Equipment production service provision system for creating dynamic game environments based on artificial intelligence

Through the provision of equipment production services, users can independently create and sell equipment or characters, dynamically change the game environment, solve the problem of reduced user interest in the existing technology, and realize developer-level realism and interactivity.

CN114929351BActive Publication Date: 2025-08-12李相守
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Patent Information

Application Number
CN202080089738.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-12-23
Filing Date
2020-12-22
Publication Date
2025-08-12
Estimated Expiration
2040-12-22

AI Technical Summary

Technical Problem

The existing technology cannot provide users with the ability to create dynamic game environments independently, resulting in high repetition of games and reduced user interests. Artificial intelligence technology is only used in static game environments and cannot dynamically change game scenes.

Method used

Provide equipment production service providing servers, including the space database department, role setting department and equipment production department, which defines equipment attributes through artificial intelligence, allows users to independently create and sell equipment or characters, and dynamically change the game environment.

Benefits of technology

Users can easily create game scenes and equipment that meet personal characteristics, realize developer-level authenticity, dynamically change the game environment, form prices based on supply and demand, and enhance game interactivity.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides an equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence, which includes: an equipment production service providing server; and a user terminal, in which at least one attribute of a space, a character and equipment is defined and designed respectively, and completed equipment is sold, purchased and exchanged, and the equipment production service providing server includes: a spatial database unit, which collects terrain and weather information of at least one area and converts it into 3D content for storage, including a user interface for designing and setting a real estate object corresponding to at least one building or land; a character setting unit, including a user interface, which is used to set the character's gender, height, weight, body shape, and set the growth rate according to the training level; and an equipment production unit, which produces equipment with the required size, weight, design, resistance, hardness and durability by combining at least one material.
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Description

Technical Field

[0001] The present invention relates to an equipment production service providing system for creating a dynamic game environment based on artificial intelligence, providing a platform for players to independently create and sell the game environment, characters and equipment they want. Background Art

[0002] With the development of computer games, games are becoming a more popular form of entertainment. Research is underway on various aspects of graphics, sound effects, and intelligence to cater to a wider audience. In particular, the relationship between users and games is becoming increasingly focused on a two-way approach, one that allows interaction tailored to the individual user's characteristics, rather than a one-way process where the developer's intentions are conveyed to the user. Artificial intelligence (AI) is being used as an excellent tool for realizing new possibilities, with game system AI being used to more dynamically alter the game environment, such as automatically creating in-game terrain. This means that games are not a one-time experience, but rather a journey through repeated interaction, where novelty is found in the challenges they present. Considering this perspective, the ultimate direction of gaming should be clear.

[0003] At this time, a method for creating user characters in games using artificial intelligence has been researched and developed. The following structure is disclosed in Korean Patent Publication No. 2019-0109639 (published on September 26, 2019), that is, 3D content is created using 2D images, thereby providing services at runtime without the need for post-processing, using high-level information with semantic attributes as an interface to convert the characters of the created 3D content into different types of characters or styles, or to assign attributes.

[0004] However, the above configuration only helps create the appearance of the character using artificial intelligence, and does not create it by directly assigning attributes to in-game equipment or in-game characters. Therefore, it can only meet half of the user's needs. Moreover, as the game is repeated more and more times, the patterns become more and more familiar, and weaknesses are easily discovered, resulting in a relative decrease in interest in the game. This is confirmed to be one of the main reasons for the ultimate reduction in the life cycle of the game itself. In addition, the artificial intelligence technology used in the game provides a static gaming environment. Therefore, if the user encounters the same stage, the user's behavior pattern will not change significantly. Therefore, it is necessary to research and develop a platform that can dynamically change the gaming environment by creating an environment based on artificial intelligence so that users can independently create the equipment they need. Summary of the Invention

[0005] Technical issues

[0006] One embodiment of the present invention provides an equipment production service providing method for creating a dynamic gaming environment based on artificial intelligence. This method provides a platform for users to independently create the equipment or characters they desire, and can also provide a two-way gaming platform in which the created equipment or characters can be sold or directly applied to the game. This allows for dynamic changes in the gaming environment, with prices formed based on free market principles according to the supply and demand of equipment. The physical properties of equipment are defined using artificial intelligence, allowing even non-developers to design and reproduce developer-level realism. Ordinary people can also easily create their desired game scenes or stories and create equipment or characters, thereby interacting according to their individual user characteristics. However, the technical problems to be solved by this embodiment are not limited to those described above, and other technical problems may also be addressed.

[0007] Technical Solution

[0008] As a technical solution for achieving the technical problem described above, one embodiment of the present invention includes: an equipment production service providing server; and a user terminal, which is used to define and design at least one attribute of the space, character and equipment in the equipment production service providing server, and sell, purchase and exchange completed equipment, wherein the equipment production service providing server includes: a spatial database unit, which collects terrain and weather information of at least one area and converts it into 3D content for storage, including a user interface for designing and setting a real estate object corresponding to at least one building or land; a character setting unit, including a user interface, which is used to set the character's gender, height, weight, body shape, and set the growth rate according to the training level; and an equipment production unit, which produces equipment with the required size, weight, design, resistance, hardness and durability by combining at least one material.

[0009] Effects of the Invention

[0010] According to any of the aforementioned technical solutions of the present invention, a platform is provided for users to independently create the equipment or characters they need, and a two-way game platform can be provided, that is, the created equipment or characters can be sold, or the created equipment or characters can be directly applied to the game, thereby dynamically changing the game environment, forming prices based on the free market principle according to the supply and demand of equipment, and using artificial intelligence to define the physical properties of equipment. Therefore, even if the design is made by ordinary people rather than developers, the developer-level realism can be reproduced, and ordinary people can easily create the game scenes or stories they need and create equipment or characters, thereby interacting according to the characteristics of individual users. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Figure 1 A diagram illustrating an equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence according to an embodiment of the present invention.

