Artificial emotion driving method of intelligent non-player character in interactive game

A non-player character, driving method technology, applied in the field of artificial emotion driving of intelligent non-player characters, can solve the problem of lack of a relatively perfect artificial emotion system

Active Publication Date: 2014-10-15
XIAMEN UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0014] The purpose of the present invention is to provide an artificial emotion driving method for intelligent non-player characters in interactive games, aiming at the deficiency that the existing interactive game engine does not have a relatively complete artificial emotion system

Method used

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  • Artificial emotion driving method of intelligent non-player character in interactive game
  • Artificial emotion driving method of intelligent non-player character in interactive game
  • Artificial emotion driving method of intelligent non-player character in interactive game

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Embodiment Construction

[0025] In order to enable those skilled in the art to better understand the solution of the present invention, the present invention will be further described below in conjunction with the accompanying drawings.

[0026] 1. Start the global knowledge base, load the initial behavior rules and system parameters

[0027] 1): Read the configuration file, obtain the service port of the knowledge base, and the service port of the background database;

[0028] 2): Start the background database, load the initial behavior rules and artificial emotion system parameters;

[0029] 3): Provide data services to the agent through the knowledge base service port.

[0030] The global knowledge base adopts hypergraph as a unified knowledge representation method. A hypergraph is an extension of a general graph, and its notable feature is that each edge can connect to any number of edges and vertices. Its basic storage unit is called "atom" (Atom). The value structure of each atom (Atom) is (...

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Abstract

The invention discloses an artificial emotion driving method of an intelligent non-player character in an interactive game, and relates to an automatic control technology of a virtual character in the interactive game. The artificial emotion driving method comprises the following steps: starting a repository, loading an initial behavior rule, and initializing an artificial emotion system parameter; operating a multi-agent, and connecting with the repository to enter a wait state; loading a world interface, connecting one end to a game server, and connecting the other end to the multi-agent; causing the multi-agent to enter a major cycle to begin to work; independently carrying out concurrent processing to virtual environment information perceived by the non-player character; updating the built-in requirement level, the corresponding motivation intensity and the system parameter of a virtual character; calculating the artificial emotion intensity of the virtual character, and selecting current major emotion; selecting a current leading motif, generating an action strategy under the guide of the artificial emotion, and finally, causing the action to be acted in a virtual game environment through the world interface; forwarding state information which indicates that a game player exits the game through the world interface; and writing relevant state information into a global repository by the multi-agent, closing the repository, and exiting the interface.

Description

technical field [0001] The present invention relates to the automatic control technology of virtual characters in interactive games, in particular to an interaction that derives artificial emotions based on the built-in requirements of non-player characters and current virtual environment information, and uses artificial emotions to automatically control the behavior of intelligent non-player characters An Artificial Emotion-Driven Approach to Intelligent Non-Player Characters in Interactive Games. Background technique [0002] The game engine is at the heart of game development. Early game engines mainly provided light and shadow effects, animation rendering, physical mechanisms, and input and output support for games, and did not include much artificial intelligence considerations. The behavior of non-player characters (Non-Player Character, NPC) in the game is pre-programmed by programmers during the game development process. Their behavior patterns are very mechanical, ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F9/445G06F9/44
Inventor 蔡振华周昌乐黄德恒
Owner XIAMEN UNIV
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