Game role intelligent behavior generation system based on artificial intelligence

By adopting artificial intelligence technology and modular design in the game character behavior generation system, integrating multi-dimensional information and achieving dynamic updates, the problem of rigid and unscalable character behavior in the existing system is solved, and the game's intelligence and playability are improved sex.

CN119425083APending Publication Date: 2025-02-14XUZHOU SENDONG MEDICAL EQUIPMENT CO LTD

Patent Information

Application Number
CN202411515687.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-29
Publication Date
2025-02-14

AI Technical Summary

Technical Problem

The existing game character behavior generation system is difficult to achieve flexibility and adaptability in complex and changeable game scenarios, resulting in rigid and repetitive character behavior, affecting the immersion and playability of the game.

Method used

Adopt modular design and intelligent algorithms based on artificial intelligence to integrate multi-dimensional information input by game scenes, character status and player-input, generate intelligent and natural character behaviors in real time, and support the continuous optimization of game content through open architecture and dynamic update mechanisms. Expand.

Benefits of technology

It significantly improves the intelligence and reality of the game characters, enhances the immersion and playability of the game, provides good scalability and dynamic update capabilities, and reduces the cost of game maintenance and updates.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to the technical field of artificial intelligence and game development, in particular to a game role intelligent behavior generation system based on artificial intelligence. A database system; the game scene generation module is used for generating a game scene on a preset game scene template according to the data in the game scene resource library; the role demand generation module is used for generating role demands according to the game scene and the game role where the user is located; the role behavior generation module is used for reading the intelligent behavior data of the corresponding game role from the game role behavior resource library according to role requirements, performing intelligent behavior generation processing on the intelligent behavior data and generating a corresponding intelligent behavior program; the role driving module is used for transmitting the generated intelligent behavior program to the game scene to drive the game role to execute the intelligent behavior; the user feedback acquisition device not only improves the operation efficiency of the system, but also ensures the continuity and rationality of generation behaviors.
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Description

Technical Field

[0001] The present invention relates to the field of artificial intelligence and game development technology, and in particular to an artificial intelligence-based game character intelligent behavior generation system. Background Art

[0002] In today's complex and changing economic environment, corporate financial management faces unprecedented challenges. With the rapid development of the gaming industry, players have higher and higher requirements for gaming experience. Especially in terms of the intelligence and realism of character behavior, traditional preset behavior patterns can no longer meet the expectations of modern players. In recent years, the application of artificial intelligence technology in game development has become increasingly widespread, providing new possibilities for improving the intelligent behavior of game characters.

[0003] At present, the character behavior generation methods commonly used in the game industry mainly include rule-based systems and simple machine learning models. The rule-based system controls the character behavior through pre-defined condition-action pairs. Although it is relatively simple to implement, it lacks flexibility and adaptability. This method is difficult to cope with complex and changing game scenes, often resulting in rigid and repetitive character behavior, which reduces the immersion and playability of the game.

[0004] On the other hand, some games have begun to try to use machine learning techniques to generate character behaviors. However, these systems are usually trained offline and cannot dynamically adjust behaviors based on real-time game status and player operations. In addition, they often require a large amount of training data and computing resources, making them difficult to apply in real time while the game is running, especially on resource-constrained mobile devices.

[0005] Existing technologies also face another important problem: there is a lack of effective methods to integrate multi-dimensional information such as game scenes, character states, and player input. As a result, the generated character behaviors often fail to accurately reflect the current game situation, affecting the realism and coherence of the game. At the same time, existing systems are also insufficient in handling real-time player intervention, making it difficult to achieve a smooth human-computer collaborative game experience.

[0006] In addition, existing game character behavior generation systems are usually closed and difficult to dynamically update and expand, which limits the continuous optimization and enrichment of game content and increases the cost of game maintenance and updates.