[0012] Figure 2 For the purpose of illustrating the Figure 1 A block diagram of an equipment production service providing server in a system.

[0013] Figure 3 A diagram illustrating an embodiment of an equipment production service for creating an artificial intelligence-based dynamic gaming environment according to an embodiment of the present invention.

[0014] Figure 4 To illustrate an embodiment of the present invention, Figure 1 A diagram illustrating the process of sending or receiving data between components of an equipment production service providing system for creating an artificial intelligence-based dynamic gaming environment.

[0015] Figure 5 The present invention is a flowchart illustrating an equipment production service providing method for creating an artificial intelligence-based dynamic gaming environment according to an embodiment of the present invention. DETAILED DESCRIPTION

[0016] The following describes embodiments of the present invention in detail with reference to the accompanying drawings, so that those skilled in the art can easily implement the embodiments of the present invention. The present invention can be implemented in a variety of different embodiments and is not limited to the embodiments described herein. Furthermore, to clarify the present invention, portions not relevant to the description are omitted from the drawings. Similar portions are designated by similar reference numerals throughout the specification.

[0017] Throughout this specification, when a part is referred to as being "connected" to another part, this includes not only "direct connection" but also "electrical connection" with other components interposed therebetween. Furthermore, when a part is referred to as "including" a component, unless otherwise specified, this does not exclude other components but rather implies that other components are also included. It should be understood that this does not preclude the presence or additional possibility of one or more other features, numbers, steps, operations, components, parts, or combinations thereof.

[0018] The degree terms "about," "substantially," and the like used throughout this specification are used to indicate the inherent manufacturing and material tolerances inherent in the referenced values, within or close to the numerical values, and to prevent unscrupulous infringers from improperly using the disclosure that mentions exact or absolute values to aid understanding of the present invention. The degree terms "performing a step of" or "a step of" used throughout this specification do not mean "a step of" or "a step of" used to refer to a specific value.

[0019] In this specification, the term "unit" includes a unit implemented by hardware, a unit implemented by software, and a unit implemented by hardware and software. Furthermore, one unit may be implemented by two or more hardware components, and two or more units may be implemented by one hardware component.

[0020] In this specification, some operations or functions described as being performed by a terminal, device, or equipment may also be performed by a server connected to the terminal, device, or equipment. Similarly, some operations or functions described as being performed by a server may also be performed by a terminal, device, or equipment connected to the server.

[0021] In this specification, a portion of operations or functions described as mapping or matching with a terminal may be interpreted as mapping or matching a unique number or personal identification information of a terminal as identification data of the terminal.

[0022] Hereinafter, the present invention will be described in detail with reference to the accompanying drawings.

[0023] Figure 1 FIG is a diagram for explaining an equipment production service providing system for creating a dynamic game environment based on artificial intelligence according to an embodiment of the present invention. Figure 1 , the equipment production service providing system 1 for creating a dynamic game environment based on artificial intelligence may include at least one user terminal 100, an equipment production service providing server 300 and at least one developer terminal 400. However, this Figure 1 The equipment production service providing system 1 for creating a dynamic game environment based on artificial intelligence is only one embodiment of the present invention, and the present invention is not limited to Figure 1 Limited interpretation.

[0024] at this time, Figure 1 The components of are typically connected by a network 200. For example, Figure 1 As shown, at least one user terminal 100 can be connected to the equipment production service providing server 300 via the network 200. Furthermore, the equipment production service providing server 300 can be connected to at least one user terminal 100 and at least one developer terminal 400 via the network 200. Furthermore, at least one developer terminal 400 can be connected to the equipment production service providing server 300 via the network 200.

[0025] Here, the network refers to a connection structure that enables information exchange between nodes such as multiple terminals and multiple servers. Examples of such networks include radio frequency (RF), 3rd Generation Partnership Project (3GPP) network, Long Term Evolution (LTE) network, 5th Generation Partnership Project (5GPP) network, World Interoperability for Microwave Access (WIMAX) network, Internet, local area network (LAN), wireless local area network (Wireless LAN), wide area network (WAN), personal area network (PAN), Bluetooth network, near field communication (NFC) network, satellite broadcasting network, analog broadcasting network, digital multimedia broadcasting (DMB) network, etc., but are not limited to these.

[0026] Hereinafter, the term "at least one" is defined as a term including both the singular and the plural. Even if the term "at least one" is not present, each component can exist in the singular or the plural and can mean the singular or the plural. In addition, whether each component is provided in the singular or the plural may vary depending on the embodiment.

[0027] At least one user terminal 100 may be a player terminal, which uses a webpage, application page, program, or application related to the equipment production service for creating an AI-based dynamic gaming environment to set up a game space and create a game character and equipment. Furthermore, a user terminal 100 may be a terminal that creates equipment using resources extracted or produced from the game space or sells resources extracted or produced from the game space to the market. Furthermore, a user terminal 100 may be a terminal that creates a game character and then trains it to obtain various levels. Furthermore, a user terminal 100 may be a terminal that sells created equipment or characters or purchases equipment or characters from others. In this context, at least one user terminal 100 refers to multiple player terminals. However, for the sake of simplicity, user terminals 100 are defined as the primary entity for setting up the game space, creating characters, and creating equipment, and users playing against opponents are defined only as opponents in the game. Of course, opponents are also user terminals 100, just from a different perspective. Therefore, all configurations of user terminals 100 can also be executed on opponents' terminals.

