A random processing method and system based on NPC behavior, electronic equipment and computer program product
By adjusting the NPC behavior parameter set, the randomness and unpredictability of NPC behavior are increased, which solves the problem of monotonous NPC behavior and improves the player experience and interactivity.
Patent Information
- Application Number
- CN202210322929.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-29
- Publication Date
- 2026-02-13
- Estimated Expiration
- 2042-03-29
AI Technical Summary
In existing technologies, NPC characters lack richness of expression, resulting in insufficient player gaming experience. Their animation effects are also monotonous and fail to meet players' interactive needs.
By acquiring the set of behavioral parameters under the triggered behavior state, adjusting the basic parameters of the associated behavioral parameters, forming the target behavior, and combining AI intelligent calculation or user-defined settings, the randomness and unpredictability of NPC behavior are increased, ensuring that some behaviors cannot be changed to maintain interactivity.
It enhances the sense of the unknown in the game environment and the interactive experience between players and NPCs, thereby increasing the game's fun and immersion, and preventing NPCs from ignoring players.
Smart Images

Figure CN114797107B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of network games, in particular to a random processing method and system based on NPC behavior, an electronic device and a computer program product. BACKGROUND
[0002] A plurality of game resources are usually provided in a game. The game resources include virtual objects constructed based on static models and virtual characters constructed based on skeleton models. In the game, a player can control a virtual character to interact with other virtual characters or virtual objects, thereby forming corresponding animation effects and improving the game experience. For example, the player can control the virtual character to attack an enemy non-player character (NPC) belonging to an enemy side to cause damage to the enemy NPC and form a corresponding damage effect in the game picture. In the related art, the animation effect corresponding to each game resource needs to be pre-set in the corresponding model by a game producer, which results in low performance richness of the NPC character and insufficient experience of the player in the game. SUMMARY
[0003] In view of the deficiencies in the prior art, the present application provides a random processing method and system based on NPC behavior, an electronic device and a computer program product.
[0004] To achieve the above object, the present application is implemented by the following technical solutions:
[0005] In one aspect, the present application provides a random processing method based on NPC behavior, which comprises:
[0006] In the state of obtaining the trigger behavior, a behavior parameter set matched with the current target character is read;
[0007] In the behavior parameter set, a set of associated behavior parameters is obtained, and the base parameters of the associated behavior parameters are adjusted according to the trigger behavior;
[0008] The behavior parameter set is updated according to the set of base parameters of the adjusted associated behavior parameters.
[0009] Preferably, the random processing method based on NPC behavior comprises:
[0010] The updated behavior parameter set is read, and a target behavior is formed according to the behavior parameter set.
[0011] Preferably, the random processing method based on NPC behavior comprises, in the state of obtaining the trigger behavior, reading a behavior parameter set matched with the current target character, which specifically comprises:
[0012] reading a first reference coefficient between the trigger behavior and a next execution behavior;
[0013] randomly selecting a behavior supplement matching the first reference coefficient in a standard behavior library according to the first reference coefficient;
[0014] updating the behavior parameter set according to the behavior supplement.
[0015] Preferably, the above-mentioned random processing method based on NPC behaviors further comprises:
[0016] resetting the behavior parameter set to form an initial behavior parameter set in a state that the behavior parameter set cannot form a target behavior.
[0017] In another aspect, the present application provides a random processing system based on NPC behaviors, which comprises:
[0018] a behavior parameter set forming unit reading a behavior parameter set matching a current target role in a state that a trigger behavior is obtained;
[0019] a basic parameter forming unit obtaining a set of associated behavior parameters in the behavior parameter set and adjusting a basic parameter of the associated behavior parameter according to the trigger behavior;
[0020] an updating unit updating the behavior parameter set according to the set of adjusted basic parameters of the associated behavior parameter.
[0021] Preferably, the above-mentioned random processing system based on NPC behaviors further comprises:
[0022] a target behavior forming unit reading the updated behavior parameter set and forming a target behavior according to the behavior parameter set.