[0007] In the face of these challenges, there is an urgent need for a new game character intelligent behavior generation system that can generate character behaviors that are consistent with the game context in real time and intelligently, while having good scalability and dynamic update capabilities. Summary of the invention

[0008] The present invention aims to solve the above technical problems and provide a system for generating intelligent behavior of game characters based on artificial intelligence. Through innovative modular design and intelligent algorithms, the system integrates multi-dimensional information of game scenes, character states and player input, and can generate intelligent and natural character behaviors in real time. At the same time, the open architecture and dynamic update mechanism of the system provide strong support for the continuous optimization and expansion of game content.

[0009] The present invention proposes a game character intelligent behavior generation system based on artificial intelligence, comprising:

[0010] A user control device, used to obtain user input information input by a user and control the movement of the game character according to the user input information;

[0011] Database system, used to store game scene resource library, game character behavior resource library and game character configuration library;

[0012] A game scene generation module, used to generate a game scene on a preset game scene template according to the data in the game scene resource library;

[0013] A role requirement generation module, used to generate role requirements according to the game scene and the game role of the user;

[0014] A character behavior generation module, used to read the intelligent behavior data of the corresponding game character from the game character behavior resource library according to the character requirements, perform intelligent behavior generation processing on the intelligent behavior data, and generate a corresponding intelligent behavior program;

[0015] A character driving module, used for transmitting the generated intelligent behavior program to the game scene to drive the game character to perform intelligent behavior;

[0016] A user feedback collection device, used to provide feedback on the user's real-time operation of the game character;

[0017] Among them, the database system is respectively connected to the game scene generation module, the character demand generation module and the character behavior generation module, the user control device is connected to the game scene generation module, the game scene generation module is connected to the character demand generation module, the character demand generation module is connected to the character behavior generation module, the character behavior generation module is connected to the character driving module, and the character driving module is connected to the user feedback collection device, thereby forming a closed-loop intelligent behavior generation system.

[0018] Preferably, the game scene resource library is used to store scene resource data in the game scene; the game character behavior resource library is used to store sub-behavior data and interactive behavior data of the game character's intelligent behavior; and the game character configuration library is used to store attribute information of the game character.

[0019] Preferably, the role requirement generation module obtains the attribute information of the game scene and the game character of the user, associates the game scene and the game character of the user with the role requirements, generates the role requirements in combination with the user's real-time operation of the game character, and then transmits the role requirements to the role behavior generation module.

[0020] Preferably, the user feedback collection device is also used to convert the user's real-time operation into an operation instruction, and when the game character performs an intelligent behavior, transmit the operation instruction to the character behavior generation module for calling, thereby realizing real-time interaction between the user and the game character.

[0021] Preferably, it also includes an external server for providing the database system with scene resource data in the game scene, sub-behavior data of the intelligent behavior of the game character, and interactive behavior data.

[0022] Preferably, the character behavior generation module includes:

[0023] A behavior selection unit, used to select corresponding intelligent behavior data from the game character behavior resource library according to the character requirements;

[0024] A behavior processing unit, used for performing intelligent behavior generation processing on the selected intelligent behavior data;

[0025] A program generation unit, used to generate corresponding intelligent behavior programs;

[0026] A data transmission unit is used to send the intelligent behavior program to the character driving module.

[0027] Preferably, the user feedback collection device comprises:

[0028] An operation collection unit, used to collect the user's real-time operations on the game character;

[0029] An instruction conversion unit, used to convert the user's real-time operation into an operation instruction;

[0030] An instruction transmission unit, used to transmit the operation instruction to the character behavior generation module for calling when the game character performs intelligent behavior;

[0031] A data storage unit, used to input the user's real-time operation data into the database system for storage;

[0032] The feedback display unit is used to feedback the user's evaluation of the game and the user's behavioral requirements and behavioral evaluation information for the game character through the game scene.

[0033] Preferably, the game scene generation module includes:

[0034] A data acquisition unit, used to acquire scene resource data of the game scene from the game scene resource library;

[0035] A template loading unit, used to load a preset game scene template;

[0036] The scene rendering unit is used to perform image rendering on the preset game scene template according to the acquired scene resource data to generate the game scene.

