Non-player character control method and device, equipment and storage medium

By detecting player requests and responding randomly according to the conditions configured by NPCs, the flexibility of NPCs in the game interacts with players is improved, the problem of repeated interaction methods in the existing technology is solved, and the game experience is improved.

CN119185945APending Publication Date: 2024-12-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411296221.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-14
Publication Date
2024-12-27

AI Technical Summary

Technical Problem

When interacting with player characters in existing games, the interaction methods are highly repetitive and flexible, resulting in players lacking personalized interactive experience.

Method used

By detecting the interaction request of the player character to the NPC, the NPC is determined based on the multiple interaction trigger conditions configured by the NPC, the response probability is determined and whether to respond is randomly selected, and the NPC is controlled to interact with the player character according to the target interaction method.

Benefits of technology

Improves the flexibility of interaction between players and NPCs, and enhances immersive gaming experience and personalized interactive experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a non-player character control method and device, equipment and a storage medium, and the control method comprises the steps: when it is detected that a player character sends an interaction request to a non-player character, according to a plurality of interaction triggering conditions configured by the non-player character, triggering the interaction of the non-player character; judging whether a target interaction triggering condition matched with the interaction request exists in a plurality of interaction triggering conditions or not; if it is determined that the target interaction triggering condition exists, the response probability of the non-player character to the target interaction triggering condition is determined, and the non-player character is controlled to randomly select whether to respond to the target interaction triggering condition or not based on the response probability; and when determining that the non-player character responds to the target interaction triggering condition, controlling the non-player character to interact with the player character according to a target interaction mode corresponding to the target interaction triggering condition. In this way, the interaction mode between the player and the non-player character in the game is more flexible and changeable, and the interaction flexibility between the player and the non-player character is effectively improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a control method, device, equipment and storage medium for a non-player character. Background Art

[0002] When NPCs (non-person characters) in existing games interact with player characters, they rely on pre-configured fixed texts at the bottom layer for dialogue, and usually rely on programs to drive NPCs to execute pre-configured fixed action routes and a variety of fixed interactive actions. This results in a high degree of repetition in the interaction methods between different players and NPCs, and a low degree of interaction flexibility, which makes players lack personalized interactive experience. Summary of the invention

[0003] In view of this, the present application provides a control method, device, equipment and storage medium for non-player characters, so that the interaction between players and NPCs (i.e., non-player characters) in the game is more flexible and varied, effectively improving the flexibility of interaction between players and NPCs, which is conducive to enhancing the player's immersive gaming experience and personalized gaming interaction experience.

[0004] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings.

[0005] In a first aspect, an embodiment of the present application provides a method for controlling a non-player character, the method comprising:

[0006] When it is detected that the player character sends an interaction request to the non-player character, judging whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured for the non-player character;

[0007] If it is determined that the target interaction trigger condition exists, determining the probability of the non-player character responding to the target interaction trigger condition, and controlling the non-player character to randomly select whether to respond to the target interaction trigger condition based on the response probability;

[0008] When it is determined that the non-player character responds to the target interaction triggering condition, the non-player character is controlled to interact with the player character in a target interaction manner corresponding to the target interaction triggering condition.

[0009] In a second aspect, an embodiment of the present application provides a control device for a non-player character, the control device comprising:

[0010] A judgment module, configured to, when detecting that a player character sends an interaction request to a non-player character, judge whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured by the non-player character;

[0011] A control module, configured to determine a response probability of the non-player character to the target interaction triggering condition if it is determined that the target interaction triggering condition exists, and control the non-player character to randomly select whether to respond to the target interaction triggering condition based on the response probability;

[0012] The interaction module is used to control the non-player character to interact with the player character in a target interaction manner corresponding to the target interaction trigger condition when it is determined that the non-player character responds to the target interaction trigger condition.

[0013] In a third aspect, an embodiment of the present application provides a control system for a non-player character, the control system comprising: a game server, a non-player character management platform, and a game client corresponding to at least one player character; wherein the game server is used to:

[0014] When receiving an interaction request sent by the game client to a non-player character, forwarding the interaction request to the non-player character management platform;

[0015] The non-player character management platform is used to receive the interaction request forwarded by the game server, and determine whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured by the non-player character;

[0016] If it is determined that the target interaction trigger condition exists, determining the response probability of the non-player character to the target interaction trigger condition and the target interaction mode corresponding to the target interaction trigger condition, and sending the response probability and the target interaction mode to the game server;

[0017] The game server is used to receive the response probability and the target interaction mode sent by the non-player character management platform, control the non-player character to randomly select whether to respond to the target interaction trigger condition based on the response probability, and when it is determined that the non-player character responds to the target interaction trigger condition, control the non-player character to interact with the player character corresponding to the game client according to the target interaction mode.

[0018] In a fourth aspect, an embodiment of the present application provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above-mentioned method for controlling a non-player character when executing the computer program.

[0019] In a fifth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned method for controlling a non-player character are executed.

[0020] The technical solution provided by the embodiments of the present application may have the following beneficial effects:

[0021] The embodiment of the present application provides a control method, device, equipment and storage medium for a non-player character. When it is detected that a player character sends an interaction request to a non-player character, it is determined whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions according to the multiple interaction trigger conditions configured by the non-player character; if it is determined that there is a target interaction trigger condition, the response probability of the non-player character to the target interaction trigger condition is determined, and the non-player character is controlled to randomly select whether to respond to the target interaction trigger condition based on the response probability; when it is determined that the non-player character responds to the target interaction trigger condition, the non-player character is controlled to interact with the player character according to the target interaction method corresponding to the target interaction trigger condition. In this way, the present application makes the interaction method between the player and the NPC (i.e., the non-player character) in the game more flexible and changeable, effectively improves the interaction flexibility between the player and the NPC, and is conducive to enhancing the player's immersive game experience and personalized game interaction experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0023] Figure 1 A schematic flow chart of a control method for a non-player character provided in an embodiment of the present application is shown;

[0024] Figure 2 A schematic diagram of the structure of a control system for a non-player character provided in an embodiment of the present application is shown;

[0025] Figure 3 A schematic diagram of an NPC character management page provided in an embodiment of the present application is shown;

[0026] Figure 4 A schematic diagram of an NPC character configuration page provided in an embodiment of the present application is shown;

[0027] Figure 5A schematic diagram of an interactive trigger intention configuration page provided in an embodiment of the present application is shown;

[0028] Figure 6 An interactive schematic diagram of configuring a response mode of an NPC character to an interactive trigger condition provided in an embodiment of the present application is shown;

[0029] Figure 7 An interactive schematic diagram of a method for configuring sensitive word detection between an NPC character and a player character during a chat dialogue provided by an embodiment of the present application is shown;

[0030] Figure 8 A schematic diagram of the structure of a control device for a non-player character provided in an embodiment of the present application is shown;

[0031] Fig. 9 A schematic diagram of the structure of an electronic device 900 provided in an embodiment of the present application. DETAILED DESCRIPTION

[0032] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of order, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.

[0033] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0034] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0035] When NPCs in existing games interact with player characters, they rely on pre-configured fixed text at the bottom layer for dialogue, and usually rely on programs to drive NPCs to execute pre-configured fixed action routes and a variety of fixed interactive actions. This results in a high degree of repetition in the interaction methods between different players and NPCs, and a low degree of interaction flexibility, which makes players lack personalized interactive experience.

[0036] Based on this, the embodiments of the present application provide a control method, device, equipment and storage medium for non-player characters, so that the interaction between players and NPCs (i.e., non-player characters) in the game is more flexible and varied, effectively improving the flexibility of interaction between players and NPCs, which is conducive to enhancing the player's immersive gaming experience and personalized gaming interaction experience.

[0037] In one embodiment of the present application, a control method for a non-player character can be run on a terminal device or a server. The terminal device can be a local terminal device. When the control method for a non-player character is run on a server, the control method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device (i.e., a terminal device).

[0038] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of non-player characters are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0039] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0040] To facilitate understanding of the embodiments of the present application, a control method, device, equipment and storage medium for a non-player character provided in the embodiments of the present application are described in detail below.

[0041] Reference Figure 1 As shown, Figure 1 A flow chart of a control method for a non-player character provided in an embodiment of the present application is shown, wherein the control method comprises steps S101-S103; specifically:

[0042] S101, when it is detected that a player character sends an interaction request to a non-player character, judging whether there is a target interaction trigger condition matching the interaction request among multiple interaction trigger conditions configured for the non-player character.

[0043] S102: If it is determined that the target interaction triggering condition exists, determine the response probability of the non-player character to the target interaction triggering condition, and control the non-player character to randomly select whether to respond to the target interaction triggering condition based on the response probability.

[0044] S103, when it is determined that the non-player character responds to the target interaction triggering condition, controlling the non-player character to interact with the player character in a target interaction manner corresponding to the target interaction triggering condition.

[0045] The control method of the above non-player character provided by the embodiment of the present application, when detecting that the player character sends an interaction request to the non-player character, determines whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions according to the multiple interaction trigger conditions configured by the non-player character; if it is determined that there is a target interaction trigger condition, determines the response probability of the non-player character to the target interaction trigger condition, and controls the non-player character to randomly select whether to respond to the target interaction trigger condition based on the response probability; when determining that the non-player character responds to the target interaction trigger condition, controls the non-player character to interact with the player character according to the target interaction method corresponding to the target interaction trigger condition. In this way, the present application makes the interaction method between the player and the NPC (i.e., the non-player character) in the game more flexible and changeable, effectively improves the flexibility of interaction between the player and the NPC, and is conducive to enhancing the player's immersive game experience and personalized game interaction experience.

[0046] In the embodiment of the present application, the above-mentioned control method of the non-player character can also be applied to Figure 2 In the control system of the non-player character shown, the control system includes: a game server 201, a non-player character management platform 202 (also known as an NPC management platform), and a game client 203 corresponding to at least one player character; wherein, the game server 201 and the non-player character management platform 202 can realize data interaction through a communication network, and the game server 201 and each game client 203 can also realize data interaction through a communication network. In actual applications, game developers can pre-configure relevant roles for each NPC character in the game in the non-player character management platform 202, so that when the game server 201 receives an interaction request sent by any game client 203 to the NPC character, it can obtain the relevant role configuration information of the NPC character from the non-player character management platform 202, and then control the NPC character to interact with the player character corresponding to the game client 203 according to the relevant role configuration information; in addition, the game server 201 can also control the NPC character to move according to the configured role schedule in the game according to the relevant role configuration information configured for each NPC character in the non-player character management platform 202.

[0047] Combine the following Figure 2 The control system shown in the figure exemplifies each step in the control method of the non-player character provided in the embodiment of the present application:

[0048] S101, when it is detected that a player character sends an interaction request to a non-player character, judging whether there is a target interaction trigger condition matching the interaction request among multiple interaction trigger conditions configured for the non-player character.

[0049] In the embodiment of the present application, on the game development side, game developers can Figure 2 In the non-player character management platform 202 shown in the figure, basic character setting information, character knowledge scope (for example, the knowledge scope of an ancient NPC character can be configured to only understand ancient knowledge), character worldview (mainly depending on the environmental background set in the game, which is equivalent to the environmental background information shared by all NPC characters in the game), the NPC character can interact with the player character (that is, the game character controlled by the player in the game) in the game in a variety of ways (including but not limited to text interaction such as chat dialogue and physical interaction such as action behavior, etc.) and at least one interaction trigger condition corresponding to each interaction method (equivalent to pre-configuring the relevant role for each NPC character); the embodiment of the present application does not impose any limitation on the specific configuration content that the game developer can perform on each NPC character in the above-mentioned NPC management platform.