[0023] Preferably, the above-mentioned random processing system based on NPC behaviors further comprises that the behavior parameter set forming unit specifically comprises:
[0024] reading a first reference coefficient between the trigger behavior and a next execution behavior; randomly selecting a behavior supplement matching the first reference coefficient in a standard behavior library according to the first reference coefficient; and updating the behavior parameter set according to the behavior supplement.
[0025] Preferably, the above-mentioned random processing system based on NPC behaviors further comprises:
[0026] a resetting unit resetting the behavior parameter set to form an initial behavior parameter set in a state that the behavior parameter set cannot form a target behavior.
[0027] Furthermore, this application provides a computer-readable storage medium having a computer program stored thereon, wherein the program, when executed by a processor, implements any of the above-mentioned random processing methods based on NPC behavior.
[0028] Finally, this application provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, implements any of the above-described random processing methods based on NPC behavior.
[0029] The present invention has the following beneficial effects:
[0030] By setting the basic parameters of different behaviors, the current state of an NPC character can change some behaviors in the behavior list, making their behavior unpredictable. At the same time, some unchangeable behaviors are also set to prevent NPCs from ignoring players. On the one hand, this increases the player's pursuit of the unknown in the game environment, and on the other hand, it ensures communication between players and NPCs, thus improving the player's experience. Attached Figure Description
[0031] Figure 1 This invention provides a flowchart of a random processing method based on NPC behavior;
[0032] Figure 2 This invention provides a flowchart of a random processing method based on NPC behavior;
[0033] Figure 3 This invention provides a schematic diagram of the structure of an electronic device. Detailed Implementation
[0034] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0035] Example 1
[0036] like Figures 1-2 As shown, in one aspect, the present invention provides a random processing method based on NPC behavior, wherein: it includes,
[0037] Step S110, in the state of obtaining the trigger behavior, reading the behavior parameter set matched with the current target role; wherein the trigger behavior can be a pre-set trigger behavior, or a trigger behavior provided by the player. The behavior parameter set records time parameter, behavior, location, characteristic parameter, and basic parameter. The basic parameter is the probability of performing the behavior in the corresponding time period.
[0038] Each target role is provided with a behavior parameter set matched with the personality and character setting of the target role. Each behavior in the parameter set is provided with a characteristic parameter, which is used to limit the sustainable time of the corresponding behavior. For example, the characteristic parameter is 0 or 1. When the characteristic parameter is 1, the basic parameter (for example, the time that the behavior can be sustained) corresponding to the behavior matched with the characteristic parameter cannot be changed. When the characteristic parameter is 0, the basic parameter corresponding to the behavior matched with the characteristic parameter can be changed.
[0039] Step S120, obtaining the behavior matched with the trigger behavior in the behavior parameter set to form an associated behavior parameter set, and adjusting the basic parameter of the associated behavior parameter according to the trigger behavior in the state that the basic parameter does not match the first basic threshold parameter.
[0040] The association can be set by the user, or calculated according to AI intelligence.
[0041] For example, in the state that there is not enough training sample, the user can set the personality of each character, and the behavior mode and association relationship matched with the personality. Illustratively, the hobby of the target NPC role is drinking, drinking when happy, drinking when depressed, and going to the bar when wandering alone. When the target NPC role picks up gold in the game environment, the association between “picking up gold” and “drinking” is established. The characteristic parameter can be set by the user. For example, the behaviors of the target NPC role include drinking, eating, sleeping, fishing, and walking. The characteristic parameter of getting up can be set as unchangeable, but the characteristic parameters of eating and sleeping can be set as changeable. Therefore, the NPC role will definitely have the behavior of “getting up”, but the behaviors of “eating” and “sleeping” can be determined according to the actual situation, for example, the NPC role can eat after “getting up” without going out to work.