[0028] The at least one user terminal 100 may be implemented as a computer that accesses a remote server or terminal via a network. Computers may include, for example, notebook computers equipped with a web browser, desktop computers, laptop computers, etc. In this case, the at least one user terminal 100 may be implemented as a terminal that accesses a remote server or terminal via a network. At least one user terminal 100 is a wireless communication device that ensures portability and mobility, and may include all types of handheld wireless communication devices such as navigation, personal communication system (PCS), global system for mobile communications (GSM), personal digital cellular (PDC), personal handyphone system (PHS), personal digital assistant (PDA), International Mobile Telecommunication (IMT)-2000, Code Division Multiple Access (CDMA)-2000, wideband code division multiple access (W-CDMA), wireless broadband access (Wibro) terminal, smartphone, smartpad, tablet PC, etc.

[0029] The equipment production service providing server 300 can be a server that provides web pages, application pages, programs, or applications related to equipment production services for creating dynamic AI-based gaming environments. Furthermore, the equipment production service providing server 300 can be a server that pre-builds a user interface and database for setting up spaces, creating and training characters, and creating equipment on the user terminal 100 to prepare for the player's game design. In this case, the equipment production service providing server 300 can receive a database structure or a program that defines the data to be inserted into the structure from at least one developer terminal 400 and then create a database for game design on the user terminal 100. Users are not game developers and most do not understand C. When setting up and producing various spaces, characters, and equipment, they require an intuitive user interface. Therefore, the equipment production service providing server 300 can be a server that defines the user interface for game design from at least one developer terminal 400. Furthermore, the equipment production service providing server 300 can use AI to calculate and generate operational algorithms that correspond to the values set in the user terminal 100 and the physical, chemical, electrical, and mechanical principles of the pre-built database. The equipment production service providing server 300 can also use AI to set prices based on business and economic principles. Furthermore, the equipment production service providing server 300 can also be a server that monitors supply and demand, sets prices, or adjusts prices based on the time and price invested in the space, character, and equipment when selling space, characters, and equipment to user terminals 100. Furthermore, the equipment production service providing server 300 can be a server that broadcasts real-time game status.

[0030] The equipment production service providing server 300 may be implemented by a computer that accesses a remote server or terminal via a network. The computer may include a notebook computer equipped with a web browser, a desktop computer, a laptop computer, etc.

[0031] At least one developer terminal 400 may be a terminal for a developer who utilizes a webpage, application page, program, or application related to equipment production services for creating dynamic gaming environments based on artificial intelligence. Furthermore, at least one developer terminal 400 may be a terminal that creates other equipment that is necessary for training characters and growing characters and uploads it to the equipment production service providing server 300. Furthermore, at least one developer terminal 400 may be a terminal that uploads and structures at least one data and program required for space configuration, character creation, and equipment creation to the equipment production service providing server 300. Furthermore, at least one developer terminal 400 may be a terminal that, after modeling an artificial intelligence algorithm in the equipment production service providing server 300, ultimately applies the artificial intelligence model to the equipment production service providing server 300 through learning, training, and experimentation. Alternatively, it may be a terminal that, when collecting feedback, has participation and contribution based on supervised learning, semi-supervised learning, and unsupervised learning.

[0032] The at least one developer terminal 400 can be implemented as a computer that accesses a remote server or terminal via a network. Computers can include notebook computers, desktop computers, and laptop computers equipped with navigation and web browsers. In this case, the at least one developer terminal 400 can be implemented as a terminal that accesses a remote server or terminal via a network. The at least one developer terminal 400 can be a wireless communication device that ensures portability and mobility, and can include all types of handheld wireless communication devices, such as navigation, personal communication systems, global systems for mobile communications, personal digital cellular, personal mobile systems, personal digital assistants, International Mobile Communications-2000, Code Division Multiple Access-2000, wideband code division multiple access, wireless broadband access terminals, smartphones, smart tablets, and tablet computers.

[0033] Figure 2 For the purpose of illustrating the Figure 1 Block diagram of the equipment production service provider server in the system, Figure 3 A diagram illustrating an embodiment of an equipment production service for creating an artificial intelligence-based dynamic gaming environment according to an embodiment of the present invention.

[0034] Reference Figure 2 The equipment production service providing server 300 may include a space database unit 310 , a role setting unit 320 , an equipment production unit 330 , a price setting unit 340 , an artificial intelligence unit 350 , a resource management unit 360 , and a sharing unit 370 .

[0035] In one embodiment of the present invention, when the equipment production service providing server 300 or another linked server (not shown) transmits an equipment production service application, program, application page, webpage, etc. for creating an AI-based dynamic gaming environment to at least one user terminal 100 and at least one developer terminal 400, the at least one user terminal 100 and at least one developer terminal 400 can install or open the equipment production service application, program, application page, webpage, etc. for creating an AI-based dynamic gaming environment. Furthermore, a script running in a web browser can be used to drive the service program in the at least one user terminal 100 and at least one developer terminal 400. A web browser is a program that enables users to access web (WWW) services and is capable of receiving and displaying hypertext written in Hypertext Markup Language (HTML), including programs such as Netscape, Explorer, and Chrome. Furthermore, an application refers to an application on a terminal, including, for example, an app running on a mobile terminal (smartphone).

[0036] Reference Figure 2 The spatial database unit 310 collects topographic and weather information for at least one region and converts it into 3D content for storage. This includes a user interface for designing and configuring real estate objects corresponding to at least one building or piece of land. The equipment creation service in one embodiment of the present invention creates the equipment itself, rather than simply adding or increasing equipment through gameplay by humans or machines. This puts users in the domain of game developers, allowing them to design and create their own equipment. Developers can also understand what equipment users desire, allowing them to proactively reflect these needs when updating the game. Thus, the method in one embodiment of the present invention begins by setting up a space in which the game will run. This involves the user directly selecting a space (not selecting an option), rather than selecting one of multiple options or utilizing a static environment already constructed by the developer. To this end, the spatial database unit 310 stores the world's topography, location, altitude, coordinates, and other data. This data, such as the natural and human resources data for each region, as well as real-time weather conditions, is needed, and weather data is actually received and applied via a public API.

