NPC behavior decision method
A non-player and behavioral technology, applied in the field of computer games, can solve the problem of lack of intelligence of non-player-controlled character NPCs, and achieve the effects of enhancing novelty and fun, increasing game viscosity and providing a good game experience.
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Embodiment 1
[0019] figure 1 This is a schematic flow chart of the behavior decision-making method of non-player-controlled character NPC provided by the first embodiment of the present invention. The method can be executed by a decision-making device for the player to control the behavior of the character NPC. The device can be implemented by software / hardware and integrated into a network game. Platform or computer game software.
[0020] The method specifically includes the following:
[0021] S110: Initialize the attribute collection information of the NPC.
[0022] In computer games or online games, NPCs are divided into plot NPCs, service NPCs and combatable NPCs, among which plot NPCs are used to promote the development of the entire plot plot; service NPCs are used to provide various player characters in the game Service; Combatable NPC is used to fight with player-controlled characters. According to the function of the NPC, in the game, the attribute set information of each NPC is pres...
Embodiment 2
[0037] figure 2 It is a schematic flowchart of a behavior decision method for a non-player control character NPC provided by the second embodiment of the present invention. This embodiment is optimized on the basis of the above-mentioned embodiment. In this embodiment, the desire target is defined to correspond to at least one trigger event, and the desire target of the NPC will be corrected according to the feedback of the action intention. The specific optimization is as follows: The feedback of the behavior plan generates feedback data; the trigger event weight is modified according to the feedback data; the desire target is modified according to the modified trigger event weight.
[0038] Correspondingly, the method of this embodiment specifically includes:
[0039] S210: Initialize the attribute collection information of the NPC.
[0040] S220: Obtain the trigger event of the NPC through the sensor, and determine the desire target of the NPC according to the corresponding rela...
Embodiment 3
[0051] image 3 It is a schematic flowchart of a behavior decision method for a non-player control character NPC provided by the third embodiment of the present invention. This embodiment is optimized based on the above-mentioned embodiment, and the trigger event weight will be modified according to the feedback data. The specific optimization is: the trigger event weight is calculated according to the feedback data, the expected value of the behavior plan, the preset trigger event input value and the learning speed Change value; modify the trigger event weight according to the trigger event weight change value.
[0052] Correspondingly, the method of this embodiment specifically includes:
[0053] S310: Initialize the attribute collection information of the NPC.
[0054] S320: Obtain the trigger event of the NPC through the perceptron, and determine the desire target of the NPC according to the corresponding relationship between the trigger event and the desire target.
[0055] S330...
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