Method and system for continuously activating collective virtual role world based on multiple low-power-consumption entity nodes
By using multiple low-power entity nodes and an event closed-loop mechanism, the single-device dependency and high power consumption issues of the virtual character system are resolved, enabling the continuous existence of the virtual character world and the time accumulation of system value, reducing terminal complexity and clarifying the boundaries of responsibility.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- 郁雷
- Filing Date
- 2026-02-04
- Publication Date
- 2026-05-01
AI Technical Summary
Existing virtual character systems rely on a single device, resulting in character interruption when the device is offline. High power consumption requirements make them unsuitable for low-power, long-term companionship scenarios. Characters are isolated and cannot accumulate system value. The intelligent deployment of terminals leads to high complexity and unclear boundaries of responsibility.
Multiple low-power physical nodes are used, and events are uploaded to the platform through an event acquisition and transmission mechanism. The platform maintains the virtual character world state and generates action instructions using an event closed-loop mechanism. The physical nodes do not perform intelligent judgments; the platform is responsible for judgment and relationship modeling, thus achieving offline priority and low-power operation.
It enables the continuous existence of the virtual character world, does not rely on a single device to be online, operates with low power consumption for a long time, accumulates system value over time, has clear boundaries of responsibility, and manageable risks.
Smart Images

Figure CN121967500A_ABST
Abstract
Description
A method and system for maintaining the continuous activity of a collective virtual character world based on multiple low-power entity nodes. Technical Field
[0001] This invention relates to the fields of Internet of Things systems, low-power embedded devices, event-driven systems, cloud computing, and virtual character systems, and particularly to a method and system that uses multiple low-power physical nodes as world participation nodes and maintains the continuous existence and evolution of a collective virtual character world through an event closed-loop mechanism. Background Technology
[0002] With the development of smart toys, companion devices, and virtual character systems, existing solutions generally suffer from the following problems: 1. Single-device centralization: Existing virtual character systems typically rely on a single terminal or a continuously online device. Once the device goes offline, is turned off, or is replaced, the character is interrupted or disappears. 2. Continuous online presence and high power consumption: To maintain the "activity" of a character, the system usually requires the device to communicate at high frequency or be online in real time, making it difficult to apply to low-power, long-term companionship, or doll-like scenarios. 3. Character isolation and non-accumulation: Most existing systems treat characters as independent individuals, lacking continuous modeling of relationships, group states, and historical events among multiple characters, making it difficult for system value to accumulate over time. 4. Confusion between intelligent judgment and responsibility: Existing systems often delegate judgment, decision-making, and interpretation capabilities to the terminal device, resulting in increased terminal complexity, increased system costs, and unclear responsibility boundaries. Therefore, there is an urgent need for a virtual character world operating mechanism that does not rely on a single device for continuous online presence, does not require the terminal to possess complex intelligence, and can naturally accumulate system value over time. Summary of the Invention
[0003] With the development of smart toys, companion devices, and virtual character systems, existing solutions generally suffer from the following problems: 1. Single-device centralization: Existing virtual character systems typically rely on a single terminal or a continuously online device. Once the device goes offline, is turned off, or is replaced, the character is interrupted or disappears. 2. Continuous online presence and high power consumption: To maintain the character's "activity," the system usually requires the device to communicate at high frequency or be online in real time, making it difficult to apply to low-power, long-term companionship, or doll-like scenarios. 3. Character isolation and non-accumulation: Most existing systems treat characters as independent individuals, lacking continuous modeling of relationships, group states, and historical events among multiple characters, making it difficult for system value to accumulate over time. 4. Confusion between intelligent judgment and responsibility: Existing systems often delegate judgment, decision-making, and interpretation capabilities to the terminal device, increasing terminal complexity, system costs, and unclear responsibility boundaries. Therefore, there is an urgent need for a virtual character world operating mechanism that does not rely on a single device for continuous online presence, does not require the terminal to possess complex intelligence, and can naturally accumulate system value over time. Technical Solution
[0004] To achieve the above objectives, the present invention adopts the following technical solution: 4.1 Overall System Structure The aggregated virtual role world system of the present invention includes at least: • Multiple low-power entity nodes Each entity node is a physical device used for sensing, prompting, and confirming events, and does not assume the responsibility of intelligent judgment itself; • Event acquisition and transmission mechanism for uploading events generated by entity nodes to the platform in an offline priority manner; • World state maintenance platform for maintaining a persistent virtual role world state, including role state, group relationships, and historical event records; • Event closed-loop mechanism for generating subsequent actions or prompting instructions based on historical events and the current world state; • Permission and relationship management mechanism for managing permissions and relationships between roles, between roles and users, and between roles and groups; wherein, the platform, rather than entity nodes, assumes the main responsibilities of judgment, relationship modeling, and group understanding. The judgment, relationship modeling, and group understanding are all implemented as part of world state maintenance. 