[0050] It should be noted that, in the NPC management platform, for each NPC character, one or more interaction trigger conditions can be configured for each interaction method configured for the NPC character; and for different NPC characters, different interaction methods and interaction trigger conditions can be configured for different NPC characters (for example, the interaction trigger conditions corresponding to the same interaction method configured for different NPC characters can be different or the same).

[0051] Specifically, when the player controls the player character to send a chat message to the NPC character (i.e., non-player character) in the game (e.g., the player controls the player character to send a text message or voice message to the NPC character such as "Can you dance for me?") or performs some interactive behaviors (e.g., the player controls the player character to show a smiling expression or a dance move to the NPC character, etc.), the game server can determine that it has detected that the game client corresponding to the player character has sent an interaction request to the NPC character. After determining that the above interaction request has been detected, the game server can forward the above interaction request to the NPC management platform. After receiving the above interaction request, the NPC management platform can obtain multiple interaction trigger conditions configured for the NPC character from the inside of the above NPC management platform, thereby determining whether the interaction request currently issued by the player character can trigger any one of the interaction methods configured for the NPC character in the NPC management platform (i.e., determining whether there is a target interaction trigger condition among the above multiple interaction trigger conditions that matches the above interaction request).

[0052] It should be noted that when judging whether there is a target interaction trigger condition that matches the above-mentioned interaction request among the above-mentioned multiple interaction trigger conditions, it is possible to determine, based on the similarity between each interaction trigger condition and the above-mentioned interaction request, that the interaction trigger condition with a similarity higher than a preset threshold belongs to the target interaction trigger condition that matches the above-mentioned interaction request (that is, it does not mean that it is necessary to find an interaction trigger condition that is completely consistent with the above-mentioned interaction request in order to count as the existence of a target interaction trigger condition that matches the above-mentioned interaction request).

[0053] S102: If it is determined that the target interaction triggering condition exists, determine the response probability of the non-player character to the target interaction triggering condition, and control the non-player character to randomly select whether to respond to the target interaction triggering condition based on the response probability.

[0054] Here, if it is determined that among the multiple interaction trigger conditions configured for the NPC character, there is indeed a target interaction trigger condition that matches the above-mentioned interaction request, which is different from the existing game in which the NPC character is directly controlled to interact with the player character in the interaction method corresponding to the target interaction trigger condition (equivalent to that as long as the interaction request issued by the player character can match any interaction trigger condition configured by the NPC character, the NPC character will inevitably respond to the interaction request currently initiated by the player character), the NPC management platform is also pre-configured with the NPC character's response probability for each interaction trigger condition (or the specific calculation method of the response probability). Therefore, after the NPC management platform determines that the above-mentioned target interaction trigger condition exists, the NPC character's response probability to the target interaction trigger condition can be determined, and the response probability can be sent to the game server, so that the game server provided in the embodiment of the present application can control the NPC character to randomly choose whether to respond to the target interaction trigger condition based on the NPC character's response probability to the target interaction trigger condition.

[0055] Based on this, in an embodiment of the present application, after determining that there is a target interaction trigger condition that matches the above-mentioned interaction request, the NPC character's response to the interaction request currently initiated by the player character is no longer an inevitable event that is bound to occur as in the prior art, but is transformed into a random event with a probability of occurrence being the above-mentioned response probability, thereby making the interaction between the player character and the NPC character in the game closer to the form of interaction between people in real life, and making the interaction method between the player and the NPC (i.e., non-player character) in the game more flexible and changeable, effectively improving the flexibility of interaction between the player and the NPC, and helping to enhance the player's immersive gaming experience and personalized gaming interaction experience.

[0056] Specifically, the response probability of the NPC character to the target interaction trigger condition can be determined based on the configuration information of the NPC character in the NPC management platform; wherein, if the NPC management platform is configured with a preset response probability of the NPC character to the target interaction trigger condition (e.g., the preset response probability can be 100%, 80%, 50%, etc., without any limitation on the specific value), then the preset response probability can be directly used as the response probability of the NPC character to the target interaction trigger condition (equivalent to the above response probability being a fixed value pre-configured in the NPC management platform); if the NPC management platform is associated with a large language model, then as another optional embodiment, the response probability of the NPC character to the target interaction trigger condition can also be output through the large language model (equivalent to the NPC management platform being pre-configured to determine the response probability of the NPC character to the target interaction trigger condition in accordance with the real-time calculation method of the model, that is, at this time, the above response probability is calculated in real time through the large language model).

[0057] It should be noted that the above-mentioned large language model can be an LLM (Large Language Model) model, an AIGC (Artificial Intelligence Generated Content) model, or a GPT (Generative Pre-Trained) model; the embodiment of the present application does not impose any limitation on the specific model category of the above-mentioned large language model.

[0058] For example, if the target interaction trigger condition is "dancing" (it can be the player character and the NPC character mentioning dancing in a chat dialogue, or the player character making dancing movements to the NPC character), if the NPC character has a 60% chance of responding to the target interaction trigger condition of "dancing", it means that when the dance request issued by the player character (that is, the interaction request is dancing) matches the target interaction trigger condition, the NPC character has a 60% chance of agreeing to accept the dance request issued by the player character, and a 40% chance of rejecting the dance request issued by the player character.

[0059] S103, when it is determined that the non-player character responds to the target interaction triggering condition, controlling the non-player character to interact with the player character in a target interaction manner corresponding to the target interaction triggering condition.

[0060] Here, the target interaction method is the interaction method corresponding to the above-mentioned target interaction trigger condition and pre-configured for the NPC character in the above-mentioned NPC management platform; wherein, the target interaction method can be a chat dialogue type interaction with the player character in the form of text messages or voice messages, or it can be an action behavior type interaction with the player character through character behaviors such as the NPC character's body movements; the embodiment of the present application does not impose any limitation on the specific interaction form to which the above-mentioned target interaction method belongs.

[0061] In an embodiment of the present application, after the NPC management platform determines that the above-mentioned target interaction trigger condition exists, it can simultaneously determine the response probability of the NPC character to the target interaction trigger condition and the target interaction method corresponding to the target interaction trigger condition, and send the above-mentioned response probability and the above-mentioned target interaction method to the game server, so that after the game server determines that the NPC character needs to respond to the target interaction trigger condition based on the above-mentioned response probability received, it can control the NPC character to interact with the player character on the game client side according to the above-mentioned target interaction method received.

[0062] Specifically, as an optional embodiment, when the target interaction trigger condition corresponds to only one interaction method, then when it is determined that the NPC character responds to the target interaction trigger condition, the game server can directly control the NPC character to interact with the player character in accordance with the interaction method (i.e., the target interaction method); for example, taking the target interaction trigger condition as "request to dance" as an example, if the interaction method corresponding to the target interaction trigger condition is "accept dance and show a dance move to the player character", then after determining that the NPC character needs to respond to the above target interaction trigger condition, the game server can directly control the NPC character to accept the player character's dance request and show a dance move to the player character.

[0063] Specifically, as another optional embodiment, when the target interaction trigger condition corresponds to multiple interaction methods, similar to the above-mentioned response probability, the game developer can also pre-configure the occurrence probability corresponding to each interaction method in the NPC management platform. At this time, when executing the above-mentioned step S103, the game server can randomly determine the target interaction method from the multiple interaction methods according to the occurrence probabilities corresponding to the multiple interaction methods, and control the non-player character to interact with the player character according to the target interaction method.

[0064] For example, taking the target interaction trigger condition of "request to dance" as an example, if the interaction method corresponding to the target interaction trigger condition is "accept to dance and show the player character a dance move" (60% probability of occurrence) or "refuse to dance and reply to the player character with a chat message indicating refusal to dance" (40% probability of occurrence), then when determining that the NPC character responds to the target interaction trigger condition, the game server can randomly determine the target interaction method that needs to be controlled to be executed by the NPC character from the two interaction methods, based on the 60% probability of accepting the dance and the 40% probability of refusing the dance.

[0065] It should be noted that, similar to the above-mentioned response probability, in this step, the occurrence probability corresponding to each interaction method can be a fixed value pre-configured in the NPC management platform, or it can be a probability value calculated in real time by a large language model. The embodiment of the present application does not impose any limitation on the specific configuration method of the occurrence probability corresponding to each interaction method.

[0066] The specific implementation process of each of the above steps in the embodiment of the present application is described in detail below:

[0067] Here, referring to the relevant instructions at the above step S101, it can be known that before executing the above steps S101-S103, the game developers are required to pre-configure a series of roles for each NPC role in the game in the NPC management platform, so that in the subsequent formal operation of the game, when the game server detects that the player character sends an interaction request to any NPC character, it can specifically control the NPC character according to the relevant configuration information of the NPC character in the NPC management platform.

[0068] Based on this, the following describes in detail the specific configuration process of NPC roles in the NPC management platform according to the multiple different configuration dimensions involved in the NPC role configuration process. Specifically:

[0069] Configuration Dimension 1: Creation of NPC roles in the NPC management platform and centralized management of existing NPC roles:

[0070] here, Figure 3 A schematic diagram of an NPC character management page provided in an embodiment of the present application is shown. Figure 3As shown, after entering the NPC management platform, the game developer can open the NPC character management page 300. The game developer clicks the "Create" button in the NPC character management page 300, and can enter the character name, character ID (Identity document), character gender, character age and other basic character setting information of the NPC character to be created in the pop-up character creation window to create the NPC character (equivalent to the NPC character source being built-in to the system). In addition, the game developer can also click the "Import" button in the NPC character management page 300 to import the NPC characters created on external platforms (other platforms except the NPC management platform) into the NPC management platform (equivalent to the NPC character source being externally imported).

[0071] Specifically, Figure 3 As shown, the NPC character management page 300 centrally displays the character management information of all created NPC characters (e.g., NPC character a, NPC character b, etc.), such as the character name, character source, creator, status (in use or deactivated), and update time (equivalent to the time when the relevant configuration information of the NPC character was last edited), and a plurality of operation buttons (i.e., buttons that can be executed on the NPC character) can be configured behind the character management information of each NPC character. Figure 3 The chat button, edit button, status change button, delete button, and export button shown in the figure); taking NPC character a as an example, the game developer can click the chat button behind NPC character a to enter the simulated chat page to have a simulated chat with NPC character a; the game developer can click the edit button behind NPC character a to enter the character configuration page to edit the relevant configuration information of NPC character a; the game developer can click the status change button behind NPC character a (that is, the "disable" button displayed behind NPC character a) to change the status of NPC character a from in use to disabled (at this time the "disable" button displayed behind NPC character a will also change to the "enable" button); the game developer can click the delete button behind NPC character a to delete NPC character a from the NPC management platform; the game developer can click the export button behind NPC character a to export the relevant configuration information of NPC character a from the NPC management platform.

[0072] Configuration dimension 2: Configuration of various specific configuration information about NPC characters:

[0073] Here, for any NPC role, you can configure various related configuration information of the NPC role in the NPC management platform, including: Figure 4 A schematic diagram of an NPC character configuration page provided in an embodiment of the present application is shown, with the NPC character being Figure 3 For example, the NPC character a shown in the figure, after the game developer clicks the edit button behind the NPC character a, he can Figure 3 The NPC character management page shown in 300 jumps to Figure 4 The character configuration page 400 shown in FIG. 4 displays a variety of relevant configuration information of the NPC character a, wherein the various relevant configuration information includes, but is not limited to: basic character configuration information such as the character ID, gender, age group, worldview, and model type (i.e., the specific type of the large language model associated with the NPC character a) of the NPC character a, character setting information for determining the personality, habits, voice and other characteristics of the NPC character in the game, interaction setting information for determining the specific interaction method and interaction triggering conditions between the NPC character and the player character in the game, schedule setting information for determining the self-movement method of the NPC character in the game, and schedule setting information for determining the dialogue and communication between the NPC character and the player character in the game. The game developer can also click the chat button in the character configuration page 400 to jump into the simulated chat interface, and conduct a simulated chat with the NPC character a after the relevant configuration information is updated, to test the actual interaction effect of the NPC character a, etc.

