Non-player character control method and device

A technology for non-player characters and players, applied in the computer field, it can solve problems such as reducing user immersion and affecting user experience, and achieve the effect of enhancing immersion and flexible response behavior.

Pending Publication Date: 2020-12-25
TENCENT TECH (SHENZHEN) CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] At present, in online games, such as the NPC in MMORPG (Multiplayer Online Role-Playing Game, massively multiplayer online role-playing game), the NPC is a fixed mode, providing the same dialogue and giving the same tasks to different player characters. Behavior does not affect the relationship with NPCs, which reduces the user's immersion in the game and affects the user experience

Method used

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  • Non-player character control method and device
  • Non-player character control method and device
  • Non-player character control method and device

Examples

Experimental program
Comparison scheme
Effect test

Embodiment approach

[0062] In a possible implementation manner, the value orientation of the target player character is determined according to the historical selection behavior of the target player character in the value selection task.

[0063] Specifically, the value orientation is the behavior tendency of the player character in the game world, which can be divided into at least two dimensions: the dimension of order and the dimension of good and evil.

[0064] The dimension of order includes three value orientations: orderly, neutral, and disorderly. Among them, orderly refers to obeying certain collective rules, being willing to restrain one's own behavior for this, or giving up some individual interests to suffer some losses, and believing that order is for the greater benefit change. Disorder refers to the fact that individual decision-making is higher than collective rules, believes that one's own judgment is more beneficial than collective rules, believes that organizations often oppres...

Embodiment approach 1

[0107] Embodiment 1, the player personality characteristic information of the target player character includes the value orientation and the camp to which the target player character belongs. Based on the value orientation and camp of the target player character, query the pre-stored response behavior information of the non-player character, and determine the target response behavior of the non-player character to the trigger event.

[0108] Specifically, the value orientation and camp of the player character have been introduced above, and will not be repeated here. The pre-stored response behavior information of non-player characters is determined based on the value orientation and camp of non-player characters. The value orientation and camp of non-player characters are pre-configured. The evil dimension has two dimensions, and non-player characters can belong to one or more camps.

[0109] In the specific implementation, for each non-player character, based on the value o...

Embodiment approach 2

[0117] Embodiment 2, the player personality characteristic information of the target player character includes the value orientation, the faction to which the target player character belongs, the popularity and the recognition degree in the faction to which the target player character belongs. Based on the target player character's value orientation, faction, popularity and recognition in the faction, query the pre-stored response behavior information of the non-player character, and determine the target response behavior of the non-player character to the trigger event.

[0118] The response behavior information of the non-player character is determined based on the value orientation and the camp of the non-player character. In the specific implementation, for each non-player character, based on the value orientation of the non-player character and the faction it belongs to, configure the possible response behavior of the non-player character to different player characters, an...

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PUM

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Abstract

The invention provides a non-player character control method and a device thereof, and relates to the technical field of computers, and the method comprises the steps: responding to a triggering eventof a target player character for a non-player character, and obtaining the player personality character information of the target player character, wherein the player personality character information of the target player character is determined according to historical behavior data of the target player character in the target application; and determining a target response behavior of the non-player character for the trigger event according to the player personality characteristic information of the target player character, and controlling the non-player character to execute the target response behavior; The response behavior of the non-player character to the player character is determined based on the association relationship between the player character and the non-player character, sothat different response behaviors can be given for different player characters, the response behavior of the non-player character is more flexible, the sense of reality and immersion of the game areenhanced, and the experience of the player is improved.

Description

technical field [0001] The embodiments of the present invention relate to the field of computer technology, and in particular to a method and device for controlling a non-player character. Background technique [0002] The purpose of online games is to build a virtual world in which the characters controlled by the player character can live. In this virtual world, in addition to the characters controlled by player characters, there are also various non-player characters (Non-Player Character, NPC for short). The main function of these NPCs in online games is to provide some functional windows for online games. , including shops, tasks, repairs, manufacturing, etc., as well as to enhance the game atmosphere. For example: the NPC may include a salesperson in a store, a monster in a game, an elf, or other decorations, etc. When a character controlled by a player character enters a store, the salesperson in the store performs actions. [0003] At present, in online games, such...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/55
CPCA63F13/55
Inventor 时振宇
Owner TENCENT TECH (SHENZHEN) CO LTD
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