4.2 Role Definition of Entity Nodes In the present invention: • Entity nodes are not intelligent agents; • Entity nodes only have one or more of the following capabilities: • Event perception • Status prompting • User confirmation • Entity nodes do not perform semantic judgment, risk judgment, or conclusion formation. • Entity nodes exist solely as "nodes" within the virtual character world. In some implementations, entity nodes may perform limited preprocessing or security-related operations, but this does not affect their fundamental role as event nodes. 4.3 World Persistence Mechanism This invention achieves the persistent existence of the virtual character world through the following methods: 1. All events generated by entity nodes are recorded as world history events; 2. The world state is continuously maintained by the platform based on historical events; 3. Even if all entity nodes are in a dormant or offline state, the world state persists; 4. Newly added entity nodes can naturally integrate based on the existing world state. 4.4 Event Closed-Loop Mechanism This invention adopts an event-driven closed-loop mechanism, including: • Event Generation: Generated by entity nodes or the platform; • Event Recording: Events are recorded as world history; • State Update: The platform updates the world state based on events; • Command Issuance: The platform generates commands and issues them to entity nodes; • Confirmation Feedback: Entity nodes complete the closed loop by confirming events. 4.5 Dynamic Update Mechanism for Groups and Relationships This invention forms group value through the following methods: • Multiple entity nodes can form temporary or long-term groups; • Group state exists independently of a single node; • Group relationships can be dynamically updated with events and time; • The platform forms long-term evolutionary results based on group history. The system value is reflected in the long-term evolutionary results formed by the accumulation of group state over time. 4.6 Offline Priority and Low-Power Operation Entity nodes adopt an offline priority strategy: • They remain in a dormant state for extended periods; • They are only awakened when necessary events are triggered; • They support local event caching and delayed retransmission; • Continuous online operation is not required. Beneficial Effects
[0005] Compared with existing technologies, this invention has at least the following advantages: 1. The world does not depend on a single device; 2. Low-power physical nodes can operate for a long time; 3. System value accumulates naturally over time; 4. Group relationships are difficult to replicate; 5. Responsibility boundaries are clear and risks are controllable. Attached Figure Description
[0006] Figure 1: System Overall Structure Diagram illustrates the overall structure of the system of the present invention, including multiple low-power entity nodes and a platform system connected to them. The entity nodes are used to sense events, output prompts, and receive user confirmations. The platform system is used to maintain a persistent virtual character world state and to perform unified processing and closed-loop management of the events. Figure 2: Low-Power Entity Node Function Diagram illustrates the functional structure of the low-power entity node, including an event sensing module, a prompt output module, a confirmation input module, and a local event caching module. In this embodiment, the entity node does not undertake semantic judgment, decision-making, or relationship modeling functions; its function is limited to event sensing, prompting, and confirmation. Figure 3: Platform System Logical Structure Diagram illustrates the logical structure of the platform system, including an event acquisition module, a historical event storage module, a world state maintenance module, an event closed-loop decision-making module, and a permission and relationship management module. Event judgment, rule calculation, and group relationship modeling are mainly completed at the platform layer. The event acquisition and storage represents a logical functional module and is not limited to a specific network or cloud form. The events also include periodic or conditional events triggered by time. Arrows in the figure are used to indicate information interaction relationships and do not limit the interaction order or implementation method. The platform generates prompts or information related to subsequent actions and sends them to the entity nodes. Figure 4: Schematic diagram of the event closed-loop processing flow illustrates the event-driven closed-loop processing flow, including entity nodes triggering events, event uploading and recording, the system generating processing results and instructions based on the events, instructions being sent to entity nodes, and entity nodes providing prompts or confirmation feedback. This forms an event-driven, traceable, and verifiable closed-loop mechanism of "event-processing-feedback-state evolution". Figure 5: Schematic diagram of the continuous existence of the virtual character world illustrates the relationship between the platform system continuously maintaining the state of the virtual character world and evolving it based on historical events even when multiple entity nodes are in a dormant or offline state. This shows that the existence of the virtual character world does not depend on the continuous online state of any single entity node. The dormant or offline states in the figure are only used to illustrate that the system can still run in this state and do not limit the entity nodes to be in this state. Dormancy / offline is only for illustration and does not constitute a limitation. The 'continuous existence / relationship evolution' refers to the overall effect of the system, not the individual implementation of entity nodes. Figure 6: Schematic Diagram of Group State and Relationship Evolution. The group states, relationship structures, and event types shown in the figure are only used to illustrate the process of multiple entity nodes forming and evolving group relationships over time in the platform system, and do not limit specific relationship types, event types, or evolution methods. The group states and relationship evolution are the overall effect of the system, achieved by the platform based on historical events and time accumulation, rather than being completed by any single entity node. It illustrates the schematic structure of multiple entity nodes forming group relationships in the platform system and dynamically evolving based on