Information processing systems, information processing methods, and programs
The information processing system diversifies non-player character behavior by associating them with player characters, improving engagement through dynamic and strategic interactions.
JP2026135684APending Publication Date: 2026-08-25CAPCOM CO LTD
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Patent Information
- Application Number
- JP2025021346
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-13
- Publication Date
- 2026-08-25
AI Technical Summary
Technical Problem
Existing game technologies lack the ability to diversify the behavior characteristics of non-player characters based on the interactions and behaviors of other characters.
Method used
An information processing system that acquires situation information of non-player characters, associates them with other characters, and uses reference information to control their actions based on the actions and situations of other characters, enabling the diversification of their behavior characteristics.
Benefits of technology
This approach allows for more engaging gameplay by creating non-player characters with behavior characteristics that reflect those of their associated player characters, enhancing player interaction and strategic depth.
✦ Generated by Eureka AI based on patent content.
Abstract
This technology provides ways to diversify the behavioral characteristics of non-player characters. [Solution] In the acquisition step, situation information indicating the game status of a non-player character is acquired. In the output step, control information for controlling the actions of the non-player character is output based on the situation information and predetermined reference information. The non-player character is associated with a first character or other non-player character with whom it collaborates in a virtual space. The reference information is configured to allow referencing action information about the actions of the first character or other non-player character, and situation information at the timing when the control corresponding to the action information is executed. The action information is acquired sequentially via input from the first player operating the first character, or sequentially in response to actions taken by the first character or other non-player characters, and managed in an information processing system.
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