[0037] To this end, the spatial database unit 310 can utilize a web crawler. In this case, a web crawler is a computer program that searches the World Wide Web through an organized and automated method. The work of a web crawler is called web crawling or spidering, which is a form of robot or software agent. Web crawlers are roughly divided into general web crawlers and distributed web crawlers. Describing the basic operations of a web crawler, first, a URL is obtained from the URL queue (URL Frontier) module, and the web page of the URL is obtained using the http protocol. Afterwards, the web page is stored in a temporary storage in the Fetch module, and the text and links are extracted in the Parser module, and the text is sent to the Indexer. In the case of a link, whether it should be added to the URL queue is determined by the Content Seen, URL Filter, and Duplication URL Element modules.

[0038] At this point, it's impossible to crawl all the data on regions, terrain, weather, resources, and so on, worldwide using a typical web crawler. Therefore, in one embodiment of the present invention, a distributed web crawler can also be used. Distributed web crawlers can be roughly divided into two types: a centralized approach and a P2P (or fully distributed) approach. In a centralized distributed web crawler, a URL manager acts as the server and the crawler acts as the client. When a document is downloaded from a crawler, outlink URLs are extracted, and passed to the URL manager, the URL manager verifies whether they are the URLs of the downloaded document and removes duplicate URLs. In other words, the URL manager replaces the URL replication and URL management required in a general web crawler. Furthermore, in a P2P approach, each crawler has a completely independent structure. In this P2P approach, each crawler operates like a general web crawler. Each crawler downloads documents, extracts outlink URLs, and removes duplicate URLs, operating independently. To ensure this, the download URL lists managed by each crawler must be mutually exclusive; otherwise, the same document could be downloaded by different crawlers. As a solution to the above problem, each crawler can distinguish and manage the URL domains to be downloaded in a mutually exclusive manner. That is, it only manages the URLs within its own download domain and transfers the remaining URLs to other crawlers. When using this method, each crawler operates independently.

[0039] Next, web page content needs to be extracted. Web page content extraction technology provides the ability to automatically extract the title, author, publication date, and body content from web documents for information analysis. A web page content extraction system is a device that automatically generates content extraction rules to extract only the content. It can be composed of a rule generator (Rule Generator) that automatically generates content extraction rules, a navigation content eliminator (Navigation Content Eliminator) that removes navigation content from a given web page document, and a content extractor (Core Context Extractor) that extracts content by comparing the similarity of keywords in the content extraction rules. In addition, there are cases where weather data or terrain data is described in text, but most of the time, satellite data such as lidar or radar is used. In such cases, there is a need to collect structured data from both structured and unstructured data. To this end, a crawler according to one embodiment of the present invention can determine the tags of the collected data based on the data type defined in the rules. HTML tags are described differently depending on the multimedia data. Therefore, in the case of video, image, and audio, tags are assigned separately. If text exists in each image, image recognition algorithms that recognize text from the image can be used to extract the text.

[0040] For example, in the case of a spatial database, as described above, both 2D and 3D spatial databases need to be ensured, and they can also be distributed and stored in a distributed computing environment. Furthermore, if a user selects the Boracay area in the Philippines, they can build their desired hotel or decorate their coconut or mango farm in their desired style. They can also be configured to prevent other users, i.e., rival players, from intruding. As described above, the space can be based on actual values or virtual settings. Furthermore, the user-selected space can be set based on the actual natural topography. Therefore, actual weather information—for example, on December 2, 2019, Typhoon Kamuri prevented all ships from leaving port, flights were delayed, and inbound and outbound traffic to the island—can be directly utilized or applied in real time. In the event of an enemy invasion attempt, the approach taken on December 2nd due to Typhoon Kamuri could be applied. Furthermore, the October typhoon caused significant damage to crops, which contributed to the rise in mango prices. In this case, the actual increase in mango prices can be directly reflected in the price setting, directly applying market price fluctuations. Furthermore, personal injuries can also be directly reflected.

[0041] The character setup unit 320 may include a user interface for setting the character's gender, height, weight, and body type, as well as the growth rate based on training level. The character setup unit 320 can set at least one parameter so that the character's strength level, inner strength level, and intelligence level change as it grows and trains. The character setup unit 320 can utilize at least one or a combination of general trainers, specialized trainers, nutritionists, teachers, and mentors provided by the developer terminal 400, which is linked to the equipment production service provider server 300, to help the character grow. Furthermore, the character setup unit 320 may include a character creation module, which is required for creating new characters. In addition to the characters created as samples in the developer terminal 400, a character customization system can be added. This system creates a character with the user's desired appearance through detailed character appearance, including race, occupation, height, body type, chest circumference, skin color, hairstyle, hair color, face shape, facial contours, eyes, pupil size, pupil color, eyebrows, nose shape, mouth shape, lip color, moles and scars, tattoos, tattoo colors, makeup, makeup colors, voice type, and more. Of course, in addition to the outer shape, various levels as described above may be included.

[0042] For example, the character settings page allows users to create their desired character. If they want to create a warrior, they can set basic information such as the warrior's height, weight, and appearance, and continuously manage the character to grow. For example, if the warrior's sword weighs 100 kg, the character must have the muscles to wield a 100 kg sword and undergo training to achieve optimal strength. To this end, the character settings page provides access to standard trainers, advanced coaches, nutritionists, teachers, and mentors, all provided by the developer terminal 400. This allows the user's character to grow in areas such as strength, inner strength, and intelligence. Strength refers to the character's strength, which can be enhanced by combining the character's strength and equipment values. In the case of inner strength, it can be used to unlock special moves, which can be enhanced based on the equipment. In the case of intelligence, the ability to manage subordinates based on their intelligence level allows users to effectively control subordinates and alliances. Through this well-developed character, users can govern a wider area and apply the social system in the way they desire.