historical events and time accumulation. These group relationships can form, change, or dissolve as events occur.Figure 7: Schematic diagram of a non-doll implementation of the present invention illustrates one implementation of the system in a non-doll form, where the low-power physical nodes can be tags, personal nodes, logistics nodes, or other embedded physical carriers. These physical nodes also participate in the virtual character world through event perception, prompts, and confirmations, thus demonstrating that the present invention is not limited to a doll form but is applicable to a collection-style virtual character world system with various physical node forms. The luggage, logistics assets, and tags shown in the figure are only examples illustrating the application of low-power physical nodes in different physical carriers and do not limit the specific application scenarios, carrier forms, or users of the physical nodes. The world state platform is used to uniformly maintain event and state information related to physical nodes. Its specific implementation is not limited by the illustrated form. The physical nodes in the figure are only shown as event sources or execution objects; the logical judgments, diffusion decisions, and state evolution shown are all completed by the cloud-based world state platform. Figure 8: Schematic diagram of the implementation of tag and logistics / asset scenarios. This diagram illustrates the system operation in a non-doll application scenario, where low-power entity nodes, without continuous positioning or real-time distance calculation, generate distance-related events. The platform analyzes these events based on historical events and time accumulation to identify the deviation state of the entity node relative to the group or reference node, and generates corresponding prompts or instructions. The deviation detection and instruction generation are completed by the platform based on event history and group status. The entity node is only used for event reporting, prompt output, and confirmation feedback; it does not perform distance judgment or deviation conclusion generation. In the figure, the entity node is only used as an event source or execution object; the logical judgment, diffusion decision, and state evolution shown are all completed by the cloud-based world state platform. Detailed Implementation
[0007] The following description, in conjunction with the accompanying drawings, further illustrates the method and system for maintaining the continuous activity of a virtual character world based on multiple low-power entity nodes according to the present invention. It should be understood that the following embodiments are only used to illustrate the technical concept of the present invention and are not intended to limit the scope of protection of the present invention. Embodiment 1: Overall System Operation Architecture (corresponding to Figure 1) In one embodiment, as shown in Figure 1, the system maintains the continuous activity of the virtual character world during operation through the following methods. As shown in Figure 1, the system of this embodiment includes: • multiple low-power entity nodes; • at least one user terminal; • a cloud-based world state maintenance platform. Each low-power entity node operates in an offline-first mode, remaining dormant most of the time and only being awakened when an event is triggered. The entity node is used to perform one or more of the following functions: • sensing events; • outputting fixed prompts; • receiving user confirmation input; • uploading events or confirmation results. The entity node does not undertake semantic judgment, relationship modeling, or group decision-making functions. The cloud-based world state maintenance platform is used to maintain a continuously existing virtual character world state, which includes at least: • historical event records; • group relationship structure; • changes in group activity over time. The continued existence of this world state does not depend on the continuous online status of any single entity node. Example 2: Functional Boundaries of Low-Power Entity Nodes (corresponding to Figure 2) As shown in Figure 2, the low-power entity node includes: • Event sensing module; • Prompt output module; • Confirmation input module; • Local event cache module. The entity node only performs event sensing, prompt output, and confirmation feedback functions. In this example, the entity node explicitly does not perform the following operations: • Behavior judgment; • Context understanding; • Group relationship modeling; • Medical, security, or risk judgment. By strictly limiting the node's functions to the "sensing-prompt-confirmation" range, node power consumption can be effectively reduced and the risk of misjudgment can be avoided. In other embodiments, the entity node may also perform limited preprocessing operations related to event handling, but this does not affect its basic positioning as a low-power event node. Example 3: Platform System Logical Structure (corresponding to Figure 3) As shown in Figure 3, the platform system includes: • Event acquisition module; • Historical event storage module; • World state maintenance module; • Event closed-loop decision module; • Permission and relationship management module. When the platform receives an event uploaded by an entity node, it stores it as a historical event and updates the world state based on the historical event sequence. During system operation, the platform executes corresponding processing procedures based on received events to update the world state and generate subsequent prompts. Event judgment, rule calculation, and group relationship modeling are mainly completed at the platform layer, and entity nodes do not participate in any platform-level decision-making logic.Example 4: Event Closed-Loop Processing Flow (Corresponding to Figure 4) In one embodiment, the present invention also provides a method for the continuous activity of a collective virtual character world based on multiple low-power entity nodes. The system operates through the following event closed-loop processing flow: As shown in Figure 4, the system adopts an event-driven closed-loop mechanism, specifically including the following steps: 1. The event is triggered by an entity node or generated by the platform; 2. The event is recorded and uploaded to the platform; 3. The platform updates the world state based on historical events; 4. The platform generates prompts or subsequent action instructions; 5. The instructions are sent to the corresponding entity node; 6. The entity node outputs a prompt; 7. The user completes