how to improve his performance. Hence, the present invention, provides the player with system and method for improve his cognitive-behavior characteristics, such as performing under pressure, managing time, setting a reasonable priority schedule, enhancing the quality of his decision making, and the like.
30 It will be appreciated by persons skilled in the art that the present invention is not limited to what has been particularly shown and described hereinabove. Rather the scope of the present invention is defined by the claims which follow.

Claims

1 . An analysis and training system comprising: a user interface, for providing multi-media bi-directional access to at least one player; a game interface, connected to said user interface, for connecting to a game engine, said game engine providing an interactive game environment to said at least one player, via said user interface; an analysis unit, connected to said game engine, for analyzing the behavior of said at least one player in said game environment; and a feedback unit, connected to said game engine, said analysis unit and said user interface, for providing feedback to said at least one player, wherein said analysis unit receives game related data from said game engine, analyzes said game related data, thereby producing behavior and cognitive-indication with respect to the personality characteristics of said at least one player, wherein said feedback unit provides feedback to said at least one player via said user interface, according to selected ones of said indications.
2. An analysis and training system comprising: a user interface, for providing multi-media bi-directional access to at least one player; a game engine, connected to said user interface, for providing an interactive game environment to said at least one player, via said user interface; an analysis unit, connected to said game engine, for analyzing the behavior of said at least one player in said game environment; and a feedback unit, connected to said game engine, said analysis unit and said user interface, for providing feedback to said at least one player, wherein said analysis unit receives game related data from said game engine, analyzes said game related data, thereby producing indication with respect to the cognitive-behavior of said at least one player, wherein said feedback unit provides feedback to said at least one player via said user interface, according to selected ones of said indications.
3. The system according to either of claims 1 and 2, wherein said feedback unit further provides feedback to said game engine to modify the game environment according to specified ones of said indications.
4. The system according to either of claims 1 and 2, further comprising a storage unit for storing data relating to said at least one player, as well as game modification parameters.
5. The system according to either of claims 1 and 2, further comprising a supervisor interface, connected to said storage unit and said analysis unit, for receiving game modification parameters from said supervisor and for providing said supervisor with data with respect to said at least one player.
6. The system according to either of claims 1 and 2, wherein said supervisor interface includes a report generating unit, for generating a report, based on the performance of the player in the game.
7. The system according to claim 6, wherein said report includes data relating to the cognitive-behavior characteristics of the player, with respect to at least one game session of said at lest one player.
8. The system according either of claims 1 and 2, wherein said user interface includes at least one user interface device, said user interface device being selected from the list consisting of: an audio interface device; a visual interface device; a touch sense interface device; and a smell sense interface device.
9. A method for calibrating a game system for a plurality of players, comprising the steps of: determining the game skill level of each said players, according to a common scale; normalizing said determined game skill levels of said players; and providing game levels to each said players according to his respective determined game skill level.
10. The method according to claim 9, further comprising the steps of: determining a real-time normalized game skill level for each said players, during a mutual game; and applying game pressure onto said players according to their respective real-time normalized game skill level.
1 1 . In a system including a game engine, which provides an interactive game environment to at least one player, the game environment including a plurality of game rules, a method for training and analyzing cognitive-behavior comprising the steps of: receiving game actions from said at least one player; updating the game status according to said game actions; analyzing said game actions with respect to previously stored data; and determining the values of a plurality of cognitive-behavior variables.
12. The method according to claim 10, further comprising the step of determining a feedback message form at least one of said determined values of a plurality of cognitive-behavior variables.
13. The method according to claim 11 , wherein said feedback message is a player feedback message, to be provided to a selected one of said at least one player.
14. The method according to claim 1 1 , wherein said feedback message is a game feedback message, for modifying said game environment for a selected one of said at least one player.
15. The method according to claim 12, further comprising the step of providing said player feedback message to said selected one of said at least one player.
16. In a system which includes an interactive game engine, an analysis unit, a feedback unit, a storage unit and a user interface, the game engine being connected to the analysis unit, the feedback unit and the user interface, the feedback unit further being connected to the analysis unit and the user interface, the storage being further connected to the analysis unit, the game engine providing an interactive game to a player via said user interface, a method for determining the type of feedback to be provided to the player using the system, the method comprising the steps of: providing a game scenario to said player at a plurality of levels of pressure; detecting the game skill level of said player at each of said levels of pressure; storing data relating to each said pressure levels and the respective detected game skill level; providing a game scenario to said player, at a varying pressure level; detecting the current game skill level of said player in real-time and associating a current pressure level, thereto; comparing said current game skill level with a stored game skill level having a pressure level equal to said current pressure level, thereby producing a comparison result; and determining a feedback according to said comparison result.
17. The method according to claim 16, further comprising the preliminary steps of: introducing said interactive game to said player; training said player with respect to the basic game skills defined by said interactive game; training said player with respect to the basic game tactic which is preferred for said interactive game; and coaching said player to play said game, according to said basic game skills and said basic game tactic.
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