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A behavior processing method and device

A processing method and behavior technology, applied in the field of data processing, can solve problems such as difficult expansion and complex state machine design, and achieve the effect of simple design and excellent scalability

Active Publication Date: 2017-12-29
SHENZHEN TENCENT COMP SYST CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

In skill design, linear skills are usually edited with a linear sequence editor, and non-linear skills generated by external trigger events are edited with a finite state machine. Due to the variety of trigger events, a finite state machine is used for processing When , the state machine design is complex and difficult to expand

Method used

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  • A behavior processing method and device
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  • A behavior processing method and device

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Embodiment Construction

[0020] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only some, not all, embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without creative efforts fall within the protection scope of the present invention.

[0021] The behavior processing method of the embodiment of the present invention can be applied to character behavior and skill design of game systems of devices such as smart phones, personal computers, and personal digital assistants. The behavior processing method of the embodiment of the present invention can handle both linear target skills and non-linear target skills. If the target skill is nonlinear, the recursive logic feature of the behavior tree is used t...

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Abstract

An embodiment of the present invention provides a behavior processing method and device, wherein the method may include: when traversing the skill subtree of the character behavior tree, acquiring the identification of the target skill to be executed; Identify the matching target skill subtree, and mount the target skill subtree on the character behavior tree; traverse each node of the target skill subtree in turn, and return valid information if the target condition node associated with the trigger event is traversed , execute the linear skill action corresponding to the target condition node. The invention can mount the target skill subtree to be executed on the role behavior tree for traversal execution, fully utilize the recursion and logic characteristics of the behavior tree, and has a simple design method and excellent scalability.

Description

technical field [0001] The present invention relates to the technical field of data processing, in particular to a behavior processing method and device. Background technique [0002] The character behavior and skill system are the most important components of the game system. In the game system, skills can be interpreted as a sequence, that is, a series of events executed in parallel in the order of the time axis. Skills can include linear skill actions and nonlinear skill actions. A linear skill action is a given time t on the time axis, and the skill state at that location can be obtained. A non-linear skill is a series of skill actions that are executed due to the existence of a trigger event, for example, the corresponding skill action is performed only when user input or external conditions are required. In skill design, linear skills are usually edited with a linear sequence editor, and non-linear skills generated by external trigger events are edited with a finite s...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06F19/00
Inventor 薛鹏曾逸孙晖
Owner SHENZHEN TENCENT COMP SYST CO LTD