confirmation through physical interaction; 8. The confirmation result is sent back to the platform; 9. The world state is updated accordingly. Events that have not been confirmed are not considered as closed-loop completion, thereby ensuring the verifiability of event processing. Example 5: Continuous Existence of the Virtual Character World (Corresponding to Figure 5) As shown in Figure 5, in this embodiment, even if multiple entity nodes are simultaneously in a dormant or offline state, the platform continues to maintain the virtual character world state. The world state exists independently based on a historical event sequence and continuously evolves over time. When any entity node comes back online or is awakened, its behavior automatically integrates into the current world state without rebuilding the system environment. Example Six: Group Relationship and Time Accumulation Mechanism (corresponding to Figure 6) As shown in Figure 6, the platform system dynamically forms group relationships based on the event co-occurrence, confirmation frequency, and time accumulation of multiple entity nodes. These group relationships include, but are not limited to: • family relationships; • group relationships; • temporary association relationships; • social interaction relationships. Group relationships can naturally form, evolve, or dissolve with changing conditions without manual maintenance. The overall system performance can be enhanced with the expansion of the group size and the accumulation of historical events, rather than relying on the functional complexity of a single entity node. Example Seven: Implementation in Non-Doll Form (corresponding to Figure 7) As shown in Figure 7, this example illustrates the application of the invention in a non-doll form. In this example, low-power entity nodes can be: • personal tags; • luggage or logistics nodes; • work permits or passes; • other embedded entity carriers. These entity nodes also participate in the virtual character world through event perception, prompts, and confirmations, while the platform maintains a unified world state and group relationships. This embodiment demonstrates that the present invention is not limited to the form of doll products, but rather is a collective virtual character world system applicable to various entity node forms. The virtual characters are not limited to anthropomorphic forms, but can also be represented as state objects, group identifiers, or abstract entities. Communication methods between entity nodes and the platform may include, but are not limited to, intermittent network connections, delayed transmission, or batch synchronization.Summary of Examples: As can be seen from the above examples, this invention: • Does not rely on physical nodes for continuous online operation; • Centralizes complex judgments at the platform layer; • Achieves world state updates through event-driven and confirmation closed-loop processes; • Forms system value through group relationships and time accumulation; thus constituting a group-based virtual role system that differs from single intelligent devices and is centered on world state. Summary Description.
[0008] This invention is not aimed at a single piece of hardware, a single algorithm, or a single application scenario, but rather at a virtual character world system paradigm centered on event-driven mechanisms, with groups and relationships as value carriers, and time accumulation as the evolutionary path. Entity nodes can be replaced, communication methods can be replaced, and specific implementations can be replaced, but the system structure of a continuously existing world, closed event loops, group relationships, and time accumulation cannot be replaced.
Claims
1. A system for a continuously active virtual character world based on multiple low-power physical nodes, characterized in that, include: The system comprises multiple low-power entity nodes, at least one user terminal, and a cloud-based world state platform. The low-power entity nodes serve as entity participation nodes in the virtual character world, used to generate or confirm events. The cloud-based world state platform is used to maintain a world state independent of the online status of any entity node. The world state is updated based on events generated by the entity nodes and the user terminal, enabling multiple low-power entity nodes to participate in the continuous operation of the same virtual character world in an offline-first, event-driven manner.
2. The system according to claim 1, characterized in that: The low-power physical node is configured to perform event awareness, prompt output, user confirmation, and event feedback operations.
3. The system according to claim 1 or 2, characterized in that: The system updates the world state primarily through events, including user behavior events, entity node confirmation events, group state change events, or time-triggered events.
4. The system according to claim 3, characterized in that: The system processes events based on an event closed-loop mechanism, which includes at least event generation, notification issuance, user confirmation, and world state update based on the confirmation result.
5. The system according to claim 4, characterized in that: When updating the world state, the system prioritizes user confirmation input as the feedback signal.
6. The system according to claim 1, characterized in that: The user terminal is used to perform event creation, permission settings, group status viewing, and selection of whether to participate in group response.
7. The system according to claim 1, characterized in that: The cloud-based world state platform maintains at least the event time sequence, entity node confirmation records, group relationship structure, or information on changes in group activity over time.
8. A method for maintaining the continuous activity of a collective virtual character world based on multiple low-power physical nodes, operating in an offline-first and event-driven manner, characterized in that, include: Generate events; The world state is maintained in the cloud based on the aforementioned events; Send a notification related to the event to at least one low-power physical node; Receive user confirmation input; The world state is updated based on the confirmed input.
9. The method according to claim 8, characterized in that: An event that does not receive user confirmation does not constitute a complete event loop.
10. The system according to claim 1, characterized in that: The continuous operation of the system does not depend on the computing power or continuous online status of any single physical node.