[0074] (1) Specific configuration method for NPC character settings:

[0075] Specifically, Figure 4 As shown, in the NPC management platform, multiple different stages of role setting information can be configured for an NPC character (such as Figure 4As shown, game developers can also add a new stage 2 after completing the character setting of stage 1, and configure the character setting information of stage 2 for NPC character a. The trigger condition for the character setting of each stage can be a change in the game plot or a configured intimacy value. Taking the configured intimacy value as an example, in the game, when the intimacy value between a player character and NPC character a rises to the configured intimacy value, the character setting of NPC character a will be triggered to advance from the current stage to the next stage, and NPC character a will be controlled to interact with the player character in the subsequent role setting of the next stage after advancement; in addition, only a single role setting can be configured for the NPC character. If NPC character a is only configured with the role setting of stage 1, no matter how the intimacy value between the player character and NPC character a changes, the role setting of NPC character a will not be triggered to change.

[0076] Specifically, Figure 4 As shown, when configuring the role setting information of an NPC character in a stage, the configurable role setting information includes but is not limited to: background story (the life information of the NPC character, for example, as the specific information that is different from other characters in the game, during the specific configuration, text description information can be input, and some structured expression information can also be input), speaking style (speaking style will greatly affect the tone of the NPC when speaking), sample dialogue (sample dialogue will allow the large language model associated with the NPC character to more easily understand the way the NPC character speaks when it replaces the NPC character to output the chat dialogue information with the player character), and other NPC character personality information, NPC character habit information (mainly subdivided into things that the NPC likes to do and things that the NPC hates to do. The NPC character will inadvertently mention these habits when chatting with the player character), NPC character voice (the NPC management platform can support Chinese voice and English voice by accessing an external commercial voice interface, and also supports voice-to-text and text-to-speech. Game developers can select a timbre from multiple alternative timbres provided in the timbre for audition. After saving and publishing the update, the NPC character a will communicate with the player character in the game according to the currently selected timbre).

[0077] (2) Specific configuration methods for NPC interaction settings:

[0078] Here, if Figure 4As shown, after completing the relevant configuration of the role setting information of the NPC character, the game developer can configure the various interaction methods that can be triggered between the NPC character and the player character in the game and the interaction triggering conditions corresponding to each interaction method in the interaction setting, so that the game server can control the interaction between the NPC character and the player character according to the interaction setting of the NPC character.

[0079] In the embodiment of the present application, the interaction trigger conditions configured for the NPC character can be divided into two categories: intention trigger and action trigger; among them, the interaction trigger conditions of the intention trigger category can be recorded as interaction trigger intention. When configuring an interaction trigger intention for the NPC character, such as Figure 5 As shown, Figure 5 A schematic diagram of an interactive trigger intent configuration page provided in an embodiment of the present application is shown. In the interactive trigger intent configuration page 500, a game developer can enter an id as the intent name of the interactive trigger intent (such as Figure 5 as shown in the “ask_for_dance”) and enter a description of the meaning of the interaction trigger intention (such as Figure 5 In the example shown in the figure, "I want {character} to dance {dance_type} for me", among the multiple parameters of the interaction trigger intent, the key parameter needs to correspond to the macro parameter in {} that appears in the description information (such as Figure 5 The key parameter is the {dance_type} in the description information, and the value is the specific value range of the key parameter (such as Figure 5 The value shown is used to constrain the dance types in the key parameter to be waltz and street dance); in the interaction trigger intention configuration page 500, the game developer can also manually fill in the example sentences expressing the interaction trigger intention in the example sentence section, or click Generate to obtain multiple example sentences generated by the large language model based on the above-mentioned multiple parameters of the interaction trigger intention.

[0080] After completing the above configuration, the large language model associated with the NPC character can output sentences that meet the description information and key parameters as example sentences that meet the interaction trigger intention represented by id within the condition range limited by value. In the actual interaction stage between the player character and the NPC character, if the game server detects that the sentence currently issued by the player character (that is, the interaction request is the sentence issued) is similar to the example sentence (that is, the similarity between the sentences is higher than the predetermined threshold), the interaction trigger intention represented by id can be called from the NPC management platform, which is equivalent to determining that the above interaction trigger intention (that is, the interaction trigger intention represented by id) of the intention trigger class exists in the multiple interaction trigger conditions configured for the NPC character and belongs to the target interaction trigger condition that matches the interaction request (that is, the sentence currently issued by the player character) (equivalent to the above example sentence being more used to help the intent recognition model understand what kind of sentence meets the id intention when performing intent recognition on the sentence issued by the player character).

[0081] Based on this, with respect to the specific implementation process of the above step S101, when the interaction request sent by the player character to the NPC character belongs to a chat message sent by the player character to the NPC character (such as the above sentence), as an optional embodiment, the above step S101 can be performed according to the method shown in the following steps a1-a3, specifically:

[0082] Step a1: When the interaction request belongs to a chat message sent by the player character to the non-player character, the interaction intention of the player character is obtained by performing intent recognition on the chat message.

[0083] Here, when the player character sends a chat message to an NPC character (i.e., a non-player character) (i.e., the above-mentioned interaction request belongs to the chat message sent by the player character), the game server can input the received chat message into the intention recognition model pre-trained in the NPC management platform, perform intent recognition on the input chat message through the intention recognition model, and output the intention recognition result as the interaction intention of the player character to send the above-mentioned chat message.

[0084] Specifically, when training the intent recognition model, you can refer to Figure 5 The interaction trigger intention configuration method shown in the figure can use the example sentence corresponding to each interaction trigger intention to help the intent recognition model understand what kind of sentence meets the interaction trigger intention, so as to train the intent recognition model to recognize that the intention recognition result of the input sentence is the interaction trigger intention when the semantics of the input sentence matches the example sentence.

[0085] Step a2: according to the multiple interaction triggering intentions configured for the non-player character, determine whether there is a target interaction triggering intention matching the interaction intention among the multiple interaction triggering intentions.

[0086] Here, in the NPC management platform, each NPC character is pre-configured with a variety of specific interaction methods for interacting with the player character (e.g., a variety of dialogue methods for communicating with the player character, a variety of action behaviors displayed to the player character, etc.) and one or more interaction trigger conditions corresponding to each interaction method (e.g., the interaction trigger condition corresponding to the interaction method of the NPC character dancing may be receiving a chat message from the player character requesting to dance, or receiving a chat message from the player character requesting to dance, or receiving a dancing behavior displayed by the player character). Among all the interaction trigger conditions configured for the NPC character, the interaction trigger conditions belonging to the intention trigger class may be determined as the above-mentioned multiple interaction trigger intentions configured for the NPC character.

[0087] Step a3: If it is determined that the target interaction triggering intention exists, the target interaction triggering intention is determined as a target interaction triggering condition that matches the interaction request.

[0088] For example, the chat message "Can you dance for me?" sent by the player character to the NPC character is used as an example. By performing intent recognition on the chat message, it can be obtained that the player character's interaction intent is "request a dance". At this time, the NPC management platform can determine whether there is a target interaction trigger intent that matches the interaction intent of "request a dance" from all the interaction trigger conditions (i.e., interaction trigger intents) configured for the NPC character. Figure 5 As shown, it can be determined that the interaction trigger intent "ask_for_dance" is the target interaction trigger intent that matches the interaction intent "request to dance", and thus it can be determined that the interaction trigger intent "ask_for_dance" is the target interaction trigger condition that matches the interaction request.

[0089] In an embodiment of the present application, the interaction trigger conditions configured for the NPC character may also include action-triggered interaction trigger behaviors. For example, a game developer may configure an interaction trigger behavior for an NPC character to trigger the NPC character to dance by causing the other party to perform a dance move. At this time, when it is detected that the player character is showing a dance move to the NPC character (i.e., the interaction request is for displayed dance moves), the game server forwards the above interaction request to the NPC management platform. The NPC management platform may determine, based on the above interaction request received, that the above interaction trigger behavior of the action trigger type (i.e., the other party performing a dance move) among the multiple interaction trigger conditions configured for the NPC character belongs to the target interaction trigger condition that matches the interaction request (i.e., the dance move currently displayed by the player character).

[0090] Based on this, with respect to the specific implementation process of the above step S101, when the interaction request sent by the player character to the NPC character belongs to the interactive behavior displayed by the player character to the NPC character (such as the dance movements displayed above), as another optional embodiment, the above step S101 can be performed according to the method shown in the following steps b1-b2, specifically:

[0091] Step b1: when the interaction request belongs to an interaction behavior displayed by the player character to the non-player character, based on multiple interaction triggering behaviors configured for the non-player character, determine whether there is a target interaction triggering behavior matching the interaction behavior among the multiple interaction triggering behaviors.

[0092] Here, similar to the configuration method of the above-mentioned interaction trigger intention, when configuring interaction trigger conditions for NPC characters in the NPC management platform, you can also configure the interactive behaviors that the NPC characters can perform as interaction trigger conditions of the action trigger class; wherein, when configuring each interactive behavior, a set of action IDs representing the name of the interactive behavior and action parameters representing the specific action represented by the interactive behavior can be used as specific configuration parameters for the interactive behavior.

[0093] Specifically, when it is detected that the interaction request is an interactive behavior displayed by the player character to the NPC character, the game server forwards the interactive behavior (i.e., the interactive request) to the NPC management platform. The NPC management platform can, based on the received interactive behavior and the specific action parameters corresponding to the interactive behavior, determine whether there is a target interactive trigger behavior whose action parameters match the specific action parameters corresponding to the above interactive behavior from all interactive trigger behaviors configured for the NPC character (i.e., the interactive trigger conditions of the above-mentioned action trigger class).

[0094] Step b2: If it is determined that the target interaction triggering behavior exists, the target interaction triggering behavior is determined as a target interaction triggering condition that matches the interaction request.

[0095] As an example, take the interaction request in which the player character shows a dance move to the NPC character. After the game server forwards the dance move (i.e., the interaction request) to the NPC management platform, the NPC management platform can determine whether there is a target interaction triggering behavior belonging to the dance move category (i.e., a target interaction triggering behavior that matches the dance move) among the multiple interaction triggering behaviors configured for the NPC character. If there is a target interaction triggering behavior belonging to the dance move category, it can be determined that the target interaction triggering behavior is a target interaction triggering condition that matches the interaction request.

[0096] Here, in the NPC management platform, for each specific interaction method that the NPC character can interact with the player character, in addition to configuring the interaction triggering conditions for triggering each interaction method in the game according to the above configuration method, you can also further configure the NPC character's response method to each interaction triggering condition, such as Figure 6 As shown, Figure 6 The interactive schematic diagram of configuring a NPC character's response to an interactive trigger condition provided by an embodiment of the present application is shown. In the NPC management platform, for each specific interactive method configured for each NPC character, the game developer can configure a specific interactive trigger condition (such as Figure 6 As shown, the interaction trigger conditions for the interaction mode "dance" can be configured as the interaction trigger intention "ask_for_dance" of the intention trigger class and / or the interaction trigger behavior "dance" of the action trigger class) and the specific response method of the NPC character to each interaction trigger condition; among which, Figure 6 As shown, taking the currently selected interaction trigger condition as an example of the interaction trigger intention "ask_for_dance" of the intention trigger class, if the response method configured for it is "must respond", it means that the probability of the NPC character responding to the interaction trigger condition (that is, the interaction trigger intention "ask_for_dance") is 100%; if the response method configured for it is to respond according to the "determined probability", it means that the probability of the NPC character responding to the interaction trigger condition is 60% of the specific probability value entered by the game developer in the probability value input box below (equivalent to the NPC character randomly choosing whether to respond to the interaction trigger condition according to the configured determined probability value); if the response method configured for it is "model calculated response probability", it means that the probability of the NPC character responding to the interaction trigger condition is a random response probability calculated in real time by the large language model.