[0043] Furthermore, the character setup unit 320 can also employ a method that uses a Petri Net model to infer the player's style and support a characterization tailored to the player as their unique character develops. Providing for the complex interactions between the many variables in the game is crucial. In particular, the default implementation represents the results of analyzing the player's operational history and the conditions for growth, as well as the linkage between these operations and growth. A Petri Net is a concept used to model parallel systems, represented by a graphical representation of lines. It is suitable for simplifying information flows as much as possible. Standard Petri Net components include places, transitions, and tokens. Tokens move from one location to another through transitions. A transition is activated if at least one input token is present at each input location of the transition. Any activated transition can be initiated by placing a token at each input location. The selection of transitions is nondeterministic, which is why protocol modeling is useful. A finite-state machine (FSM), also known as a finite automaton, is a mathematical model used to design computer programs and electronic logic circuits. It can be described as an abstract machine with a finite number of states. Such a machine has only one state at a time, with the current state being the state at any given time. Such a machine can transition from one state to another via an event, called a transition. A specific FSM is defined as a set of transition states from the current state and the conditions that trigger these transitions.

[0044] Essentially, the player's style needs to be inferred based on their gaming history. While statistically inferring a player's style based on behavioral classification isn't entirely accurate, it's essential for providing a suitable growth environment for the player. Without this process, the system would simply randomly alter the player's character's tendencies, a meaningless system. Therefore, based on the style inference results, a specific form can be set for the character's growth—that is, for the linkage model that governs growth.

[0045] First, when inferring a player's style, in order to determine the growth form, the player's game style is classified. The basic idea is to infer the most suitable game style for the player based on the actions they frequently perform. First, it is necessary to define the combination of actions performed by the player and the game style that can be inferred from them. Due to the diversity of representations, the number of actions to be considered increases, and accordingly, it is necessary to express multiple relationship forms. Petri Nets are suitable for representing the interactions between the elements mentioned above, while also providing a provision for easily testing various situations. The player's actions mentioned above and the corresponding game style can be effectively illustrated through the Petri Net module. When the conditions (Clause) for specific growth are used as the premise (PRECONDITION) and there is a token (TOKEN) indicating that these conditions are met, the Petri Net module infers the player's game style and determines the transition (TRANSITION) related to the corresponding growth as the growth form, thereby achieving growth.

[0046] Multiple conditional positions can serve as additional conditions for the same growth, and a single additional condition can serve as an additional condition for multiple growth units. This complex type of connection relationship forms a congested graph structure that rapidly increases in complexity as its scale increases and allows for multiple parents and multiple children. Therefore, a control protocol is required to effectively manage it. The Petri Net can effectively represent game style inference through the following process: player actions corresponding to the prerequisites and conditions corresponding to tokens, as described above, are satisfied, and the player's style is determined by referring to the transitions between these multiple conditions.

[0047] If the growth form is determined in the above manner, it is not directly applied, but a specific growth form is considered. Basically, the growth form is determined by the planning results that are pre-defined in many parts. It can be expanded more widely according to the planning intentions of game developers and users, but basically the following growth form items should be considered. First, it is necessary to adjust the adjustment between the growth of the character's representation and the overall balanced growth. When it is judged that the player's tendency is close to a certain characteristic, not only the corresponding ability should be developed, but also certain abilities corresponding to more distant characteristic items should be developed. If the growth form is determined only by the above-mentioned game style inference model, the growth may be overly biased towards a specific ability. Therefore, when determining the player's growth form, it is necessary to reflect the form of player similarity that takes into account all characteristics, including the characteristics closest to the player.

[0048] Furthermore, the ability upgrade ratio based on the character's overall growth rate can also be considered. This selection is tailored to the game's design intent. For example, in casual games with short, one-game character lifespans, players should be encouraged to gain an advantage by leveling up faster than other players, while avoiding excessive skill gaps based on level. Conversely, in MMORPGs with long character lifespans, players should be encouraged to experience a deep joy in their character's growth and continue using the service. Furthermore, growth can be applied immediately or through intermediate quests, depending on the design intent. Alternatively, to enhance the system's intuitiveness, an interface could be provided that allows users to numerically confirm their character's growth rate.

[0049] The process of inferring and applying player tendencies through the above-mentioned configuration is described as an example. First, in order to perform the inference of player style based on the Petri Net, the behavior pattern of the character corresponding to the additional condition (Condition Place) of the Petri Net is defined based on the attributes of the previously defined character, and the character growth form corresponding to the result part (Growth Place) is defined, as well as the transition of the logical relationship between the additional condition and the result part. In the case where a logical middle part is required between the condition and the result, it can be added as a middle part (Mid Place) by increasing the depth. The root node of the result part corresponding to the final growth form is set to 0, the terminal node is set to the player's behavior pattern, and the additional condition is stored based on the depth. At this time, in order to make it easy to access any additional condition, each node can be stored in a map manner. After creating and storing each additional condition node, in order to express the logical correlation between the additional condition and the result part node, a transition needs to be created. In the case where the relationship with the transaction is defined within the node, the entire modeling of the Petri Net system can be completed by recursive checking starting from the root node.

[0050] Furthermore, to achieve mapping with actual game elements using the above-described system structure, it is first necessary to define the game elements and then additionally define the relationships between additional conditions based on the attributes of the previously defined game elements and the results. In this case, player type derivation relationships based on the most basic player behavior patterns can be conveyed through interpersonal relationships. Furthermore, Petri net modeling can graphically illustrate the contribution of each behavior pattern to a derived outcome, as well as how the derived outcome is influenced by combinations of behavior patterns other than a single one. For example, if a player's gaming tendency is assumed to favor a guerrilla warfare style that favors long-range combat, actions performed at a distance during combat can serve as the basis for inferring this style. However, inferring a guerrilla warfare style based solely on long-range attacks is less reliable due to the nature of guerrilla warfare, which avoids attacks. For example, in the transition structure used to determine the guerrilla warfare style, there are two intermediate conditions: price-related conditions and attack-related conditions. Among these, by combining the long-range attack as a precursor condition into a composite condition, the aforementioned logical basis can be effectively reflected.