[0042] For example, in the state that there is enough training sample, the AI intelligence is used to do clustering processing, and the behaviors of the same age and the same personality are calculated to form the behavior mode matched with the age and the personality. Only the occupation, personality, and age of each NPC role need to be set to automatically form the corresponding behavior table and the association relationship between behaviors.
[0043] The associated behavior parameter set includes a plurality of associated behaviors, and the characteristic parameters of the associated behaviors are variable parameters.
[0044] The first basic threshold value is an upper limit value of a probability of the NPC character performing an associated behavior. For example, the upper limit value of the probability of the NPC character performing the behavior of drinking in a recent period of time is 80%. When the basic parameter has reached a state of 80%, it is determined that the basic parameter matches the first basic threshold value parameter, and the corresponding basic parameter is not adjusted. If the technical parameter has not reached 80%, the current basic parameter can be adjusted.
[0045] In step S130, the behavior parameter set is updated according to the adjusted basic parameter set of the associated behavior parameter, the updated behavior parameter set is read, and a target behavior is formed according to the behavior parameter set.
[0046] An embodiment is listed as follows:
[0047] The current personality of the NPC character is an irritable personality, and the actual action that should be performed by the NPC character is walking to a hotel to work. During the walking process, the NPC character is bullied by a player, resulting in a low mood of the NPC character. At this time, the behavior parameter set matched with the current NPC character is read. The behaviors included in the parameter set are, in sequence, chopping wood, resting for 15 minutes, having lunch, resting for 15 minutes, chopping wood, going to a bar after work, and going home to sleep. However, the NPC character is just bullied by the player, resulting in a low mood of the NPC character. The behaviors associated with the low mood of the NPC character are, for example, going to a bar, shouting, and fighting. The current associated behavior parameter set is “going to a bar, shouting, and fighting” and the basic parameters of each associated behavior. The current first basic threshold value of each behavior is read. The current basic parameter of “going to a bar” is 0.8, the current basic parameter of “shouting” is 0.9, and the basic parameter of “fighting” is 0.5. The first basic threshold value parameter matched with “going to a bar” is 0.8, the first basic threshold value parameter matched with “shouting” is 0.7, and the first basic threshold value parameter matched with “fighting” is 0.4. The behaviors of “shouting” and “fighting” do not match the first basic threshold value parameter, and the basic parameters of “shouting” and “fighting” are adjusted. The behavior parameter set is updated according to the adjusted basic parameter set of the associated behavior parameter, the updated behavior parameter set is read, and a target behavior is formed according to the behavior parameter set. That is, the current NPC character forms a target behavior according to the respective weights of the behaviors of “shouting” and “fighting” and performs the target behavior.
[0048] Through the above-described random processing method based on the NPC behavior, the action performed by the NPC character is in an unknown state, and the “chaos” feeling in the game environment is increased.
[0049] As a further preferred solution, the above-mentioned random processing method based on NPC behavior, wherein, further comprising: in the state of obtaining the trigger behavior, reading the behavior parameter set matched with the current target character, specifically comprising:
[0050] In step S1101, in the state of obtaining the trigger behavior, the flag parameter of the trigger behavior is read; the flag parameter of the trigger behavior can be predetermined and set, and the flag parameter is used to distinguish the type of the trigger behavior, for example, the flag parameter of the positive trigger behavior is set to 1, and the flag parameter of the negative trigger behavior is set to 0.
[0051] In step S1102, the associated behavior matched with the flag parameter and the characteristic behavior matched with the current target character are read according to the flag parameter; the characteristic behavior can be the most inclined thing in the NPC character setting,
[0052] In step S1103, the behavior parameter set matched with the current target character is read.
[0053] In step S140, in the state that the behavior parameter set cannot form the target behavior, the behavior parameter set is reset to form an initial behavior parameter set.
[0054] In the embodiment of the application, by setting the basic parameters of different behaviors, the current state of the NPC character can change the behaviors in the behavior list, so that the behaviors are in an unpredictable state, and some behaviors cannot be changed to avoid the NPC ignoring the player. On the one hand, the player's pursuit of unknown parts in the game environment is improved, and on the other hand, the communication between the player and the NPC is guaranteed, and the experience of the player is improved.