[0097] Based on this, according to the different response methods (i.e., different response probability calculation methods) that game developers can configure for target interaction trigger conditions, when determining the response probability of NPC characters to target interaction trigger conditions, the NPC management platform can use the pre-stored relevant configuration information of the above NPC characters (see Figure 6 As shown), determine the response probability calculation method corresponding to the target interaction trigger condition (that is, the above-mentioned response method), wherein, based on the different determined response probability calculation methods, the above-mentioned step S102 can be performed according to the following two different optional implementation methods, specifically:

[0098] In an optional embodiment, in the above-mentioned NPC management platform, game developers can pre-configure a preset response probability with a fixed value for each interaction trigger condition of the NPC character; at this time, when executing step S102, the NPC management platform can determine the preset response probability corresponding to the target interaction trigger condition from the multiple preset response probabilities configured for the NPC character as the above-mentioned response probability (that is, the response probability that needs to be sent to the game server); wherein each preset response probability corresponds to an interaction trigger condition (that is, a preset response probability with a fixed value pre-configured for each interaction trigger condition of the NPC character).

[0099] Here, take the target interaction trigger condition as an example, refer to Figure 6 As shown, when the response method configured by the game developer for the target interaction trigger condition in the NPC management platform is the above-mentioned "must respond", it can be determined that the preset response probability corresponding to the target interaction trigger condition is 100%; when the response method configured by the game developer for the target interaction trigger condition in the NPC management platform is the above-mentioned "determined probability" response, it can be determined that the preset response probability corresponding to the target interaction trigger condition is the specific probability value entered in advance by the game personnel in the probability value input box (such as Figure 6 The specific probability value shown is 60%).

[0100] For example, if the target interaction trigger condition is the interaction trigger intention "ask_for_dance", if the response method of the target interaction trigger condition is to respond according to the "determined probability" (specifically 60%) as mentioned above, then when the NPC character receives a chat message of "request to dance" sent by the player character to the NPC character, the NPC character has a 60% probability of responding to the dance request issued by the player character (it may be a reply to a chat message agreeing to dance or refusing to dance, or it may be showing a dance move to the player character, etc. The specific interaction method is determined according to the target interaction method corresponding to the target interaction trigger condition), and there is a remaining 40% probability of ignoring the dance request issued by the player character (equivalent to a 40% probability of not triggering the interaction of the NPC character).

[0101] In another optional implementation, when the response method configured by the game developer for the target interaction trigger condition in the NPC management platform is the above-mentioned "model calculation response probability", then when executing step S102, the NPC management platform can input the interaction request and the role setting information configured by the non-player character (i.e., the NPC character) into the large language model, and obtain the response probability of the non-player character to the target interaction trigger condition (i.e., the response probability that needs to be sent to the game server) through the output of the large language model.

[0102] Here, for the specific information content and specific configuration method of the NPC character's role setting information, please refer to the aforementioned Figure 4 The repetitive parts of the relevant instructions will not be repeated here.

[0103] It should be noted that after the interaction request and the role setting information configured for the non-player character (i.e., NPC character) are input into the large language model, the large language model will output the response probability of the NPC character to the target interaction trigger condition under the constraints of such role setting information according to the role setting information of the NPC character. Under different role setting information, the response probability of the same NPC character to the same target interaction trigger condition may be different (for example, when the role setting information of the NPC character is that he likes to dance, the large language model calculates that the NPC character's response probability to the target interaction trigger condition of "request to dance" may be higher than the response probability of the NPC character whose role setting information is that he does not like to dance to the target interaction trigger condition of "request to dance"). This embodiment of the application does not impose any limitation on this.

[0104] Based on the above description, when the role setting information of the NPC character changes, the response probability of the NPC character calculated by the large language model to the same target interaction trigger condition may also change accordingly. Figure 4 As can be seen from the relevant description of some parts, in the NPC management platform, it is also possible to configure role setting information of multiple different stages (i.e., role development stages) for an NPC character, so that the role setting of the NPC character can adapt to the development of the game plot or the change of the intimacy value between the NPC character and the player character. On this basis, as another optional embodiment, when the response method configured by the game developer for the target interaction trigger condition in the NPC management platform is the above-mentioned "model calculation response probability" (equivalent to the above-mentioned response probability calculation method belonging to the model real-time calculation method), the above-mentioned step S102 can also be performed according to the method described in the following steps c1-c2, specifically:

[0105] Step c1. When the non-player character is configured with character setting information corresponding to multiple character development stages, according to the current intimacy value between the player character and the non-player character or the current game progress of the player character, determine the target character development stage that matches the intimacy value or the game progress from the multiple character development stages configured for the non-player character.

[0106] Here, for the specific configuration method of the role setting information of the NPC character at each stage of character development, please refer to the above Figure 4 The repetitive parts of the relevant instructions will not be repeated here.

[0107] Specifically, when the character development stage of the NPC character is set in the NPC character management platform to change with the change of the intimacy value between the NPC character and the player character, when executing step c1, the target character development stage that matches the intimacy value can be determined from the multiple character development stages configured for the NPC character based on the current intimacy value between the player character and the NPC character.

[0108] Specifically, when the character development stage of the NPC character is set in the NPC character management platform to change with the changes in the game plot, when executing step c1, the target character development stage that matches the game progress can be determined from the multiple character development stages configured for the NPC character based on the current game progress of the player character (equivalent to the current plot development stage corresponding to the player character in the game).

[0109] Step c2: inputting the interaction request and the role setting information corresponding to the target role development stage into a large language model, and obtaining the response probability of the non-player character to the target interaction trigger condition through the output of the large language model.

[0110] Here, after determining that the role setting information currently applicable to the NPC character is the role setting information corresponding to the above-mentioned target role development stage, the interaction request and the above-mentioned role setting information of the NPC character can be input into the large language model in the same manner as the above-mentioned optional implementation method, and the response probability of the NPC character to the target interaction trigger condition is obtained through the output of the large language model. The repetitions will not be repeated here.

[0111] In the embodiment of the present application, considering that the number of interaction modes that can be configured for each NPC character in the NPC management platform is limited, the number of specific interaction trigger conditions that can be configured for each interaction mode is also limited, that is, in an actual game, the multiple interaction trigger conditions configured for the NPC character may not contain a target interaction trigger condition that matches the interaction request issued by the player character. At this time, as an optional embodiment, after executing the above step S101, if it is determined that there is no target interaction trigger condition that matches the interaction request, the feedback information of the NPC character for the above interaction request can be determined according to the method shown in the following steps d1-d2, specifically:

[0112] Step d1: If it is determined that the target interaction trigger condition does not exist, determine the target prompt word related to the reply information of the interaction request according to the interaction request and the role setting information configured by the non-player character.

[0113] Here, the target prompt word is a prompt word used to be input into the large language model, so that the large language model can output text information matching the target prompt word as the NPC character's reply information to the above-mentioned interaction request based on the input target prompt word.

[0114] Specifically, when determining the target prompt word, the chat information sent by the player (i.e., the above-mentioned interaction request) and the role setting information of the NPC character can be merged to obtain the merged comprehensive information as the above-mentioned target prompt word, so that the large language model can output specific reply information that is consistent with the role setting information of the NPC character and can reply to the above-mentioned interaction request.

[0115] Step d2: input the target prompt word into the large language model, output reply information for the interaction request through the large language model, and control the non-player character to send the reply information to the player character according to the configured character voice.

[0116] Here, refer to the aforementioned Figure 4 It can be seen from the relevant instructions of the part that after obtaining the above reply information output by the large language model, in addition to sending the above reply information directly to the corresponding player character on the game client side in the form of text information in a conventional way, based on the character voice configured for the NPC character in the NPC management platform (i.e. Figure 4 The NPC character can also be controlled to broadcast the above reply information to the player character according to the configured character voice, so as to enhance the player's immersive game experience and personalized game interactive experience.

[0117] (3) Specific configuration method of the NPC character's role schedule:

[0118] In the examples of this application, refer to Figure 4 The character configuration page 400 shown in the figure can also configure the character schedule of each NPC character in the NPC management platform (i.e., the schedule setting part shown in the character configuration page 400); wherein, when configuring the character schedule for the NPC character, one or more character itineraries can be configured in the character schedule, and each character itinerary includes at least the following three configurable parameters: time parameter (i.e., the specific time to execute the character itinerary), location parameter (i.e., the specific game location to execute the character itinerary in the game) and character behavior parameter (i.e., the specific action behavior that the NPC character needs to perform in the character itinerary).

[0119] Specifically, when an NPC character (i.e., the non-player character) is configured with a character schedule, the game server can obtain the character schedule of the NPC character from the NPC management platform, and control the NPC character to move in the game according to the character schedule (it can be moved by pathfinding or by teleportation); wherein, referring to the above-mentioned specific configuration method of the character schedule, it can be known that the character schedule includes at least one preset time and a target game location designated for the NPC character to go to at the preset time and a target character behavior designated to be performed (equivalent to the character schedule including at least one character itinerary consisting of a preset time, a target game location, and a target character behavior).

[0120] For example, taking the character schedule configured in the NPC character configuration that includes "go to Valley A in the game to wash clothes between 10 and 11 a.m. every day", the game server can control the NPC character to go to Valley A in the game (i.e., the target game location) between 10 and 11 a.m. every day (i.e., the preset time) to wash clothes (i.e., the target character behavior).

[0121] Specifically, in addition to the NPC character being able to move regularly in the game according to the above-configured character schedule, as another optional embodiment, the game server can also control the NPC character (i.e., the non-player character) to move randomly in the game according to the randomly generated movement time, movement location, and character behavior; wherein the above-mentioned movement time, movement location, and character behavior during random movement can be randomly generated according to random probability, or can be sent to the large language model in the NPC management platform at a regular interval to control the large language model to output a character schedule with random movement time, movement location, and character behavior according to the received instructions, and send the outputted random character schedule to the game server, so that the game server can control the NPC character to move in the game according to the outputted random character schedule (i.e., go to the above-mentioned random movement location within the above-mentioned random movement time to perform the above-mentioned random character behavior).

[0122] (4) Specific configuration method for whether the NPC character needs to actively initiate topic interaction with the player character in the game:

[0123] In the examples of this application, refer to Figure 4 The character configuration page 400 shown can also configure the topics that each NPC character can actively initiate in the NPC management platform (i.e., the actively initiated topic part shown in the character configuration page 400), so that the configured NPC character can not only reply to the chat information sent by the player character in the conventional interactive method, but also actively initiate topic chats with the player character according to the configured chat topics.

[0124] Specifically, as an optional embodiment, when the NPC character is configured with multiple chat topics that can actively initiate chats, the game server can control the NPC character to actively initiate a chat dialogue with the player character according to the method described in step e1 below:

[0125] Step e1: When an NPC character (i.e., the non-player character) is configured with multiple chat topics, the NPC character is controlled to proactively initiate a conversation about a target chat topic with the player character in the game according to the priorities corresponding to the multiple chat topics.

[0126] Here, the target chat topic represents the chat topic with the highest priority among the above multiple chat topics.

[0127] In the embodiment of the present application, as an optional embodiment, the above multiple chat topics can be specifically subdivided into the following five different topic types:

[0128] Topic type 1: Greetings on special dates; for example, Happy New Year on New Year's Day, Happy Labor Day, etc. The specific greeting date and greeting content can be pre-configured through the NPC management platform.