[0037] Preferably, the role requirement generation module includes:

[0038] An attribute acquisition unit, used to acquire attribute information of the game scene and the game character of the user;

[0039] A requirement association unit, used to associate the game scene and the game character of the user with the role requirements;

[0040] A real-time operation analysis unit, used to analyze the user's real-time operation on the game character;

[0041] A requirement generating unit, configured to generate the role requirement according to the attribute information, the association result and the real-time operation analysis result;

[0042] A requirement transmission unit is used to transmit the role requirement to the role behavior generation module.

[0043] Preferably, it also includes a data updating module, and the data updating module includes:

[0044] A data acquisition unit, used to acquire the latest scene resource data in the game scene, sub-behavior data of the intelligent behavior of the game character and interactive behavior data through the external server;

[0045] A data storage unit, used for storing the latest acquired data into a corresponding resource library of the database system;

[0046] The update notification unit is used to notify the game scene generation module, the character requirement generation module and the character behavior generation module to use the updated data after the data is updated, thereby realizing dynamic update and optimization of the system.

[0047] Beneficial effects of the present invention:

[0048] From a macro perspective, the system significantly improves the intelligence and realism of game characters, greatly enhancing the immersion and playability of the game. The modular design of the system not only improves development efficiency, but also provides a flexible framework for the continuous optimization and expansion of the game. This design concept breaks through the limitations of traditional game development and opens up a new path for the innovative development of the game industry.

[0049] From the perspective of system architecture, the present invention cleverly solves the problem of coordination between multiple modules. A close information flow and processing chain is formed between core components such as the database system, game scene generation module, character demand generation module, and character behavior generation module. This highly integrated design not only improves the operating efficiency of the system, but also ensures the consistency and rationality of the generated behavior. In particular, the close cooperation between the character demand generation module and the character behavior generation module effectively solves the problem of disconnection between behavior generation and actual demand in traditional systems.

[0050] In terms of processing player input, the user control device and user feedback collection device of the present invention show excellent performance. They can not only capture the player's operation intention in real time, but also seamlessly integrate this information into the process of character behavior generation. This design cleverly balances the contradiction between AI autonomy and player control, creating a new and more natural human-computer collaborative game experience.

[0051] Another outstanding advantage of the present invention is its strong adaptability and scalability. Through the external server and data update module, the system can dynamically update game resources and behavior models. This not only greatly reduces the cost of game maintenance and updates, but also facilitates the continuous enrichment of game content. This design effectively solves the problem that traditional game systems are difficult to respond to market demand and player feedback in a timely manner.

[0052] From a microscopic perspective, the present invention has innovative breakthroughs in multiple key links. For example, the multi-dimensional analysis method used in the character demand generation module can more accurately capture the game context and player intentions. The intelligent processing algorithm of the character behavior generation module can quickly generate natural and reasonable behavior sequences based on these requirements. These innovations not only improve the intelligence and realism of the character behavior, but also greatly enhance the playability and challenge of the game.

[0053] In general, the present invention has achieved remarkable results in improving the intelligence of game characters, enhancing the realism of games, improving the player experience, and reducing development costs through its unique system design and intelligent algorithm. There is also synergy and superposition between these effects, which jointly promote the qualitative leap of game experience. It can be foreseen that this game character intelligent behavior generation system based on artificial intelligence will bring revolutionary changes to the game industry and create a new era of game development. BRIEF DESCRIPTION OF THE DRAWINGS

[0054] Figure 1 It is the overall logic block diagram of the system of the present invention.

[0055] Figure 2 This is a logic block diagram of the role requirement generation module of the present invention.

[0056] Figure 3 This is a logic block diagram of the role behavior generation module of the present invention.

[0057] Figure 4 It is a logic block diagram of the role driving module of the present invention.