[0055] Embodiment two
[0056] The application further provides a random processing system based on NPC behavior, comprising:
[0057] An initial image data forming unit reads a first control instruction and a control duration associated with a current target character in a current environment; in the state that the control duration is turned on, an initial image data is formed according to the first control instruction and a first acquisition parameter;
[0058] A control unit obtains a second type of acquisition parameter in the effective range of the control duration, obtains an associated instruction matched with the second acquisition parameter according to the second acquisition parameter, and plays a motion image matched with the associated instruction until the control duration ends.
[0059] As a further preferred embodiment, the above-mentioned random processing system based on NPC behavior, characterized in that: the initial image data forming unit specifically comprises:
[0060] in the state of being activated at the current predetermined time, reading a target action matching the current predetermined time and a next predetermined time according to the current target role, forming a duration matching the random action according to the current predetermined time and the next predetermined time;
[0061] forming the first control instruction according to the target action, and forming the control duration according to the duration;
[0062] forming an initial image data according to the first control instruction.
[0063] As a further preferred embodiment, the above-mentioned random processing system based on NPC behavior, wherein the control unit specifically comprises,
[0064] the second type of collection data forming device acquires collection data in the environment where the current target role is located within the effective range of the control duration, and forms the second type of collection data according to the collection data when the collection data does not match the preset data;
[0065] the association instruction forming device reads the second type of collection data of the second type of collection data, and forms an association instruction matching the second type of collection data according to the second type of collection data;
[0066] the display device performs or plays an action image matching the association instruction until the end of the monitoring duration.
[0067] As a further preferred embodiment, the above-mentioned random processing system based on NPC behavior, wherein the association instruction forming device specifically comprises:
[0068] reading the second type of collection data of the second type of collection data;
[0069] forming a first association sub-instruction according to the first type of collection data when the second type of collection data matches the first type of collection data;
[0070] forming a second association sub-instruction according to the second type of collection data when the second type of collection data matches the second type of collection data;
[0071] forming a third association sub-instruction according to the third type of collection data when the second type of collection data matches the third type of collection data.
[0072] The above-mentioned random processing system based on NPC behavior has the same working principle as the above-mentioned random processing method based on NPC behavior, and will not be repeated here.
[0073] Example 3
[0074] This application provides an electronic device that can integrate the random processing method based on NPC behavior provided in this application. Figure 3 This is a schematic diagram of the structure of an electronic device provided in Embodiment 4 of this application. Figure 3 As shown, this embodiment provides an electronic device 400, which includes: one or more processors 420; and a storage device 410 for storing one or more programs, which, when executed by the one or more processors 420, cause the one or more processors 420 to perform:
[0075] Read the first control command and control duration associated with the current target role in the current environment; while the control duration is enabled, form an initial image data based on the first control command and the first acquisition parameters;
[0076] Within the effective range of the control duration, a second type of acquisition parameter is acquired. Based on the second acquisition parameter, an associated instruction matching the second acquisition parameter is acquired, and a motion image matching the associated instruction is played until the monitoring duration ends.
[0077] like Figure 3 As shown, the electronic device 400 includes a processor 420, a storage device 410, an input device 430, and an output device 440; the number of processors 420 in the electronic device can be one or more. Figure 3 Taking a processor 420 as an example; the processor 420, storage device 410, input device 430, and output device 440 in the electronic device can be connected via a bus or other means. Figure 3 For example, China and Israel are connected via bus 450.
[0078] Storage device 410, as a computer-readable storage medium, can be used to store software programs, computer-executable programs, and module units, such as the program instructions corresponding to the random processing method based on NPC behavior in the embodiments of this application.