[0129] Topic Type 2: Daily greetings; for example, an NPC character can proactively tell a pre-configured joke or anecdote to the player character.

[0130] Topic Type 3: Real-time hot information; the NPC management platform can pre-crawl the latest hot information and add it to the NPC character's role knowledge base. When the NPC character needs to actively initiate a chat topic about real-time hot information to the player character, the game server can call the latest information stored in the above role knowledge base through the NPC management platform, and control the NPC character to actively initiate a chat topic about the above latest consultation to the player character.

[0131] Topic Type 4: Static Memory; This refers to the memory dimensions that need to be paid attention to and are pre-configured for NPC characters in the NPC Management Platform. For example, the NPC character configuration needs to know the player's (that is, the player who controls the player character) birthday, working hours, city and other unknown information. Then, after the configuration, the NPC character will collect relevant information from the player by actively asking questions about the unknown information that needs to be known for the above configuration, and insert the collected relevant information into the character knowledge base as the static memory content of the NPC character; and subsequently, for the above static memory content that has been collected, a static memory can be randomly extracted from the character knowledge base, and based on the extracted static memory, the NPC character can be controlled to ask some memory recall-like questions to the player character.

[0132] For example, the player's birthday dimension is configured in the static memory of the NPC character. When the NPC character does not know the player's birthday, the NPC character can actively ask the player character "When is your birthday?"; after the NPC character collects the reply information that the player's birthday is January 1, when the NPC character actively initiates a dialogue with the player character in the subsequent game, the information "When is your birthday?" sent to the player character in the previous unknown state is updated to "Your birthday is coming soon, what gift do you want?" This information is consistent with the NPC character's existing static memory when the player's birthday is known.

[0133] Topic type 5: dynamic memory; corresponding to the above-mentioned static memory, dynamic memory refers to some extractable content that has not been configured; for example, the static memory is not configured to extract the memory point of whether the player has a pet from the conversation content during the conversation with the player character. However, when the player character and the NPC character mention that they have a pet named Tony in the chat, the NPC management platform can extract the dynamic memory of "pet name" - "Tony" and add it to the dynamic memory knowledge base of the NPC character. Afterwards, the same as static memory, when the NPC character subsequently randomly initiates a dynamic memory-related topic with the player character in the game, the NPC character will ask the player character questions in the form of memory recall, such as asking the player character "How is your Tony eating and sleeping recently?" etc.

[0134] Specifically, in an embodiment of the present application, the priority levels among the above-mentioned chat topics can also be quantitatively represented by the occurrence probability configured for each chat topic in the NPC management platform; for example, when the above-mentioned chat topic of "greeting on a special date" is the chat topic with the highest priority, and the above-mentioned chat topics such as "daily greetings", "real-time hot information", "static memory" and "dynamic memory" are chat topics with the second highest priority, the occurrence probability of the above-mentioned chat topic of "greeting on a special date" can be configured to be 100% (equivalent to the NPC character will inevitably take the initiative to greet the player character when the special date arrives), and the occurrence probability of the above-mentioned chat topics such as "daily greetings", "real-time hot information", "static memory" and "dynamic memory" are all 25% (equivalent to the occurrence probability of multiple chat topics under the same priority can be the same). At this time, unlike the above-mentioned chat topic of "greeting on a special date", taking "daily greetings" as an example, when the NPC character interacts with the player character on a daily basis, there is a 25% probability that the NPC character will take the initiative to tell the player character an interesting story, and there is also a 75% probability that the NPC character will not take the initiative to tell the player character the interesting story.

[0135] (5) Specific configuration method for the knowledge scope of NPC characters:

[0136] In the examples of this application, refer to Figure 4 The character configuration page 400 shown in the figure can also configure the character knowledge scope of each NPC character in the NPC management platform (i.e., the knowledge setting part shown in the character configuration page 400). Specifically, in the NPC management platform, different types of knowledge related to the game background setting and the world view setting in the game can be collected according to the game background setting and the world view setting in the game (e.g., for a game with the Three Kingdoms background, historical knowledge of the Three Kingdoms era can be collected, etc.) to form different public knowledge bases. When configuring the character knowledge scope of the NPC character, the game developer can select one or more public knowledge bases from the above-mentioned multiple different public knowledge bases stored in the NPC management platform to mount on the NPC character. As the number of interactions between the NPC character and the player character increases, the game server can also collect memory points of the NPC character and the player character in historical interactions (e.g., the player character once mentioned to the NPC character that he had a pet in the game) to obtain the private knowledge base of the NPC character composed of the memory points. At this time, the above-mentioned public knowledge base mounted by the NPC character and the above-mentioned private knowledge base generated according to the memory points in the interaction together constitute the character knowledge base of the NPC character.

[0137] Based on the above role knowledge base corresponding to the NPC role in the NPC management platform, as an optional embodiment, during the dialogue between the player role and the NPC role, the response information for the player role can also be determined by using the role knowledge base of the NPC role according to the method described in the following steps f1-f2, specifically:

[0138] Step f1, when the player character is in dialogue with the non-player character, according to the speech information of the player character, a target knowledge point matching the speech information is retrieved from the character knowledge base configured for the non-player character.

[0139] Here, the role knowledge base configured by the NPC role may include the above-mentioned public knowledge base mounted on the NPC and the above-mentioned private knowledge base of the NPC role. The embodiment of the present application does not impose any limitation on the specific configuration content and specific configuration method of the role knowledge base.

[0140] Specifically, when the NPC character and the player character are having a conversation (that is, when the dialogue information sent to the player character is generated by the large language model bound to the NPC character), the character knowledge base of the NPC character will be searched based on the speech information of the player character, wherein specifically, a vector similarity retrieval method can be used to search whether there is a character knowledge feature vector (that is, the above-mentioned target knowledge point) whose similarity with the feature vector corresponding to the above-mentioned speech information is higher than a preset matching threshold.

[0141] Step f2: input the target knowledge point, the role setting information of the non-player character and the speech information into a large language model, output response information for the speech information through the large language model, and control the non-player character to send the response information to the player character according to the configured character voice.

[0142] Here, the specific implementation of step f2 is similar to that of the aforementioned step d2, and the repeated parts are not repeated here.

[0143] It should be noted that after the NPC character and the player character have multiple rounds of dialogue and communication, in response to the end of the multiple rounds of dialogue and communication, the game server can also control the NPC character to send some output settlements in the game (such as interactive rewards in multiple games, etc.) to the player character as a total interactive feedback to the player character after the multiple rounds of dialogue and communication. The specific settlement content of the above-mentioned output settlement is not limited in any way in this embodiment of the application.

[0144] Configuration dimension 3: Specific configuration related to security detection of sensitive words appearing in chats between NPC characters and player characters:

[0145] During a chat conversation between an NPC character and a player character, in order to avoid the use of some non-compliant sensitive words by both parties (i.e., the NPC character and the player character) during the chat conversation, game developers can also pre-configure multiple sensitive word categories that need to be detected and avoided by the NPC character and the player character in the chat conversation and the detection strength corresponding to each sensitive word category in the NPC management platform.

[0146] Specifically, Figure 7 As shown, Figure 7 An interactive schematic diagram of a method for configuring sensitive word detection for NPC characters and player characters during a chat dialogue provided by an embodiment of the present application is shown. In the security detection page 700 in the NPC management platform, game developers can directly select a sensitive word detection level that is applicable to both player input (i.e., dialogue information sent by the player character to the NPC character) and model output (i.e., dialogue information output by the NPC character through a large language model) from four security detection levels, namely, closed, high degree of freedom, default, and strict detection. After selecting a custom security detection level, the game developer can also configure the corresponding detection strength for both player input and model output for each type of sensitive word detection category (such as the sensitive word detection category represented by sensitive word x, and the sensitive word detection category represented by sensitive word y). In addition, game developers can also choose whether to enable sensitive word detection for other languages ​​such as English.

[0147] Based on this, when controlling the NPC character to communicate with the player character in the manner described in the above steps f1-f22, as an optional embodiment, the game server can send the speech information of the player character sent by the game client to the NPC management platform (i.e., the non-player character management platform) when the player character on the game client side communicates with the NPC character (i.e., the non-player character), and the NPC management platform receives the above speech information sent by the game server, wherein, before the received speech information of the player character is input into the large language model (i.e., the large language model pre-configured for the NPC character stored in the NPC management platform), as shown in FIG. Figure 7 As shown, the NPC management platform can filter the above speech information for sensitive words according to the pre-configured sensitive word detection category and detection strength for the player's input information to obtain the filtered speech information.

[0148] Exemplary descriptions, such as Figure 7 As shown, before the speech information of the player character is input into the large language model, on the player input side, the sensitive words in the sensitive word detection category of sensitive word x that may be contained in the speech information of the player character can be filtered according to the detection strength "default", and the sensitive words in the sensitive word detection category of sensitive word y that may be contained in the speech information of the player character can be filtered according to the detection strength "high degree of freedom" to obtain the filtered speech information.

[0149] Specifically, after obtaining the filtered speech information, the NPC management platform can input the filtered speech information and the role setting information configured by the NPC character (ie, non-player character) into the above-mentioned large language model, and output response information for the above-mentioned speech information through the above-mentioned large language model.

[0150] Here, as an optional embodiment, on the model output side of the NPC character, after the response information to the above speech information is output through the large language model, such as Figure 7 As shown, the NPC management platform can also filter the response information for sensitive words according to the pre-configured sensitive word detection category and detection strength for the model output information, obtain filtered response information, and send the filtered response information to the game server. After receiving the above-mentioned filtered response information sent by the NPC management platform, the game server can control the NPC character (i.e., the non-player character) to send the filtered response information to the player character according to the configured character voice (equivalent to sending the above-mentioned filtered response information to the game client as the NPC character's reply information to the above-mentioned speech information).

[0151] Exemplary descriptions, such as Figure 7As shown, on the model output side of the NPC character, after the response information for the above-mentioned speech information is outputted through the large language model, the sensitive words in the sensitive word detection category of sensitive word x that may be contained in the above-mentioned response information outputted by the large language model can be filtered according to the detection intensity of "strict detection", and the sensitive words in the sensitive word detection category of sensitive word y that may be contained in the above-mentioned response information outputted by the large language model can be filtered according to the detection intensity of "strict detection" to obtain the filtered response information.

[0152] It should be noted that in order to reduce the detection error of sensitive word detection, in the NPC management platform, you can also set a whitelist applicable to sensitive word detection (that is, the words in the whitelist are safe words that do not need to be detected), a sensitive word list or a sensitive word regular expression (that is, the words that appear in the sensitive word list or the words that conform to the sensitive word regular expression will be determined as sensitive words that must be filtered), project-specific words that do not need to be filtered, etc. (for example, words such as xx ghost and xx monster only represent a game character in the game, so they can be determined as project-specific words that can be configured with the same semantic replacement words to avoid detection errors during security detection).

[0153] For the above-mentioned large language model bound to the NPC character, the NPC management platform can also receive online game data exported from the game server side, and analyze the online game data to obtain specific indicator values ​​of multiple key indicators for evaluating the model operation effect of the large language model, so as to trigger the model optimization process for the large language model when the indicator value of any key indicator is lower than the expected performance; wherein, when optimizing the large language model, the above-mentioned exported online game data can be used, and no limitation is made here on the specific model optimization method of the large language model.

[0154] It should be noted that the specific indicator types of the above-mentioned key indicators may include: new user retention rate, active user retention rate, user volume, user stickiness, the average number of conversation rounds between player characters and NPC characters, etc. The embodiments of this application do not impose any limitation on the specific indicator types and specific indicator quantities of the above-mentioned key indicators.