[0058] Figure 5 It is a logic block diagram of the user feedback collection device of the present invention. DETAILED DESCRIPTION

[0059] In order to further explain the technical means and effects of the present invention to achieve the predetermined invention purpose, the specific implementation methods, structures, features and effects of the present invention are described in detail below in conjunction with the accompanying drawings and preferred embodiments thereof. In the following description, different "one embodiment" or "another embodiment" does not necessarily refer to the same embodiment. In addition, specific features, structures or characteristics in one or more embodiments may be combined in any suitable form.

[0060] Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs.

[0061] See also Figure 1-5 The purpose of the present invention is to provide a game character intelligent behavior generation system based on artificial intelligence, which can generate the intelligent behavior of the game character in real time according to the game scene and user operation, improve the intelligence and interactivity of the game character, and thus enhance the user's gaming experience.

[0062] To achieve the above-mentioned objectives, the present invention provides a game character intelligent behavior generation system based on artificial intelligence, which includes a user control device 1, a database system 2, a game scene generation module 3, a character demand generation module 4, a character behavior generation module 5, a character driving module 6 and a user feedback collection device 7.

[0063] First, the user control device 1 is used to obtain user input information input by the user and control the movement of the game character according to the information. For example, when the user inputs a command to move forward through a keyboard or a handle, the user control device 1 receives the command and controls the game character to move forward accordingly. This direct user control ensures the basic playability of the game and enables the player to instantly control the game character.

[0064] Secondly, the database system 2 is used to store the game scene resource library, the game character behavior resource library and the game character configuration library. These resource libraries provide rich data support for the system. For example, the game scene resource library may contain data on various terrains, buildings and weather effects; the game character behavior resource library may store various actions and expressions of the characters; and the game character configuration library may contain information such as the character's attribute values ​​and skill trees. By centrally managing these data, the system can quickly call the required resources and improve the efficiency of game operation.

[0065] Thirdly, the game scene generation module 3 generates a game scene based on a preset game scene template according to the data in the game scene resource library. For example, if the game is set in a medieval castle, the game scene generation module 3 will retrieve the castle's architectural structure, interior decoration, surrounding environment and other data from the resource library, and then generate a complete and unique castle scene based on the preset scene template. This dynamic scene generation method can greatly increase the diversity and playability of the game.

[0066] Next, the role demand generation module 4 generates role demands according to the game scene and the game character that the user is in. For example, if the game character is in a battle scene and has low health, the role demand generation module 4 may generate demands for "seeking treatment" or "avoiding attacks". This demand generation mechanism based on scenes and character states makes the behavior of the game character more logical and improves the realism of the game.

[0067] Then, the character behavior generation module 5 reads the intelligent behavior data of the corresponding game character from the game character behavior resource library according to the character requirements, performs intelligent behavior generation processing on the data, and generates a corresponding intelligent behavior program. Continuing with the above example, if the generated requirement is "finding treatment", the character behavior generation module 5 may retrieve behavior data such as "searching", "moving" and "using items" from the resource library, and then generate a complete behavior program for finding and using treatment props. This intelligent behavior generation method enables the game character to make reasonable responses according to the actual situation, greatly improving the intelligence and challenge of the game.

[0068] Next, the character driving module 6 transmits the generated intelligent behavior program to the game scene to drive the game character to perform intelligent behavior. In this process, the character driving module 6 coordinates the character's actions to ensure that the execution of the behavior is smooth and natural. For example, when performing the "find treatment" behavior, the character driving module 6 controls the character to turn and move smoothly, and make the action of using items. This smooth behavior execution greatly enhances the visual effect and realism of the game.

[0069] Finally, the user feedback collection device 7 is used to feedback the user's real-time operation on the game character. For example, if the user suddenly inputs a new instruction when the character performs an automatic behavior, the user feedback collection device 7 will immediately capture this operation and feed back the information to other modules of the system. This real-time feedback mechanism ensures that the game system can respond to the user's operation in a timely manner, improving the game's interactivity and user experience.