[0079] The storage 410 can include a program storage area that can store an operating system, applications required for at least one function, and a data storage area that can store data created according to use of the terminal, etc. In addition, the storage 410 can include a high-speed random access memory, and can further include a non-volatile memory such as at least one of a magnetic disk storage device, a flash memory device, or other non-volatile solid state memory device. In some examples, the storage 410 can further include a memory disposed remotely with respect to the processor 420, and these remote memories can be connected through a network. Examples of the network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
[0080] The input device 430 can be used to receive inputted numbers, character information, or voice information, and to generate key signal inputs related to user settings and function controls of the electronic device. The output device 440 can include a display screen, a speaker, etc.
[0081] Embodiment Four
[0082] In some embodiments, the above-described methods can be implemented as a computer program product. The computer program product can include a computer readable storage medium having computer readable program instructions stored thereon to perform various aspects of the present disclosure. Specifically:
[0083] In a state where the trigger behavior is acquired, a behavior parameter set matched with the current target role is read;
[0084] In the behavior parameter set, a set of associated behavior parameters is acquired, and a base parameter of the associated behavior parameter is adjusted according to the trigger behavior;
[0085] The behavior parameter set is updated according to the set of base parameters of the adjusted associated behavior parameter.
[0086] The computer readable storage medium described above can be a tangible device that can retain and store instructions for execution by a processor. The computer readable storage medium can be, for example, but is not limited to, an electronic storage device, a magnetic storage device, an optical storage device, an electromagnetic storage device, a semiconductor storage device, or any suitable combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium include the following: a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), a static random access memory (SRAM), a portable compact disc read-only memory (CD-ROM), a digital versatile disk (DVD), a memory stick, a floppy disk, a mechanically encoded device such as punch-cards or raised structures in a groove having instructions recorded thereon, and any suitable combination of the foregoing. A computer readable storage medium, as used herein, is not to be construed as being transitory signals per se, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through a waveguide or other transmission media (e.g., light pulses passing through a fiber-optic cable), or electrical signals transmitted through a wire.
[0087] Computer readable program instructions described herein can be downloaded to respective computing / processing devices from a computer readable storage medium or to an external computer or external storage device via a network, for example, the Internet, a local area network, a wide area network and / or a wireless network. The network can comprise copper transmission cables, optical transmission fibers, wireless transmission, routers, firewalls, switches, gateway computers and / or edge servers. A network adapter card or network interface in each computing / processing device receives computer readable program instructions from the network and forwards the computer readable program instructions for storage in a computer readable storage medium within the respective computing / processing device.
[0088] Computer readable program instructions for carrying out operations of the present disclosure can be assembler instructions, instruction-set-architecture (ISA) instructions, machine instructions, machine dependent instructions, microcode, firmware instructions, state-setting data, or either source code or object code written in any combination of one or more programming languages, including object oriented programming languages and procedural programming languages. The computer readable program instructions can execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the latter scenario, the remote computer can be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection can be made to an external computer (for example, through the Internet using an Internet Service Provider). In some embodiments, electronic circuitry including, for example, programmable logic circuitry, field-programmable gate array (FPGA), or programmable logic array (PLA) can execute the computer readable program instructions by utilizing state information of the computer readable program instructions to configure the electronic circuitry in order to act in accord with the
[0089] These computer readable program instructions can be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions / acts specified in the flowchart and / or block diagram block or blocks. These computer readable program instructions can also be stored in a computer readable storage medium that can include non- transitory computer readable storage media that can direct a computer, a programmable data processing apparatus, and / or other devices to function in a particular manner, such that the computer readable storage medium having instructions for causing an apparatus to implement one or more functions / acts specified in the flowchart and / or block diagram block or blocks can be utilized.
[0090] The computer readable program instructions can also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable apparatus or other device to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide processes for implementing the functions / acts specified in the flowchart and / or block diagram block or blocks.
[0091] The flow and block diagrams in the drawings show architectural, functional, and operational architectures of possible implementations of apparatuses, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flow and block diagrams can represent a module, a segment, or a portion of instructions, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the blocks can occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and / or flowchart illustrations, and combinations thereof, can be implemented by a dedicated hardware-based system that performs the specified functions or acts, or combinations of hardware and software.