[0155] Specifically, in order to better understand the actual model operation effect of the above-mentioned large language model, the NPC management platform also provides a model AB testing service. Game developers can select the large language model used in the current game as the A model, and select a B model as a control group from multiple alternative models (such as an open source AI model or an AI model trained by the game development side, etc.). Based on the selected A model and the B model, the players in the game can be diverted. According to the diversion ratio configured in the NPC management platform (such as 70% of the players are used to test the A model and 30% of the players are used to test the B model), a part of the players are diverted to the A model and the other part of the players are diverted to the B model. Finally, the data statistical results of the two player flows after diversion can be compared from multiple evaluation dimensions to obtain the model evaluation results for the A model and the B model.

[0156] Here, when performing the above-mentioned model AB testing service, as an optional embodiment, the above-mentioned large language model pre-configured for NPC characters stored in the NPC management platform can be selected as the A model (which is also equivalent to the large language model used in the current game), and from the above-mentioned multiple alternative models, a control model for group testing (ie, AB testing) with the above-mentioned large language model is selected as the B model.

[0157] Specifically, taking the step of determining the response probability of the NPC character to the target interaction trigger condition in step S102 as an example, refer to the above Figure 6 The NPC management platform can determine the response probability calculation method corresponding to the target interaction trigger condition based on the pre-stored configuration information of the NPC character (i.e., non-player character) (e.g. Figure 6 As shown, the response probability calculation method is equivalent to the pre-configured response method for each interactive trigger condition), if the response probability calculation method belongs to the model real-time calculation method, the NPC management platform can determine the target model for calculating the response probability from the above-mentioned large language model and the above-mentioned control model (that is, the above-mentioned A model and the above-mentioned B model) according to the diversion ratio corresponding to the group test (that is, the AB test) (for example, 70% of the interactive requests can be used to test the A model, and 30% of the interactive requests can be used to test the B model. According to the diversion ratio, the target model for the test corresponding to each interactive request is determined), the NPC management platform can input the interactive request and the role setting information of the NPC role configuration into the above-mentioned target model, and obtain the response probability of the NPC character to the target interactive trigger condition through the output of the target model (refer to the content of calculating the above-mentioned response probability through the above-mentioned large language model, and the repetition will not be repeated here).

[0158] It should be noted that when selecting model A or model B in the NPC management platform, in order to facilitate model selection and switching, the NPC management platform can abstract the specific model content of each alternative model into several configuration parameters for representation, among which the above-mentioned several configuration parameters can include the model address URL (Uniform Resource Locator). Game developers only need to modify the model address URL to switch to model A or model B very conveniently.

[0159] Based on the control method of the above non-player character provided by the embodiment of the present application, when it is detected that the player character sends an interaction request to the non-player character, according to the multiple interaction trigger conditions configured by the non-player character, it is judged whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions; if it is determined that there is a target interaction trigger condition, the response probability of the non-player character to the target interaction trigger condition is determined, and the non-player character is controlled to randomly select whether to respond to the target interaction trigger condition based on the response probability; when it is determined that the non-player character responds to the target interaction trigger condition, the non-player character is controlled to interact with the player character according to the target interaction method corresponding to the target interaction trigger condition. In this way, the present application makes the interaction method between the player and the NPC (i.e., the non-player character) in the game more flexible and changeable, effectively improves the interaction flexibility between the player and the NPC, and is conducive to enhancing the player's immersive game experience and personalized game interaction experience.

[0160] Based on the same inventive concept, Figure 2 As shown, the present application also provides a control system for non-player characters corresponding to the above-mentioned control method for non-player characters. Since the principle of solving the problem by the control system for non-player characters in the embodiment of the present application is similar to the above-mentioned control method for non-player characters in the embodiment of the present application, the implementation of the control system for non-player characters can refer to the implementation of the above-mentioned control method for non-player characters, and the repeated parts will not be repeated.

[0161] like Figure 2 As shown, the control system includes: a game server 201, a non-player character management platform 202, and a game client 203 corresponding to at least one player character; wherein the game server 201 is used to:

[0162] When receiving an interaction request sent by the game client 203 to the non-player character, forwarding the interaction request to the non-player character management platform 202;

[0163] The non-player character management platform 202 is used to receive the interaction request forwarded by the game server 201, and determine whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured by the non-player character;

[0164] If it is determined that the target interaction trigger condition exists, determine the response probability of the non-player character to the target interaction trigger condition and the target interaction mode corresponding to the target interaction trigger condition, and send the response probability and the target interaction mode to the game server 201;

[0165] The game server 201 is used to receive the response probability and the target interaction method sent by the non-player character management platform 202, control the non-player character to randomly select whether to respond to the target interaction trigger condition based on the response probability, and when it is determined that the non-player character responds to the target interaction trigger condition, control the non-player character to interact with the player character corresponding to the game client 203 according to the target interaction method.

[0166] In an optional implementation, the non-player character management platform 202 stores a large language model pre-configured for the player character and a control model for group testing with the large language model; wherein, when determining the response probability of the non-player character to the target interaction trigger condition, the non-player character management platform 202 is used to:

[0167] Determine a response probability calculation method corresponding to the target interaction trigger condition according to pre-stored relevant configuration information of the non-player character;

[0168] If the response probability calculation method belongs to the model real-time calculation method, according to the diversion ratio corresponding to the group test, a target model for calculating the response probability is determined from the large language model and the control model;

[0169] The interaction request and the role setting information of the non-player character configuration are input into the target model, and the response probability of the non-player character to the target interaction trigger condition is obtained through the target model output.

[0170] In an optional implementation, the non-player character management platform 202 stores a large language model pre-configured for the player character; wherein the game server 201 is further used to: when the player character and the non-player character are talking to each other, send the speech information of the player character sent by the game client 203 to the non-player character management platform 202;

[0171] The non-player character management platform 202 is used to receive the speech information sent by the game server 201, and filter the speech information for sensitive words according to the pre-configured sensitive word detection category and detection strength for the player input information to obtain the filtered speech information;

[0172] inputting the filtered speech information and the role setting information configured by the non-player character into the large language model, and outputting response information to the speech information through the large language model;

[0173] According to the pre-configured sensitive word detection category and detection strength for the model output information, the response information is filtered for sensitive words to obtain filtered response information, and the filtered response information is sent to the game server 201;

[0174] The game server 201 is used to receive the filtered response information sent by the non-player character management platform 202, and send the filtered response information as the reply information of the non-player character to the speech information to the game client 203.

[0175] Based on the same inventive concept, the present application also provides a control device corresponding to the above-mentioned control method for non-player characters. Since the principle of solving the problem by the control device in the embodiment of the present application is similar to the above-mentioned control method for non-player characters in the embodiment of the present application, the implementation of the control device can refer to the implementation of the above-mentioned control method for non-player characters, and the repeated parts will not be repeated.

[0176] Reference Figure 8 As shown, Figure 8 A schematic diagram of the structure of a control device for a non-player character provided in an embodiment of the present application is shown, wherein the control device comprises:

[0177] The judgment module 801 is used to judge whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured by the non-player character when it is detected that the player character sends an interaction request to the non-player character;

[0178] The control module 802 is used to determine the response probability of the non-player character to the target interaction trigger condition if it is determined that the target interaction trigger condition exists, and control the non-player character to randomly select whether to respond to the target interaction trigger condition based on the response probability;

[0179] The interaction module 803 is used to control the non-player character to interact with the player character in a target interaction manner corresponding to the target interaction trigger condition when it is determined that the non-player character responds to the target interaction trigger condition.

[0180] In an optional implementation, when determining whether there is a target interaction triggering condition matching the interaction request among the multiple interaction triggering conditions configured according to the non-player character, the determination module 801 is configured to:

[0181] When the interaction request belongs to a chat message sent by the player character to the non-player character, the interaction intention of the player character is obtained by performing intent recognition on the chat message;

[0182] According to the multiple interaction triggering intentions configured for the non-player character, determining whether there is a target interaction triggering intention matching the interaction intention among the multiple interaction triggering intentions;

[0183] If it is determined that the target interaction triggering intention exists, the target interaction triggering intention is determined as a target interaction triggering condition that matches the interaction request.

[0184] In an optional implementation, when determining whether there is a target interaction triggering condition matching the interaction request among the multiple interaction triggering conditions configured according to the non-player character, the determination module 801 is configured to:

[0185] When the interaction request belongs to an interaction behavior displayed by the player character to the non-player character, judging whether there is a target interaction triggering behavior matching the interaction behavior among the multiple interaction triggering behaviors configured for the non-player character;

[0186] If it is determined that the target interaction triggering behavior exists, the target interaction triggering behavior is determined as a target interaction triggering condition that matches the interaction request.

[0187] In an optional implementation, when determining the response probability of the non-player character to the target interaction triggering condition, the control module 802 is configured to:

[0188] From a plurality of preset response probabilities configured for the non-player character, a preset response probability corresponding to the target interaction trigger condition is determined as the response probability; wherein each of the preset response probabilities corresponds to one of the interaction trigger conditions.

[0189] In an optional implementation, when determining the response probability of the non-player character to the target interaction triggering condition, the control module 802 is configured to:

[0190] The interaction request and the role setting information of the non-player character configuration are input into a large language model, and the response probability of the non-player character to the target interaction trigger condition is obtained through the output of the large language model.

[0191] In an optional implementation, the control module 802 is further configured to:

[0192] When the non-player character is configured with character setting information corresponding to a plurality of character development stages, according to a current intimacy value between the player character and the non-player character or a current game progress of the player character, a target character development stage matching the intimacy value or the game progress is determined from the plurality of character development stages configured for the non-player character;

[0193] The interaction request and the role setting information corresponding to the target role development stage are input into a large language model, and the response probability of the non-player role to the target interaction trigger condition is obtained through the output of the large language model.

[0194] In an optional implementation, when controlling the non-player character to interact with the player character in a target interaction manner corresponding to the target interaction trigger condition, the interaction module 803 is used to:

[0195] When the target interaction trigger condition corresponds to multiple interaction methods, the target interaction method is randomly determined from the multiple interaction methods according to the occurrence probabilities corresponding to the multiple interaction methods, and the non-player character is controlled to interact with the player character according to the target interaction method.

[0196] In an optional implementation, the control device further includes: a reply module; wherein the reply module is used to:

[0197] If it is determined that the target interaction trigger condition does not exist, determining a target prompt word related to the reply information of the interaction request according to the interaction request and the role setting information configured by the non-player character;

[0198] The target prompt word is input into a large language model, a reply message for the interaction request is output through the large language model, and the non-player character is controlled to send the reply message to the player character according to a configured character voice.

[0199] In an optional implementation, the control device further includes: a first movement control module; wherein the first movement control module is used to:

[0200] When the non-player character is configured with a character schedule, the non-player character is controlled to move in the game according to the character schedule; wherein the character schedule includes at least one preset time and a target game location designated for the non-player character to go to and a target character behavior designated to be performed at the preset time.

[0201] In an optional implementation, the control device further includes: a second movement control module; wherein the second movement control module is used to:

[0202] According to the randomly generated moving time, moving location and character behavior, the non-player character is controlled to move randomly in the game.

[0203] In an optional implementation, the control device further includes: a response module; wherein the response module is used to:

[0204] When the player character is in dialogue with the non-player character, according to the speech information of the player character, a target knowledge point matching the speech information is retrieved from a character knowledge base configured for the non-player character;

[0205] The target knowledge point, the role setting information of the non-player character and the speech information are input into a large language model, response information for the speech information is output through the large language model, and the non-player character is controlled to send the response information to the player character according to the configured character voice.

[0206] In an optional implementation, the control device further includes: a security detection module; wherein, before the speech information is input into the large language model, the security detection module is used to:

[0207] According to the pre-configured sensitive word detection category and detection strength for the player's input information, the speech information is filtered for sensitive words, and the filtered speech information is input into the large language model.