[0051] Ultimately, the game detects player behavior through direct communication with the game platform and converts it into a pattern of conditional nodes that serve as clues for player style inference. The character attributes that actually undergo growth are then determined, corresponding to the player's growth determined through player style inference. The actual amount of growth in the character attributes is then determined. After converting the character's behavior into clues for player style inference, the character's growth pattern is determined. A token is first added to the corresponding node, and transitions are executed for nodes that can transition using the node as a seed. Searching all nodes within the Petri net structure and executing transitions would incur significant overhead. Therefore, when checking for transition availability, the system first searches for the output transition of the node where the token was added. Each transition is searched and checked to see if its input node has all the tokens enabled. If a transition is found, the search is terminated and the transition is executed. If all transitions are searched, and no transition is found, the search ends. If a transition is found, the search ends and the token is transferred. The above process is then recursively repeated for nodes where the token was added. Through the above process, if the transition is finally made to the growth determination node corresponding to the root node, the actual growth form is determined by the growth form. Of course, it is not limited to the above method, and various methods can be used to grow and train the character, which is obvious.

[0052] The equipment production unit 330 can produce equipment with the desired size, weight, design, resistance, hardness, and durability by combining at least one material. Thus, the user terminal 100 can define and design at least one attribute for each component space, character, and equipment on the equipment production service provider server 300, and can then sell, purchase, and exchange the completed equipment. The equipment production unit 330 can include weapons, defensive accessories, decorative accessories, usable equipment, and durable equipment. In the case of weapons, the data values associated with a weapon, such as weapon type, material, attack power, durability, ability value, and characteristic values, can contain multiple pieces of information depending on the settings.

[0053] Furthermore, in the case of the Equipment Production Base of the Equipment Production Department 330, all data values are set or collected to default values in a manner that allows calculations by the Artificial Intelligence Department 350. Designs include engineering values such as size, weight, and resistance, taking into account various factors such as the hardness and durability of the components and the difficulty of processing. All materials consumed in the Equipment Production Base include those provided through transactions between users and those provided by the game operator. Once a user completes their own equipment development, they can advertise it in-game for sale or personal use, allowing other users to verify it. In other words, if the equipment developer does not advertise their development, the equipment they develop remains hidden from other users. This allows them to subdue other users with secret weapons and expand their territory. Furthermore, even swords of similar shapes developed at the Equipment Production Base can have different strength and durability values depending on the materials used, resulting in varying effects on opponents in battles between users. For example, in the case of an iron sword, AI unit 350 assigns greater offensiveness and durability to the iron sword due to the difference in data values between the iron and copper swords. Furthermore, even swords made of the same material can be assigned data values for speed, portability, and other characteristics based on their designed ease of use. This encourages users to develop equipment using better materials and detailed designs, and the system itself can guide users in developing better equipment.

[0054] Furthermore, in the case of equipment production bases, subdivided operations are possible. For example, an equipment production base can be subdivided into various types, such as blacksmith shops, carpentry shops, brickyards, farms, orchards, breeding farms, and assembly plants. Users can configure these subcontractors to produce the parts needed for their desired equipment. In other words, when a large quantity of weapons is needed, users can subcontract to partners with whom they have established a partnership, thereby receiving a large quantity of weapons for efficient gameplay. Furthermore, when labor shortages arise during production, users can hire labor through operators and receive assistance from other partners. To enable equipment production as described above, the equipment production base provides basic design tools, and can also add functional diversification based on the equipment production base version.

[0055] The equipment production base can design and produce equipment based on a single piece of equipment. For all equipment to be produced, identical equipment is produced, initially using the same calculated values generated by the artificial intelligence unit 350. When a new piece of equipment is produced at the same equipment production base, all production processes are interrupted and restarted from the initial design and material selection process. Within the equipment production base, material prices are adjusted in real time based on price fluctuations related to material supply and demand. This allows for strategies to be implemented in real time, leveraging these price fluctuations to purchase materials and produce equipment at lower prices.

[0056] Thus, the price setting unit 340 can adjust the price to the intersection of the supply and demand curves based on the supply and demand situation of the equipment produced by the user terminal 100. In this case, the price setting unit 340 can set the price of the equipment in a manner corresponding to the real-time price of the materials constituting the equipment produced by the equipment production unit 330.

[0057] The AI unit 350 calculates and digitizes the resistance, hardness, and durability of the equipment produced in the equipment production unit 330, based on its materials, composition, composition ratio, dimensions, and weight. It then generates and assigns equipment attribute values corresponding to the digitized data, including range, attack power, destructive power, durability, defense, and internal energy boost. The AI unit 350 can generate and assign equipment attribute values based on the real-time material prices of the equipment produced in the equipment production unit. The AI unit 350 calculates data such as the materials, engineering design, weight, and length used in equipment produced at the equipment production base to assign values for the equipment's range, attack power, destructive power, durability, defense, and internal energy boost. For example, in the case of leather armor, the defensive power of the leather is offset by the offensive power of an iron arrow. Similarly, in the case of an iron shield, the defensive power of the iron shield can offset a significant portion of the offensive power of the iron arrow. As described above, all equipment manufactured in the equipment production base has unique values calculated by the artificial intelligence unit 350, and the user can confirm the data value of each equipment when necessary.