[0070] It is worth noting that a closed-loop intelligent behavior generation system is formed between these modules. The database system 2 is connected to the game scene generation module 3, the role demand generation module 4 and the role behavior generation module 5 respectively, providing necessary data support for these modules. The user control device 1 is connected to the game scene generation module 3 to ensure that the user input can affect the game scene in time. The game scene generation module 3 is connected to the role demand generation module 4, so that the generated demand can accurately reflect the current game scene. The role demand generation module 4 is connected to the role behavior generation module 5 to ensure that the generated behavior can meet the current demand. The role behavior generation module 5 is connected to the role drive module 6 to ensure that the generated behavior can be accurately executed. Finally, the role drive module 6 is connected to the user feedback collection device 7, so that the system can respond to the user's real-time operation in time. This closed-loop design greatly improves the response speed and accuracy of the system, providing players with a smooth and intelligent gaming experience.

[0071] In a preferred embodiment of the present invention, the game scene resource library is used to store scene resource data in the game scene, such as terrain, buildings, vegetation, etc.; the game character behavior resource library is used to store sub-behavior data and interactive behavior data of the game character's intelligent behavior, such as basic actions such as walking, jumping, attacking, and behaviors of interacting with other characters or objects; the game character configuration library is used to store the attribute information of the game character, such as health points, magic points, skills, etc. This detailed data classification and storage method enables the system to quickly call the required resources, improving the efficiency and fluency of game operation.

[0072] In another embodiment, the role demand generation module 4 obtains the attribute information of the game scene and the game character of the user, associates the game scene and the game character of the user with the role demand, and generates the role demand in combination with the real-time operation of the game character by the user, and then transmits the role demand to the role behavior generation module 5. For example, if the game scene is an area full of enemies, the life value of the character is low, and the user is controlling the character to retreat, the role demand generation module 4 may generate the demand of "finding cover" or "retreat". This multi-dimensional demand generation mechanism makes the behavior of the character more intelligent and in line with the actual situation, greatly improving the realism and challenge of the game.

[0073] In addition, the user feedback collection device 7 is also used to convert the user's real-time operation into an operation instruction, and when the game character performs an intelligent behavior, the operation instruction is transmitted to the character behavior generation module 5 for calling, thereby realizing real-time interaction between the user and the game character. For example, if the game character is performing an intelligent behavior of automatic path finding, and the user suddenly inputs an attack instruction, the user feedback collection device 7 will immediately capture this operation, convert it into an operation instruction, and transmit it to the character behavior generation module 5. The character behavior generation module 5 will immediately interrupt the current path finding behavior and generate a new attack behavior program. This real-time interaction mechanism greatly improves the response speed and control sense of the game, allowing players to intervene and change the behavior of the game character at any time.

[0074] The present invention also includes an external server for providing the database system 2 with scene resource data in the game scene, sub-behavior data of the intelligent behavior of the game character, and interactive behavior data. This design allows game developers to remotely update game resources without the need for players to manually download and install update packages. For example, developers can add new scene elements, character actions, or interactive behaviors through an external server, and these new contents will be automatically synchronized to the player's game. This not only facilitates the maintenance and update of the game, but also provides players with a continuously updated gaming experience.

[0075] In another embodiment of the present invention, the character behavior generation module 5 includes a behavior selection unit, a behavior processing unit, a program generation unit and a data transmission unit. The behavior selection unit selects corresponding intelligent behavior data from the game character behavior resource library according to the character requirements. For example, if the character requirement is "attack the enemy", the behavior selection unit may select relevant behavior data such as "aim", "shoot" and "dodge". The behavior processing unit performs intelligent behavior generation processing on the selected intelligent behavior data, which may involve adjusting the behavior parameters according to the current scene and character status. The program generation unit is responsible for generating the corresponding intelligent behavior program and converting the processed behavior data into an executable instruction sequence. Finally, the data transmission unit sends the generated intelligent behavior program to the character driving module 6. This modular design makes the character behavior generation process more flexible and efficient, and can quickly respond to various complex game situations.