[0208] In an optional implementation, after the large language model outputs response information to the speech information, the security detection module is used to:

[0209] According to the pre-configured sensitive word detection category and detection strength for the model output information, the response information is filtered for sensitive words, and the non-player character is controlled to send the filtered response information to the player character according to the configured character voice.

[0210] In an optional implementation, the control device further includes: a topic initiation module; wherein the topic initiation module is used to:

[0211] When the non-player character is configured with multiple chat topics, the non-player character is controlled to actively initiate a conversation about a target chat topic with the player character in the game according to the priorities corresponding to the multiple chat topics; wherein the target chat topic represents the chat topic with the highest priority among the multiple chat topics.

[0212] Based on the control device of the above non-player character provided by the embodiment of the present application, when it is detected that the player character sends an interaction request to the non-player character, it is determined whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions according to the multiple interaction trigger conditions configured by the non-player character; if it is determined that there is a target interaction trigger condition, the response probability of the non-player character to the target interaction trigger condition is determined, and the non-player character is controlled to randomly select whether to respond to the target interaction trigger condition based on the response probability; when it is determined that the non-player character responds to the target interaction trigger condition, the non-player character is controlled to interact with the player character according to the target interaction method corresponding to the target interaction trigger condition. In this way, the present application makes the interaction method between the player and the NPC (i.e., the non-player character) in the game more flexible and changeable, effectively improves the interaction flexibility between the player and the NPC, and is conducive to enhancing the player's immersive game experience and personalized game interaction experience.

[0213] Based on the same inventive concept, the present application also provides an electronic device corresponding to the above-mentioned non-player character control method. Since the principle of solving the problem by the electronic device in the embodiment of the present application is similar to the above-mentioned non-player character control method in the embodiment of the present application, the implementation of the electronic device can refer to the implementation of the above-mentioned control method, and the repeated parts will not be repeated.

[0214] Fig. 9 A structural diagram of an electronic device 900 provided in an embodiment of the present application includes: a processor 901, a memory 902 and a bus 903, wherein the memory 902 stores machine-readable instructions executable by the processor 901. When the electronic device runs a control method for a non-player character in the embodiment, the processor 901 communicates with the memory 902 via the bus 903, and the processor 901 executes the machine-readable instructions. When the processor 901 executes the machine-readable instructions, the following steps are implemented, specifically:

[0215] When it is detected that the player character sends an interaction request to the non-player character, judging whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured for the non-player character;

[0216] If it is determined that the target interaction trigger condition exists, determining the probability of the non-player character responding to the target interaction trigger condition, and controlling the non-player character to randomly select whether to respond to the target interaction trigger condition based on the response probability;

[0217] When it is determined that the non-player character responds to the target interaction triggering condition, the non-player character is controlled to interact with the player character in a target interaction manner corresponding to the target interaction triggering condition.

[0218] In an optional implementation, when determining whether there is a target interaction triggering condition matching the interaction request among the multiple interaction triggering conditions configured according to the non-player character, the processor 901 is configured to:

[0219] When the interaction request belongs to a chat message sent by the player character to the non-player character, the interaction intention of the player character is obtained by performing intent recognition on the chat message;

[0220] According to the multiple interaction triggering intentions configured for the non-player character, determining whether there is a target interaction triggering intention matching the interaction intention among the multiple interaction triggering intentions;

[0221] If it is determined that the target interaction triggering intention exists, the target interaction triggering intention is determined as a target interaction triggering condition that matches the interaction request.

[0222] In an optional implementation, when determining whether there is a target interaction triggering condition matching the interaction request among the multiple interaction triggering conditions configured according to the non-player character, the processor 901 is configured to:

[0223] When the interaction request belongs to an interaction behavior displayed by the player character to the non-player character, judging whether there is a target interaction triggering behavior matching the interaction behavior among the multiple interaction triggering behaviors configured for the non-player character;

[0224] If it is determined that the target interaction triggering behavior exists, the target interaction triggering behavior is determined as a target interaction triggering condition that matches the interaction request.

[0225] In an optional implementation, when determining the response probability of the non-player character to the target interaction triggering condition, the processor 901 is configured to:

[0226] From a plurality of preset response probabilities configured for the non-player character, a preset response probability corresponding to the target interaction trigger condition is determined as the response probability; wherein each of the preset response probabilities corresponds to one of the interaction trigger conditions.

[0227] In an optional implementation, when determining the response probability of the non-player character to the target interaction triggering condition, the processor 901 is configured to:

[0228] The interaction request and the role setting information of the non-player character configuration are input into a large language model, and the response probability of the non-player character to the target interaction trigger condition is obtained through the output of the large language model.

[0229] In an optional implementation, the processor 901 is further configured to:

[0230] When the non-player character is configured with character setting information corresponding to a plurality of character development stages, according to a current intimacy value between the player character and the non-player character or a current game progress of the player character, a target character development stage matching the intimacy value or the game progress is determined from the plurality of character development stages configured for the non-player character;

[0231] The interaction request and the role setting information corresponding to the target role development stage are input into a large language model, and the response probability of the non-player role to the target interaction trigger condition is obtained through the output of the large language model.

[0232] In an optional implementation, when controlling the non-player character to interact with the player character in a target interaction manner corresponding to the target interaction trigger condition, the processor 901 is configured to:

[0233] When the target interaction trigger condition corresponds to multiple interaction methods, the target interaction method is randomly determined from the multiple interaction methods according to the occurrence probabilities corresponding to the multiple interaction methods, and the non-player character is controlled to interact with the player character according to the target interaction method.

[0234] In an optional implementation, the processor 901 is further configured to:

[0235] If it is determined that the target interaction trigger condition does not exist, determining a target prompt word related to the reply information of the interaction request according to the interaction request and the role setting information configured by the non-player character;

[0236] The target prompt word is input into a large language model, a reply message for the interaction request is output through the large language model, and the non-player character is controlled to send the reply message to the player character according to a configured character voice.

[0237] In an optional implementation, the processor 901 is further configured to:

[0238] When the non-player character is configured with a character schedule, the non-player character is controlled to move in the game according to the character schedule; wherein the character schedule includes at least one preset time and a target game location designated for the non-player character to go to and a target character behavior designated to be performed at the preset time.

[0239] In an optional implementation, the processor 901 is further configured to:

[0240] According to the randomly generated moving time, moving location and character behavior, the non-player character is controlled to move randomly in the game.

[0241] In an optional implementation, the processor 901 is further configured to:

[0242] When the player character is in dialogue with the non-player character, according to the speech information of the player character, a target knowledge point matching the speech information is retrieved from a character knowledge base configured for the non-player character;

[0243] The target knowledge point, the role setting information of the non-player character and the speech information are input into a large language model, response information for the speech information is output through the large language model, and the non-player character is controlled to send the response information to the player character according to the configured character voice.

[0244] In an optional implementation, before inputting the speech information into the large language model, the processor 901 is further configured to:

[0245] According to the pre-configured sensitive word detection category and detection strength for the player's input information, the speech information is filtered for sensitive words, and the filtered speech information is input into the large language model.

[0246] In an optional implementation, after outputting response information to the speech information through the large language model, the processor 901 is further configured to:

[0247] According to the pre-configured sensitive word detection category and detection strength for the model output information, the response information is filtered for sensitive words, and the non-player character is controlled to send the filtered response information to the player character according to the configured character voice.

[0248] In an optional implementation, the processor 901 is further configured to:

[0249] When the non-player character is configured with multiple chat topics, the non-player character is controlled to actively initiate a conversation about a target chat topic with the player character in the game according to the priorities corresponding to the multiple chat topics; wherein the target chat topic represents the chat topic with the highest priority among the multiple chat topics.

[0250] By the electronic device provided by the embodiment of the present application, when it is detected that the player character sends an interaction request to the non-player character, it is determined whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions according to the multiple interaction trigger conditions configured by the non-player character; if it is determined that there is a target interaction trigger condition, the response probability of the non-player character to the target interaction trigger condition is determined, and the non-player character is controlled to randomly select whether to respond to the target interaction trigger condition based on the response probability; when it is determined that the non-player character responds to the target interaction trigger condition, the non-player character is controlled to interact with the player character according to the target interaction method corresponding to the target interaction trigger condition. In this way, the present application makes the interaction method between the player and the NPC (i.e., the non-player character) in the game more flexible and changeable, effectively improves the flexibility of interaction between the player and the NPC, and is conducive to enhancing the player's immersive game experience and personalized game interaction experience.

[0251] Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed when a processor is running, and the processor performs the following steps:

[0252] When it is detected that the player character sends an interaction request to the non-player character, judging whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured for the non-player character;

[0253] If it is determined that the target interaction trigger condition exists, determining the probability of the non-player character responding to the target interaction trigger condition, and controlling the non-player character to randomly select whether to respond to the target interaction trigger condition based on the response probability;

[0254] When it is determined that the non-player character responds to the target interaction triggering condition, the non-player character is controlled to interact with the player character in a target interaction manner corresponding to the target interaction triggering condition.

[0255] In an optional implementation, when determining whether there is a target interaction triggering condition matching the interaction request among the multiple interaction triggering conditions configured according to the non-player character, the processor is configured to:

[0256] When the interaction request belongs to a chat message sent by the player character to the non-player character, the interaction intention of the player character is obtained by performing intent recognition on the chat message;

[0257] According to the multiple interaction triggering intentions configured for the non-player character, determining whether there is a target interaction triggering intention matching the interaction intention among the multiple interaction triggering intentions;

[0258] If it is determined that the target interaction triggering intention exists, the target interaction triggering intention is determined as a target interaction triggering condition that matches the interaction request.

[0259] In an optional implementation, when determining whether there is a target interaction triggering condition matching the interaction request among the multiple interaction triggering conditions configured according to the non-player character, the processor is configured to:

[0260] When the interaction request belongs to an interaction behavior displayed by the player character to the non-player character, judging whether there is a target interaction triggering behavior matching the interaction behavior among the multiple interaction triggering behaviors configured for the non-player character;

[0261] If it is determined that the target interaction triggering behavior exists, the target interaction triggering behavior is determined as a target interaction triggering condition that matches the interaction request.

[0262] In an optional implementation, when determining the response probability of the non-player character to the target interaction triggering condition, the processor is configured to:

[0263] From a plurality of preset response probabilities configured for the non-player character, a preset response probability corresponding to the target interaction trigger condition is determined as the response probability; wherein each of the preset response probabilities corresponds to one of the interaction trigger conditions.

[0264] In an optional implementation, when determining the response probability of the non-player character to the target interaction triggering condition, the processor is configured to:

[0265] The interaction request and the role setting information of the non-player character configuration are input into a large language model, and the response probability of the non-player character to the target interaction trigger condition is obtained through the output of the large language model.

[0266] In an optional implementation, the processor is further configured to:

[0267] When the non-player character is configured with character setting information corresponding to a plurality of character development stages, according to a current intimacy value between the player character and the non-player character or a current game progress of the player character, a target character development stage matching the intimacy value or the game progress is determined from the plurality of character development stages configured for the non-player character;

[0268] The interaction request and the role setting information corresponding to the target role development stage are input into a large language model, and the response probability of the non-player role to the target interaction trigger condition is obtained through the output of the large language model.

[0269] In an optional implementation, when controlling the non-player character to interact with the player character in a target interaction manner corresponding to the target interaction trigger condition, the processor is configured to:

[0270] When the target interaction trigger condition corresponds to multiple interaction methods, the target interaction method is randomly determined from the multiple interaction methods according to the occurrence probabilities corresponding to the multiple interaction methods, and the non-player character is controlled to interact with the player character according to the target interaction method.