[0058] This patented game is characterized by its inception without the elaborate designs or stories of existing games. Like drawing on a blank sheet of paper, players directly create their own equipment at the equipment production base within a space set by the operator and use it to play the game. Characters can also be created and developed to their desired form. In other words, it is a user-created game. It is a game with a virtuous cycle, in which the operator improves the system to enable users to more efficiently develop and use equipment, allowing users to freely develop and use the equipment they need. Furthermore, it is a game in which, through the operation of a free market, material prices are formed based on supply and demand, regulating equipment production and promoting the development of new equipment.

[0059] Resource management unit 360 can exchange, buy, and sell at least one or a combination of agricultural, aquaculture, livestock, forestry, food, energy, and mineral resources produced or extracted from at least one real estate object in the spatial database. The amount of resource produced or extracted can vary based on real-time environmental information about the area where the at least one real estate object is located.

[0060] When a competitive game is being played between at least one player on at least one user terminal 100, the sharing unit 370 broadcasts the ongoing game in real time, extracts frame segments selected according to preset conditions as highlights, and uploads them to a multimedia platform. The preset conditions include counting the number of comments for each frame during the live broadcast, sorting the frames from most to least number of comments, and selecting intervals within the sorted frames where the number of comments increases in an impulse-like manner. Sharing unit 370 is characterized by extracting images during these impulse-like increases as highlights. When an interesting situation occurs or an interesting game is played during the live broadcast, the real-time player reactions increase rapidly. This can be achieved by visually analyzing the frequency or number of comments within a preset unit time using a graph. The pulsed segments, i.e., the segments where the frequency or number of comments increases suddenly, can be selected as highlights. Therefore, since the game according to one embodiment of the present invention does not contain plot-related images, the exciting battles from daily battles can be presented as highlights to users through channels such as YouTube.

[0061] Furthermore, in one embodiment of the present invention, the game environment can be dynamically altered based on the aforementioned user propensity information. Specifically, to dynamically alter the game environment based on information obtained through user propensity modeling, it is necessary to consider which game environment variables are most effective in inducing changes in the user's behavioral patterns. Through this process, the user receives feedback on their behavioral patterns, which influences future behavioral patterns. Thus, the game environment is altered by the user's behavioral patterns, and these changes alter the user's propensity model, creating a looping structure. This looping structure forms a cycle, exerting a continuous influence throughout the entire game. To induce changes in the game environment, for example, user behaviors such as fear, calmness, continuous attacks, and concentrated attacks, enemy types, field types, room width, and equipment types can be configured to change at least one or a combination of these. The connections to each node can have different weights. Thus, the game structure can continuously interact with the user's behavioral patterns. Specifically, the user's intentions expressed during gameplay are categorized into various forms and further categorized into patterns that best reflect their characteristics. Based on these rules, user behavior patterns are expressed as independent propensity models. These propensity models can be divided into two types based on input: one expressing the user's feelings and the other expressing the behavior required to achieve the game goal. These models can be used to adjust the environmental variables that influence user behavior. For example, individual factors such as enemy type, terrain type, the size of the playable area, and the type of equipment created can be modified.

[0062] Below, Figure 3 As an example, the detailed description is given Figure 2However, it is obvious that the embodiment is only one of various embodiments of the present invention and is not limited thereto.

[0063] Reference Figure 3 , (a) the equipment production service providing server 300 collects and constructs spatial data, (b) the character is created in a manner corresponding to the conditions for designing and creating the character, (c) similarly, the equipment is also constructed through the user's settings and design, and (d) the user uses the character or equipment created by the user to play games in the spatial environment designed by the user, which will also be uploaded and shared in real time or periodically.

[0064] In the case of the above Figure 2 and Figure 3 The equipment production service providing method for creating a dynamic game environment based on artificial intelligence does not specify matters related to the aforementioned Figure 1 The content described in the equipment production service providing method for creating a dynamic game environment based on artificial intelligence is the same as or can be easily deduced from the described content, so the description will be omitted below.

[0065] Figure 4 To illustrate an embodiment of the present invention, Figure 1 A diagram of the process of sending or receiving data between the components of the equipment production service provision system for creating a dynamic game environment based on artificial intelligence. Figure 4 An example of the process of sending or receiving data between components is described, but the present application is not limited to these embodiments and can be changed according to the embodiments described above. Figure 4 The process of sending or receiving data shown in FIG. 1 is obvious to those skilled in the art.

[0066] Reference Figure 4 , the equipment production service providing server 300 receives settings and programs for user development from at least one developer terminal 400 (step S4100) and builds a database (step S4200). At this time, if a region is selected on the user terminal 100 (step S4300), the equipment production service providing server 300 collects and applies the natural resources and real-time weather conditions of the selected region (step S4400) and reflects them to the selected region (step S4500). In addition, when a character is created on the user terminal 100 (step S4600), the equipment production service providing server 300 creates the character according to the creation conditions (step S4610) and automatically adjusts the level as training progresses (step S4630).

[0067] Furthermore, when equipment is created on a user terminal 100 (step S4700), the equipment is also created according to the creation conditions (step S4710), and attribute values are calculated and reflected in a manner corresponding to the creation conditions (step S4730). Furthermore, the equipment production service providing server 300 allows users to use the exchange and sales platform on user terminals 100 (step S4800), and when a game is started on at least one user terminal 100 (step S4900), it can be shared (step S4920).

[0068] The order of the above steps (step S4100 to step S4920) is only an example and is not limited thereto. That is, the order of the above steps (step S4100 to step S4920) can be changed, and some of these steps can be executed simultaneously or deleted.

[0069] In the case of the above Figure 4 The equipment production service providing method for creating a dynamic game environment based on artificial intelligence does not specify matters related to the aforementioned Figures 1 to 3 The content described in the equipment production service providing method for creating a dynamic game environment based on artificial intelligence is the same as or can be easily deduced from the described content, so the description will be omitted below.