[0076] The user feedback collection device 7 is another key component in this system, which includes an operation collection unit, an instruction conversion unit, an instruction transmission unit, a data storage unit and a feedback display unit. The operation collection unit is responsible for collecting the real-time operation of the user on the game character, which may include various inputs such as keys, mouse movements, gestures, etc. The instruction conversion unit converts these original operation data into standardized operation instructions, such as converting "pressing the W key" into a "moving forward" instruction. When the game character performs intelligent behavior, the instruction transmission unit transmits these operation instructions to the character behavior generation module 5 for calling to achieve real-time user intervention. The data storage unit inputs the user's real-time operation data into the database system 2 for storage, and these data can be used for subsequent behavior analysis and system optimization. The feedback display unit then feeds back the user's evaluation of the game and the user's behavior requirements and behavior evaluation information for the game character through the game scene, such as showing the user's operation effect through interface prompts or character actions. This comprehensive user feedback collection and processing mechanism greatly improves the interactivity and user experience of the game.

[0077] The game scene generation module 3 is another important component of the system, which includes a data acquisition unit, a template loading unit and a scene rendering unit. The data acquisition unit acquires the scene resource data of the game scene from the game scene resource library, such as terrain, buildings, vegetation and other elements. The template loading unit is responsible for loading the preset game scene templates, which may include different types of scene layouts and basic structures. The scene rendering unit performs image rendering on the preset game scene template according to the acquired scene resource data to generate the final game scene. For example, when generating a forest scene, the data acquisition unit may acquire data of various elements such as trees, rocks, and streams, the template loading unit loads a basic forest terrain template, and then the scene rendering unit arranges these elements on the template according to certain rules, and performs rendering processing such as light and shadow, texture, etc., and finally generates a unique and real forest scene. This scene generation method based on templates and resources not only improves the efficiency of scene generation, but also increases the diversity and realism of game scenes.

[0078] The role demand generation module 4 is the key link of the intelligent behavior generation of this system, which includes an attribute acquisition unit, a demand association unit, a real-time operation analysis unit, a demand generation unit and a demand transmission unit. The attribute acquisition unit is responsible for acquiring the attribute information of the game scene and the game character of the user, such as the scene type, the role status, etc. The demand association unit associates the game scene and the game character of the user with the role demand, and establishes a mapping relationship between the scene-role-demand. The real-time operation analysis unit analyzes the real-time operation of the user on the game character and captures the user's intention. The demand generation unit generates the role demand according to the attribute information, the association result and the real-time operation analysis result. For example, if the attribute acquisition unit finds that the character is in a low blood volume state, the demand association unit associates this state with the "seeking treatment" demand, and the real-time operation analysis unit finds that the user is controlling the character away from the battle, then the demand generation unit may generate a comprehensive demand of "finding a safe place and restoring health". Finally, the demand transmission unit transmits the generated role demand to the role behavior generation module 5. This multi-dimensional and real-time demand generation mechanism enables the game character to make the most appropriate response according to the current situation, greatly improving the intelligence and realism of the game.

[0079] An important feature of the present invention is its data update module, which includes a data acquisition unit, a data storage unit and an update notification unit. The data acquisition unit obtains the latest scene resource data in the game scene, the sub-behavior data of the intelligent behavior of the game character and the interactive behavior data through an external server. These data may include newly added scene elements, character actions or interactive methods, etc. The data storage unit stores the latest acquired data in the corresponding resource library of the database system 2 to ensure that the system uses the latest game resources. After the data is updated, the update notification unit notifies the game scene generation module 3, the character requirement generation module 4 and the character behavior generation module 5 to use the updated data, thereby realizing dynamic update and optimization of the system.

[0080] To give a specific example, suppose a game developer wants to add a new way of interacting with the environment to the game, such as allowing characters to climb specific walls. First, the data acquisition unit will obtain data related to this new function from an external server, including texture data of climbable walls, animation data of character climbing actions, etc. Then, the data storage unit will store these new data in the game scene resource library and the game character behavior resource library respectively. Finally, the update notification unit will notify the relevant modules to use these new data. The game scene generation module 3 will include climbable walls when generating the scene, the character requirement generation module 4 will generate the requirement of "climbing" when appropriate, and the character behavior generation module 5 can generate the specific execution program of the climbing behavior.