[0271] In an optional implementation, the processor is further configured to:

[0272] If it is determined that the target interaction trigger condition does not exist, determining a target prompt word related to the reply information of the interaction request according to the interaction request and the role setting information configured by the non-player character;

[0273] The target prompt word is input into a large language model, a reply message for the interaction request is output through the large language model, and the non-player character is controlled to send the reply message to the player character according to a configured character voice.

[0274] In an optional implementation, the processor is further configured to:

[0275] When the non-player character is configured with a character schedule, the non-player character is controlled to move in the game according to the character schedule; wherein the character schedule includes at least one preset time and a target game location designated for the non-player character to go to and a target character behavior designated to be performed at the preset time.

[0276] In an optional implementation, the processor is further configured to:

[0277] According to the randomly generated moving time, moving location and character behavior, the non-player character is controlled to move randomly in the game.

[0278] In an optional implementation, the processor is further configured to:

[0279] When the player character is in dialogue with the non-player character, according to the speech information of the player character, a target knowledge point matching the speech information is retrieved from a character knowledge base configured for the non-player character;

[0280] The target knowledge point, the role setting information of the non-player character and the speech information are input into a large language model, response information for the speech information is output through the large language model, and the non-player character is controlled to send the response information to the player character according to the configured character voice.

[0281] In an optional implementation, before inputting the speech information into the large language model, the processor is further configured to:

[0282] According to the pre-configured sensitive word detection category and detection strength for the player's input information, the speech information is filtered for sensitive words, and the filtered speech information is input into the large language model.

[0283] In an optional implementation, after the large language model outputs response information to the speech information, the processor is further configured to:

[0284] According to the pre-configured sensitive word detection category and detection strength for the model output information, the response information is filtered for sensitive words, and the non-player character is controlled to send the filtered response information to the player character according to the configured character voice.

[0285] In an optional implementation, the processor is further configured to:

[0286] When the non-player character is configured with multiple chat topics, the non-player character is controlled to actively initiate a conversation about a target chat topic with the player character in the game according to the priorities corresponding to the multiple chat topics; wherein the target chat topic represents the chat topic with the highest priority among the multiple chat topics.

[0287] Through the above-mentioned computer-readable storage medium provided by the embodiment of the present application, when it is detected that the player character sends an interaction request to the non-player character, according to the multiple interaction trigger conditions configured by the non-player character, it is determined whether there is a target interaction trigger condition that matches the interaction request among the multiple interaction trigger conditions; if it is determined that there is a target interaction trigger condition, the response probability of the non-player character to the target interaction trigger condition is determined, and the non-player character is controlled to randomly select whether to respond to the target interaction trigger condition based on the response probability; when it is determined that the non-player character responds to the target interaction trigger condition, the non-player character is controlled to interact with the player character according to the target interaction method corresponding to the target interaction trigger condition. In this way, the present application makes the interaction method between the player and the NPC (i.e., the non-player character) in the game more flexible and changeable, effectively improves the interaction flexibility between the player and the NPC, and is conducive to enhancing the player's immersive game experience and personalized game interaction experience.

[0288] In the embodiment of the present application, the computer-readable storage medium can also execute other machine-readable instructions when being run by the processor to execute the control method of the non-player character as described in other embodiments. For the specific steps and principles of the control method of the non-player character, please refer to the description of the method side embodiment, which will not be repeated here.

[0289] In the embodiments provided in the present application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of systems or units, which can be electrical, mechanical or other forms.

[0290] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0291] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0292] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0293] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0294] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A method for controlling a non-player character, characterized in that: The control method comprises: When it is detected that the player character sends an interaction request to the non-player character, judging whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured for the non-player character; If it is determined that the target interaction trigger condition exists, determining the probability of the non-player character responding to the target interaction trigger condition, and controlling the non-player character to randomly select whether to respond to the target interaction trigger condition based on the response probability; When it is determined that the non-player character responds to the target interaction triggering condition, the non-player character is controlled to interact with the player character in a target interaction manner corresponding to the target interaction triggering condition.

2. The control method according to claim 1, characterized in that: The determining, based on the multiple interaction triggering conditions configured by the non-player character, whether there is a target interaction triggering condition matching the interaction request among the multiple interaction triggering conditions comprises: When the interaction request belongs to a chat message sent by the player character to the non-player character, the interaction intention of the player character is obtained by performing intent recognition on the chat message; According to the multiple interaction triggering intentions configured for the non-player character, determining whether there is a target interaction triggering intention matching the interaction intention among the multiple interaction triggering intentions; If it is determined that the target interaction triggering intention exists, the target interaction triggering intention is determined as a target interaction triggering condition that matches the interaction request.

3. The control method according to claim 1, characterized in that: The determining, based on the multiple interaction triggering conditions configured by the non-player character, whether there is a target interaction triggering condition matching the interaction request among the multiple interaction triggering conditions comprises: When the interaction request belongs to an interaction behavior displayed by the player character to the non-player character, judging whether there is a target interaction triggering behavior matching the interaction behavior among the multiple interaction triggering behaviors configured for the non-player character; If it is determined that the target interaction triggering behavior exists, the target interaction triggering behavior is determined as a target interaction triggering condition that matches the interaction request.

4. The control method according to claim 1, characterized in that: The determining the response probability of the non-player character to the target interaction triggering condition includes: From a plurality of preset response probabilities configured for the non-player character, a preset response probability corresponding to the target interaction trigger condition is determined as the response probability; wherein each of the preset response probabilities corresponds to one of the interaction trigger conditions.

5. The control method according to claim 1, characterized in that: The determining the response probability of the non-player character to the target interaction triggering condition includes: The interaction request and the role setting information of the non-player character configuration are input into a large language model, and the response probability of the non-player character to the target interaction trigger condition is obtained through the output of the large language model.

6. The control method according to claim 5, characterized in that: The control method further comprises: When the non-player character is configured with character setting information corresponding to a plurality of character development stages, according to a current intimacy value between the player character and the non-player character or a current game progress of the player character, a target character development stage matching the intimacy value or the game progress is determined from the plurality of character development stages configured for the non-player character; The interaction request and the role setting information corresponding to the target role development stage are input into a large language model, and the response probability of the non-player role to the target interaction trigger condition is obtained through the output of the large language model.

7. The control method according to claim 1, characterized in that: The controlling the non-player character to interact with the player character in a target interaction manner corresponding to the target interaction trigger condition includes: When the target interaction trigger condition corresponds to multiple interaction methods, the target interaction method is randomly determined from the multiple interaction methods according to the occurrence probabilities corresponding to the multiple interaction methods, and the non-player character is controlled to interact with the player character according to the target interaction method.

8. The control method according to claim 1, characterized in that: The control method further comprises: If it is determined that the target interaction trigger condition does not exist, determining a target prompt word related to the reply information of the interaction request according to the interaction request and the role setting information configured by the non-player character; The target prompt word is input into a large language model, a reply message for the interaction request is output through the large language model, and the non-player character is controlled to send the reply message to the player character according to a configured character voice.

9. The control method according to claim 1, characterized in that: The control method further comprises: When the non-player character is configured with a character schedule, the non-player character is controlled to move in the game according to the character schedule; wherein the character schedule includes at least one preset time and a target game location designated for the non-player character to go to and a target character behavior designated to be performed at the preset time.

10. The control method according to claim 1, characterized in that: The control method further comprises: According to the randomly generated moving time, moving location and character behavior, the non-player character is controlled to move randomly in the game.

11. The control method according to claim 1, characterized in that: The control method further comprises: When the player character is in dialogue with the non-player character, according to the speech information of the player character, a target knowledge point matching the speech information is retrieved from a character knowledge base configured for the non-player character; The target knowledge point, the role setting information of the non-player character and the speech information are input into a large language model, response information for the speech information is output through the large language model, and the non-player character is controlled to send the response information to the player character according to the configured character voice.

12. The control method according to claim 11, characterized in that: Before inputting the speech information into the large language model, the control method further includes: According to the pre-configured sensitive word detection category and detection strength for the player's input information, the speech information is filtered for sensitive words, and the filtered speech information is input into the large language model.

13. The control method according to claim 11, characterized in that: After the large language model outputs response information to the speech information, the control method further includes: According to the pre-configured sensitive word detection category and detection strength for the model output information, the response information is filtered for sensitive words, and the non-player character is controlled to send the filtered response information to the player character according to the configured character voice.

14. The control method according to claim 1, characterized in that: The control method further comprises: When the non-player character is configured with multiple chat topics, the non-player character is controlled to actively initiate a conversation about a target chat topic with the player character in the game according to the priorities corresponding to the multiple chat topics; wherein the target chat topic represents the chat topic with the highest priority among the multiple chat topics.

15. A control device for a non-player character, characterized in that: The control device comprises: A judgment module, configured to, when detecting that a player character sends an interaction request to a non-player character, judge whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured by the non-player character; A control module, configured to determine a response probability of the non-player character to the target interaction triggering condition if it is determined that the target interaction triggering condition exists, and control the non-player character to randomly select whether to respond to the target interaction triggering condition based on the response probability; The interaction module is used to control the non-player character to interact with the player character in a target interaction manner corresponding to the target interaction trigger condition when it is determined that the non-player character responds to the target interaction trigger condition.

16. A control system for a non-player character, characterized in that: The control system includes: a game server, a non-player character management platform and a game client corresponding to at least one player character; wherein the game server is used to: When receiving an interaction request sent by the game client to a non-player character, forwarding the interaction request to the non-player character management platform; The non-player character management platform is used to receive the interaction request forwarded by the game server, and determine whether there is a target interaction trigger condition matching the interaction request among the multiple interaction trigger conditions configured by the non-player character; If it is determined that the target interaction trigger condition exists, determining the response probability of the non-player character to the target interaction trigger condition and the target interaction mode corresponding to the target interaction trigger condition, and sending the response probability and the target interaction mode to the game server; The game server is used to receive the response probability and the target interaction mode sent by the non-player character management platform, control the non-player character to randomly select whether to respond to the target interaction trigger condition based on the response probability, and when it is determined that the non-player character responds to the target interaction trigger condition, control the non-player character to interact with the player character corresponding to the game client according to the target interaction mode.

17. The control system according to claim 16, characterized in that: The non-player character management platform stores a large language model pre-configured for the player character and a control model for group testing with the large language model; wherein, when determining the response probability of the non-player character to the target interaction trigger condition, the non-player character management platform is used to: Determine a response probability calculation method corresponding to the target interaction trigger condition according to pre-stored relevant configuration information of the non-player character; If the response probability calculation method belongs to the model real-time calculation method, according to the diversion ratio corresponding to the group test, a target model for calculating the response probability is determined from the large language model and the control model; The interaction request and the role setting information of the non-player character configuration are input into the target model, and the response probability of the non-player character to the target interaction trigger condition is obtained through the target model output.

18. The control system according to claim 16, characterized in that: The non-player character management platform stores a large language model pre-configured for the player character; wherein the game server is further used to: when the player character and the non-player character have a conversation, send the speech information of the player character sent by the game client to the non-player character management platform; The non-player character management platform is used to receive the speech information sent by the game server, and filter the speech information for sensitive words according to the pre-configured sensitive word detection category and detection strength for the player input information to obtain the filtered speech information; inputting the filtered speech information and the role setting information configured by the non-player character into the large language model, and outputting response information to the speech information through the large language model; According to the pre-configured sensitive word detection category and detection strength for the model output information, the response information is filtered for sensitive words to obtain filtered response information, and the filtered response information is sent to the game server; The game server is used to receive the filtered response information sent by the non-player character management platform, and send the filtered response information to the game client as reply information of the non-player character to the speech information.

19. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the control method for a non-player character as described in any one of claims 1 to 14 are performed.

20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the control method of a non-player character as claimed in any one of claims 1 to 14 are executed.

Citation Information

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