1. A computer-implemented method, comprising: receiving user input
directed to manipulation of virtual equipment in an interactive computer
game, the virtual equipment being
manipulated through the user's interaction with an associated
representation; determining a change in a user's skill level for
interaction with the virtual equipment in response to the received user
input; and adapting a virtual equipment model having
one or more variables associated with the virtual equipment to reflect
the determined change in user skill level, the virtual equipment model
governing how the virtual equipment behaves in response to the user's
interaction with the representation, and
where the adapting comprises: if the change indicates that the user's
skill level has increased, decreasing a sweet spot for a variable of the
virtual equipment model; and if the change indicates that the user's
skill level has decreased, increasing the
sweet spot for the variable of the virtual equipment model, where the
sweet spot is an area of a curve for the variable where the area is
based on a degree of deviation from an ideal value for the variable.
2. The computer-implemented method of claim 1, where values
above a threshold for the variable have a great probability of causing a
successful game outcome than values below the threshold.
3. The computer-implemented method of claim 1, where
increasing the sweet spot increases accuracy of the virtual equipment
and decreasing the sweet spot decreases the accuracy.
4. The computer-implemented method of claim 1, where the
adapting includes changing an input model or the associated
representation.
5. The computer-implemented method of claim 1, where: the adapting is based on a state of a virtual universe.
6. The computer-implemented method of claim 1,
where adapting occurs during game play.
7. The computer-implemented method of claim 1, where: the
representation includes one or more of: graphical rendering, sound, or
haptic feedback.
8. The computer-implemented method of claim 1, where the
adapting further includes: changing one or more relationships between a
plurality variables in the user interaction model.
9. The computer-implemented method of claim 1, where: the
virtual equipment is one of: a golf club, a weapon, an automobile, a
racket, a ping pong paddle, or a baseball bat.
10. The computer-implemented method of claim 1,
where determining the change occurs during game play.