[0081] This dynamic update mechanism brings several important advantages. First, it allows game developers to continuously improve and expand game content without requiring players to perform large-scale game updates. Second, it enables the game system to quickly adapt to new game elements and mechanisms, keeping the game fresh and challenging. Finally, it provides great scalability for the game, and developers can continuously add new features and content based on player feedback and market demand.

[0082] In practical applications, the system of the present invention can be flexibly adjusted according to different game types and requirements. For example, in an open world role-playing game, the system may pay more attention to the complexity of the character requirement generation module 4 and the character behavior generation module 5 to create a more intelligent and autonomous NPC (non-player character). In a fast-paced action game, the system may emphasize the real-time performance of the user feedback collection device 7 to ensure that the game can quickly respond to the player's operation.

[0083] Another important application of the present invention is in multiplayer online games. In this case, the system not only needs to process the input and behavior of a single player, but also needs to coordinate the interaction between multiple players. For example, the role requirement generation module 4 may need to consider the position and behavior of other players, and the role behavior generation module 5 needs to generate more complex teamwork behaviors. This intelligent behavior generation of multiplayer interaction brings a higher level of strategy and sociality to the game.

[0084] It is worth noting that this system may face some challenges during implementation. For example, how to process a large amount of real-time data while ensuring the system response speed, how to balance the intelligence and controllability of the game, and how to handle possible abnormal situations. These problems can be solved by optimizing algorithms, setting reasonable thresholds, and adding exception handling mechanisms.

[0085] For example, when processing real-time data, the system can set an update frequency threshold, such as 30 updates per second. This frequency is sufficient to ensure the smoothness of most games without putting too much pressure on the system. In terms of balancing intelligence and controllability, the system can introduce an "intelligence level" parameter that allows players or developers to adjust the degree of AI intervention. For example, setting this parameter between 0.5-0.8 may be a good balance point, which ensures the intelligence of the game without making players feel out of control.

[0086] For the handling of abnormal situations, the system can set a series of checkpoints and fallback mechanisms. For example, if the character behavior generation module 5 generates an unexecutable behavior (such as walking into a non-existent area), the system will immediately detect this problem, interrupt the current behavior, and fall back to the previous safe state. At the same time, the system will record this abnormal situation for subsequent optimization and improvement.

[0087] In general, the game character intelligent behavior generation system based on artificial intelligence provided by the present invention greatly improves the intelligence of game characters and the realism of game experience through its unique modular design and intelligent algorithm. It can not only generate reasonable character behaviors in real time according to game scenes and player operations, but also continuously optimize and expand game content through a dynamic update mechanism. This system brings new possibilities to game development and is expected to be widely used in the game industry.

[0088] It should be noted that the above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modification, replacement, and improvement made within the principles of the present invention should be included in the protection scope of the present invention.

Claims

1. A game character intelligent behavior generation system based on artificial intelligence, characterized in that: include: A user control device, used to obtain user input information input by a user and control the movement of the game character according to the user input information; Database system, used to store game scene resource library, game character behavior resource library and game character configuration library; A game scene generation module, used to generate a game scene on a preset game scene template according to the data in the game scene resource library; A role requirement generation module, used to generate role requirements according to the game scene and the game role of the user; A character behavior generation module, used to read the intelligent behavior data of the corresponding game character from the game character behavior resource library according to the character requirements, perform intelligent behavior generation processing on the intelligent behavior data, and generate a corresponding intelligent behavior program; A character driving module, used for transmitting the generated intelligent behavior program to the game scene to drive the game character to perform intelligent behavior; A user feedback collection device, used to provide feedback on the user's real-time operation of the game character; Among them, the database system is respectively connected to the game scene generation module, the character demand generation module and the character behavior generation module, the user control device is connected to the game scene generation module, the game scene generation module is connected to the character demand generation module, the character demand generation module is connected to the character behavior generation module, the character behavior generation module is connected to the character driving module, and the character driving module is connected to the user feedback collection device, thereby forming a closed-loop intelligent behavior generation system.