[0070] Figure 5 This is an operational flow chart for illustrating a method for providing equipment production services for creating a dynamic gaming environment based on artificial intelligence according to an embodiment of the present invention. Figure 5 The equipment production service providing server collects terrain and weather information of at least one area and converts it into 3D content for storage, and provides a user interface for designing and setting a real estate object corresponding to at least one building or land (step S5100).

[0071] In addition, the equipment production service providing server provides a user interface for setting the character's gender, height, weight, body shape and setting the growth rate according to the training level (step S5200), and combines at least one material to produce equipment with the required size, weight, design, resistance, hardness and durability (step S5300).

[0072] In the case of the above Figure 5 The matters not described in the equipment production service provision method for creating a dynamic game environment based on artificial intelligence are related to the aforementioned Figures 1 to 4 The content of the equipment production service providing method for creating a dynamic game environment based on artificial intelligence is the same as or can be easily deduced from the content described, so the description will be omitted below.

[0073] pass Figure 5The equipment production service provision method for creating an artificial intelligence-based dynamic gaming environment according to one embodiment of the present invention may also be implemented in the form of a recording medium containing computer-executable instructions, such as an application or program module executed by a computer. Computer-readable media can be any available media accessed by a computer, including all volatile and non-volatile media, removable and non-removable media. Furthermore, computer-readable media includes all computer storage media. Computer storage media includes all volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data.

[0074] In the aforementioned method for providing equipment production services for creating a dynamic gaming environment based on artificial intelligence in one embodiment of the present invention, the system can be run by an application program installed by default on the terminal (which may include a program included in the platform or operating system of the terminal, etc., which is installed by default), or by an application program (i.e., a program) directly installed on the main terminal by the user through an application provider server such as an application store server, an application program, or a network server related to the corresponding service. Thus, the aforementioned method for providing equipment production services for creating a dynamic gaming environment based on artificial intelligence in one embodiment of the present invention is implemented by an application program (i.e., a program) installed by default on the terminal or directly installed by the user, and can be recorded on a computer-readable recording medium such as a terminal.

[0075] The foregoing description of the present invention is for illustrative purposes only. Those skilled in the art will appreciate that other embodiments can be readily adapted without altering the technical principles or essential features of the present invention. The embodiments described above are intended to be illustrative in all respects and are not intended to be limiting. For example, components described as being separate can also be implemented in a dispersed manner, and similarly, components described as being dispersed can also be implemented in a combined manner.

[0076] The scope of the present invention is shown by the scope of protection claimed in the invention, rather than by the above detailed description. It needs to be explained that the meaning and scope of the scope of protection claimed in the invention and all changes or modified embodiments derived from their equivalent concepts are included in the scope of the present invention.

Claims

1. An equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence, characterized in that: include: Equipment production service provider server; as well as The user terminal is a player terminal that can define and design at least one attribute of the space, character and equipment in the equipment production service providing server, and sell, purchase and exchange completed equipment. The equipment production service providing server includes: a spatial database unit that collects topographic and weather information of at least one region and converts it into 3D content for storage, including a user interface for designing and setting a real estate object corresponding to at least one building or land; The character setting section includes a user interface for setting the character's gender, height, weight, body type, and growth rate based on the training level; an equipment production department that produces equipment of desired size, weight, design, resistance, hardness, and durability by combining at least one material; and The artificial intelligence department calculates resistance, hardness and durability and quantifies the resistance, hardness and durability, creates and assigns equipment attribute values corresponding to the quantified data, including usage distance, attack power, destructive power, durability, defense power and internal strength improvement power, wherein the resistance, hardness and durability correspond to the material of the equipment produced by the equipment production department, the composition of the material, the proportion of the composition, size and weight.

2. The equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence according to claim 1, characterized in that: The equipment production service providing server further includes a price setting unit, which adjusts the price to a price corresponding to an intersection point of a supply and demand curve based on the supply and demand situation of the equipment produced by the user terminal.

3. The equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence according to claim 2, characterized in that: The price setting unit sets the price of the equipment to correspond to a real-time material price of a material constituting the equipment produced by the equipment production unit.

4. The equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence according to claim 1, characterized in that: The artificial intelligence unit creates and assigns the equipment attribute value in a manner corresponding to the real-time material price of the equipment produced by the equipment production unit.

5. The equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence according to claim 1, characterized in that: The character setting unit sets at least one parameter so that the character changes its strength level, internal strength level, and intelligence level through growth and training.

6. The equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence according to claim 1, characterized in that: The equipment production service providing server further includes a resource management unit configured to exchange, purchase, and sell at least one of agricultural, aquaculture, aquaculture, forestry, food, energy, and mineral resources produced or extracted from at least one real estate object in the spatial database. The production or extraction amount of the resource is changed based on real-time environmental information of the area where the at least one real estate object is located.

7. The equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence according to claim 1, characterized in that: The character setting unit utilizes at least one of a general trainer, a special trainer, a nutritionist, a teacher, and a mentor provided by a developer terminal linked to the equipment production service providing server to grow the character.

8. The equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence according to claim 1, characterized in that: The equipment production service providing server also includes a sharing unit, which broadcasts the ongoing battle game in real time when a battle game is played between at least one player of at least one user terminal, extracts frame segments selected according to preset conditions as wonderful images, and uploads them to a multimedia platform.

9. The equipment production service providing system for creating a dynamic gaming environment based on artificial intelligence according to claim 8, characterized in that: The preset condition is to count the number of comments on each frame during the real-time broadcast, sort each frame in descending order of the number of comments, and select an interval in which the number of comments in the sorted frames increases in a pulse form. The sharing unit extracts the video of the interval increased in the pulse form as a highlight video.

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