Claims
1. A method for random processing based on NPC behavior, characterized in that: comprising, reading a behavior parameter set matching a current target role in a state of obtaining a trigger behavior; the reading a behavior parameter set matching a current target role in a state of obtaining a trigger behavior specifically comprises: reading a first reference coefficient between the trigger behavior and a next execution behavior in a state of obtaining the trigger behavior; randomly selecting a behavior supplement matching the first reference coefficient in a standard behavior library according to the first reference coefficient; and updating the behavior parameter set according to the behavior supplement; obtaining a set of associated behavior parameters in the behavior parameter set, and adjusting a basic parameter of the associated behavior parameter according to the trigger behavior; updating the behavior parameter set according to the set of basic parameters of the adjusted associated behavior parameter, and generating a target behavior based on the updated behavior parameter set; controlling a target NPC to execute the target behavior.
2. The random processing method based on NPC behavior according to claim 1, wherein, further comprising, reading the updated behavior parameter set, and forming a target behavior according to the behavior parameter set.
3. The random processing method based on NPC behavior according to claim 1, wherein, further comprising, resetting the behavior parameter set to form an initial behavior parameter set in a state that the behavior parameter set cannot form a target behavior.
4. The random processing method based on NPC behavior according to claim 1, wherein, the behavior in the behavior parameter set is configured with a feature parameter; the feature parameter is used to limit the sustainable time of the corresponding behavior.
5. The random processing method based on NPC behavior according to claim 4, wherein: when the feature parameter is a first value, the basic parameter corresponding to the behavior matched with the feature parameter is not adjusted; when the feature parameter is a second value, the basic parameter corresponding to the behavior matched with the feature parameter is adjusted according to the trigger behavior.
6. A random processing system based on NPC behavior, characterized by: comprising, a behavior parameter set forming unit configured to read a behavior parameter set matching a current target role in a state of obtaining a trigger behavior; specifically comprising: reading a first reference coefficient between the trigger behavior and a next execution behavior in a state of obtaining the trigger behavior; randomly selecting a behavior supplement matching the first reference coefficient in a standard behavior library according to the first reference coefficient; and updating the behavior parameter set according to the behavior supplement; a basic parameter forming unit configured to obtain a set of associated behavior parameters in the behavior parameter set, and adjust a basic parameter of the associated behavior parameter according to the trigger behavior; an updating unit configured to update the behavior parameter set according to the set of basic parameters of the adjusted associated behavior parameter, and generate a target behavior based on the updated behavior parameter set, so as to control a target NPC to execute the target behavior.
7. A random processing system based on NPC behavior according to claim 6, wherein, further comprising, a target behavior forming unit configured to read the updated behavior parameter set, and form a target behavior according to the behavior parameter set.
8. A random processing system based on NPC behavior according to claim 6, wherein, further comprising, a reset unit configured to reset the behavior parameter set to form an initial behavior parameter set in a state that the behavior parameter set cannot form a target behavior.
9. The random processing system based on NPC behaviors of claim 6, wherein, the behavior in the behavior parameter set is configured with a feature parameter; the feature parameter is used to limit the sustainable time of the corresponding behavior.
10. A random processing system based on NPC behavior according to claim 9, wherein, the basic parameter forming unit is configured to: when the feature parameter is a first value, not adjust the basic parameter corresponding to the behavior matched with the feature parameter; and when the feature parameter is a second value, adjust the basic parameter corresponding to the behavior matched with the feature parameter according to the trigger behavior.
11. An electronic device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, The processor implements the NPC behavior-based random processing method of any one of claims 1-5 when executing the computer program.
12. A computer program product, characterised in that, The readable storage medium comprising or carrying the computer readable code, when the computer readable code is run in the processor of the electronic device, the processor in the electronic device implements the NPC behavior-based random processing method of any one of claims 1-5.
Citation Information
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Method of changing non-player role behavior model
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