2. The game character intelligent behavior generation system based on artificial intelligence according to claim 1 is characterized in that: The game scene resource library is used to store scene resource data in the game scene; the game character behavior resource library is used to store sub-behavior data and interactive behavior data of the game character's intelligent behavior; and the game character configuration library is used to store attribute information of the game character.

3. The game character intelligent behavior generation system based on artificial intelligence according to claim 1 is characterized in that: The role requirement generation module obtains the attribute information of the game scene and the game character of the user, associates the game scene and the game character of the user with the role requirements, and generates the role requirements in combination with the user's real-time operation of the game character, and then transmits the role requirements to the role behavior generation module.

4. The game character intelligent behavior generation system based on artificial intelligence according to claim 1 is characterized in that: The user feedback collection device is also used to convert the user's real-time operation into an operation instruction, and when the game character performs an intelligent behavior, the operation instruction is transmitted to the character behavior generation module for calling, thereby realizing real-time interaction between the user and the game character.

5. The game character intelligent behavior generation system based on artificial intelligence according to claim 1 is characterized in that: It also includes an external server for providing the database system with scene resource data in the game scene, sub-behavior data of the intelligent behavior of the game character, and interactive behavior data.

6. The game character intelligent behavior generation system based on artificial intelligence according to claim 1 is characterized in that: The role behavior generation module includes: A behavior selection unit, used to select corresponding intelligent behavior data from the game character behavior resource library according to the character requirements; A behavior processing unit, used for performing intelligent behavior generation processing on the selected intelligent behavior data; A program generation unit, used to generate corresponding intelligent behavior programs; A data transmission unit is used to send the intelligent behavior program to the character driving module.

7. The game character intelligent behavior generation system based on artificial intelligence according to claim 1 is characterized in that: The user feedback collection device comprises: An operation collection unit, used to collect the user's real-time operations on the game character; An instruction conversion unit, used to convert the user's real-time operation into an operation instruction; An instruction transmission unit, used to transmit the operation instruction to the character behavior generation module for calling when the game character performs intelligent behavior; A data storage unit, used to input the user's real-time operation data into the database system for storage; The feedback display unit is used to feedback the user's evaluation of the game and the user's behavioral requirements and behavioral evaluation information for the game character through the game scene.

8. The game character intelligent behavior generation system based on artificial intelligence according to claim 1 is characterized in that: The game scene generation module includes: A data acquisition unit, used to acquire scene resource data of the game scene from the game scene resource library; A template loading unit, used to load a preset game scene template; The scene rendering unit is used to perform image rendering on the preset game scene template according to the acquired scene resource data to generate the game scene.

9. The game character intelligent behavior generation system based on artificial intelligence according to claim 1 is characterized in that: The role requirement generation module includes: An attribute acquisition unit, used to acquire attribute information of the game scene and the game character of the user; A requirement association unit, used to associate the game scene and the game character of the user with the role requirements; A real-time operation analysis unit, used to analyze the user's real-time operation on the game character; A requirement generating unit, configured to generate the role requirement according to the attribute information, the association result and the real-time operation analysis result; A requirement transmission unit is used to transmit the role requirement to the role behavior generation module.

10. The game character intelligent behavior generation system based on artificial intelligence according to claim 1, characterized in that: It also includes a data update module, which includes: A data acquisition unit, used to acquire the latest scene resource data in the game scene, sub-behavior data of the intelligent behavior of the game character and interactive behavior data through the external server; A data storage unit, used for storing the latest acquired data into a corresponding resource library of the database system; The update notification unit is used to notify the game scene generation module, the character requirement generation module and the character behavior generation module to use the updated data after the data is updated, thereby realizing dynamic update and optimization of the system.

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