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Real time context learning by software agents

a software agent and context learning technology, applied in the field of context learning by software agents, can solve the problems of difficulty in making non-player characters learn about the game in real-time, remain less imaginative, intelligent, realistic, robust, etc., and do not shar

Inactive Publication Date: 2007-11-08
YEN WEI
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0014] The invention provides a method and system capable of providing dynamic learning for software agents in a simulation, such as for example non-player characters in a computer game. The method and system provide software agents with one or more learners, that, is, software elements capable of learning from examples, capable of receiving requests from non-player characters and capable of responding to those requests with responses from which the non-player characters can readily derive one or more actions to take. In one embodiment, the learner gleans behavior from actions taken in context by a player character. This has the effect that when a non-player character queries that learner for a next action, the learner can provide a next action similar to one that might be taken by the player character (if the player character were directing the actions of that non-player character).
[0016] In one embodiment, the method and system include a set of derived features, responsive to raw features. Raw features include raw data that indicate information about a game environment, such as for example locations of game objects, distances between game objects, a direction of a most valuable visible object, measures of wounded status of player characters and non-player characters, measures of damage to non-living objects such as walls, and the like. Derived features might be relatively simply related to raw features, such as for example an indicator of a direction to move to get to a nearest enemy or treasure, or a measure of a distance thereto. Derived features might be more complex, such as for example (1) an expert system in which at least some state information is retained from time to time, or (2) a set of scripted instructions, or (3) a state machine operated in response to other raw features or derived features. Derived features might be still more complex, such as for example determined in response to a query to, and a response from, a learner. The set of such raw features and derived features, in combination, collectively form a context to which a learner is responsive. This has the effect that learners might be responsive to (more basic) learners, or to a set of results of (expert) state machines, or to a set of calculated derived features, or to a set of raw features, or to some combination or conjunction thereof.
[0019] After reading this application, those skilled in the art would recognize that the systems described herein provide an enabling technology, with the effect that heretofore advantageous features can be provided that heretofore were substantially infeasible.

Problems solved by technology

One problem with such systems is that it is difficult to make non-player characters learn about the game in real-time (that is, as it is played) or in response to a exemplar such as a player character (that is, in response to choices made by a human user).
While these known methods generally achieve the goal of providing non-player characters with actions to take in each context expressed within the game, they have drawbacks.
In general, the non-player characters do not learn, in real-time, to behave like a player character, and with the result that they typically remain less like player characters and with the effect that they typically remain less imaginative, intelligent, realistic, and robust than nearly all player characters.
Lack of ability to learn has the effect that non-player characters are clearly inferior to, and do not share any salient characteristics of, the personality of any individual user.
These known systems have two substantial drawbacks if they are to be used at run-time with known game systems: (1) they consume far too much in the way of computing and memory resources, in response to the very large number of possible contexts, and (2) models being learned in real-time are typically not sufficiently robust to be created and used in the course of actual game play.
A further drawback of known methods is that they generally involve substantial knowledge about both (1) machine learning techniques, and (2) sets of derived features likely to be valuable for machine learning, each of which has the effect, and in combination which have the effect, of involving substantial effort, time, and possibly monetary resources for the game designer to implement.

Method used

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Examples

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example

[0174]FIG. 2 shows a block diagram of an example of context learning by software agents. The invention is not limited in any way to the details of this example.

[0175] Raw features 150 are shown in FIG. 2 as including various values and indications for game code 120. A learner according to the invention generates the derived features 160 from the raw features 150 and possibly from other derived features 160.

[0176] In the example shown in FIG. 2, the game code is for a simulator such as a flight simulator. The various raw features 150 relate to information about the flight simulation. The particular raw features shown in FIG. 2 are meant to be illustrative only; actual code for a flight simulator might use all, some, none, or different raw features.

[0177] The derived features 160 in FIG. 2 represent relationships between some of raw features 150. Derived features 160 according to the invention are not limited to such relationships. Furthermore, the particular relationships shown in...

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Abstract

Providing dynamic learning for software agents in a simulation. Software agents with learners are capable of learning from examples. When a non-player character queries the learner, it can provide a next action similar to the player character. The game designer provides program code, from which compile-time steps determine a set of raw features. The code might identify a function (like computing distances). At compile-time steps, determining these raw features in response to a scripting language, so the designer can specify which code should be referenced. A set of derived features, responsive to the raw features, might be relatively simple, more complex, or determined in response to a learner. The set of such raw and derived features form a context for a learner. Learners might be responsive to (more basic) learners, to results of state machines, to calculated derived features, or to raw features. The learner includes a machine learning technique.

Description

BACKGROUND OF THE INVENTION [0001] 1. Field of the Invention [0002] The invention relates to context learning by software agents, such as for example might be used by embedded game agents in a gaming system, such as for example during play of the game. [0003] 2. Related Art [0004] In a computer simulation, especially in a computer game that attempts to present a fantasy world (i.e., to create and simulate a variant world in which there are at least some fantasy or fictional aspects), there might be numerous agents within the game, each of which has independent actions they can perform. One set of those agents are controlled by players (herein sometimes called “player characters,” and herein sometimes called “human users”), while other sets of those agents are controlled by the game software (herein sometimes called “non-player characters”). It is also possible that the selection of which of those agents are player characters and the selection of which of those agents are non-player ...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): G06F17/00G06N20/00
CPCA63F13/10G06N99/005A63F2300/6027A63F2300/60G06N20/00A63F13/67
Inventor FUNGE, JOHNMUSICK, RONDOBSON, DANIELDUFFY, NIGELMCNALLY, MICHAELTU, XIAOYUANWRIGHT, IANYEN, WEICABRAL, BRIAN
Owner YEN WEI
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