Looking for breakthrough ideas for innovation challenges? Try Patsnap Eureka!

Artificial player character for massive multi-player on-line game

a player character and online game technology, applied in the field of computer game autonomous artificial intelligence player character, can solve the problems of crude and essentially limited decision-making capabilities, somewhat more complicated process, and limited movement of players

Inactive Publication Date: 2008-08-28
BEALE THEODORE
View PDF7 Cites 29 Cited by
  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

This is a somewhat more complicated process than it might look at first, since it requires balancing a number of variables which include, for example, the perceived ability of the Player Character to find Monster Y, the amount of time required to do so, the risks of travel to Monster Y's location, the ability of the Player Character to kill x number of Monster Y, the likelihood that the Player Character will survive the encounter, the trustworthiness of the NPC to make good on its end of the bargain, and finally, the value of the reward on offer to the Player Character.
Their presence and location are usually constant and unchanging within the game, subject only to their temporary elimination by a Player Character or the failure of a Player Character to trigger their presence.
Their statistics, appearance, and skill sets are essentially static, and their decision-making capabilities are crude and essentially limited to a binary option of fight or flight.
They are non-autonomous, their movement is typically limited, and they seldom have significant interaction with the Player Characters.
In contrast, none of the five other character forms are able to do any of these things as without the direction of a human mind providing purpose and personal preferences for the character, they simply do not have the capacity.
And while MMO games are rightly very popular in the gaming community, they are already running into a fundamental design limitation due to their heavy reliance upon Player Characters to provide the dynamic aspect of the entertainment.
Since MMO game designers have limited control over the decision-making processes of the participating Player Characters and are forced to leave the vast majority of these decisions to the discretion of human beings controlling the Player Character, they are forced to spend an inordinate amount of time limiting an individual Player Character's ability to destroy the gaming experience for himself and others.
This discretion is often exercised to the disadvantage of other Player Characters and to the detriment of the game experience.
For example, it is not uncommon for a Player Character to find himself suddenly abandoned in the midst of a horde of enemies because the other Player Characters with whom he was cooperating have departed the scene, either because it was necessary for them to go off-line or simply because they had already achieved their goals and were uninterested in continuing to help the Player Character.
This occurs frequently in current MMO games and severely detracts from the game's entertainment value.
Furthermore, the wide variety in maturity levels and sophistication among the players of an MMO game means that Player Characters are often interacting with each other under the handicap of possessing mutually incompatible entertainment goals.

Method used

the structure of the environmentally friendly knitted fabric provided by the present invention; figure 2 Flow chart of the yarn wrapping machine for environmentally friendly knitted fabrics and storage devices; image 3 Is the parameter map of the yarn covering machine
View more

Image

Smart Image Click on the blue labels to locate them in the text.
Viewing Examples
Smart Image
  • Artificial player character for massive multi-player on-line game
  • Artificial player character for massive multi-player on-line game
  • Artificial player character for massive multi-player on-line game

Examples

Experimental program
Comparison scheme
Effect test

Embodiment Construction

[0044]An Artificial Player Character (APC) is a client-side or server-side software entity which possesses a specific identity within a Massive Multi-player On-line (MMO) game and is capable of fully autonomous action within the virtual gaming world. In one embodiment, the Artificial Player Character is an artificially intelligent (AI) player character capable of simulating learned behavior and of propagating itself through the creation of distinct entities which share aspects of its core elements.

[0045]When a plurality of players play a Massive Multi-player On-line game, they encounter two types of characters, player characters and non-player characters. Player characters are controlled by humans and therefore possess a wide variety of motivations and objectives, while non-player characters possess only response-based motivations and static objectives assigned to each individual non-player character by the programmers of the MMO game. A process for creating proactive motivations an...

the structure of the environmentally friendly knitted fabric provided by the present invention; figure 2 Flow chart of the yarn wrapping machine for environmentally friendly knitted fabrics and storage devices; image 3 Is the parameter map of the yarn covering machine
Login to View More

PUM

No PUM Login to View More

Abstract

An artificial intelligence system for autonomous artificial player characters in an on-line game is provided. The artificial player character (APC) makes use of an adaptive neural net wherein the function of the artificial player character at any given time is determined as a composition of other functions defined by one or more of the following: the game designer, the personality preference filters of the artificial player character, the current statistical levels of the artificial player character, the database of historical interactions of the artificial player character, a master database of historical interactions by other artificial player characters, and interactions of the artificial player character with other characters and / or the game environment.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS[0001]This application claims priority under 35 U.S.C. § 119(e) to U.S. Provisional Patent Application Ser. No. 60 / 903,381, filed on Feb. 26, 2007, and incorporated herein by reference. This application is related to U.S. Non-Provisional patent application Ser. No. ______, filed on even date herewith, having attorney docket number B575.101.102, and incorporated herein by reference.FIELD OF THE INVENTION[0002]The invention relates generally to a form of an autonomous artificially intelligent software entity for a computer game. More specifically the invention relates to a form of an autonomous artificially intelligent player character for a massive multi-player on-line game.BACKGROUND OF THE INVENTION[0003]Massive multi-player on-line (MMO) games are computer games capable of supporting a number of players (e.g., hundreds or thousands of players) simultaneously. In one arrangement, players log onto a central server over the Internet and particip...

Claims

the structure of the environmentally friendly knitted fabric provided by the present invention; figure 2 Flow chart of the yarn wrapping machine for environmentally friendly knitted fabrics and storage devices; image 3 Is the parameter map of the yarn covering machine
Login to View More

Application Information

Patent Timeline
no application Login to View More
Patent Type & Authority Applications(United States)
IPC IPC(8): A63F9/24
CPCG06N3/004
Inventor BEALE, THEODORE
Owner BEALE THEODORE
Who we serve
  • R&D Engineer
  • R&D Manager
  • IP Professional
Why Patsnap Eureka
  • Industry Leading Data Capabilities
  • Powerful AI technology
  • Patent DNA Extraction
Social media
Patsnap Eureka Blog
Learn More
PatSnap group products