Control method of bionic toy, bionic toy and readable storage medium

By constructing a multi-level database and a modular information acquisition system, bionic toys can accurately respond to users' voices and emotions, solving the problem of limited action feedback in existing bionic toys and achieving a more realistic and diverse interactive experience.

CN121999770APending Publication Date: 2026-05-08SICHUAN KUPAN TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SICHUAN KUPAN TECH CO LTD
Filing Date
2025-12-30
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

Existing bionic functional toys lack the ability to perceive and understand users' emotions, resulting in simplistic action feedback and an inability to respond in real time based on human emotions.

Method used

By constructing a control method for bionic toys, interactive information is obtained using touch sensing modules, measurement modules, sound location modules, voice modules, and signal transmission modules. Combined with a preset keyword database, preference database, emotion database, and intent database, multi-level analysis and feedback of user voice information are achieved, ensuring that the bionic toy can accurately respond to the user's voice, touch, and emotions.

Benefits of technology

Bionic toys can provide diverse motion feedback, accurately respond to users' voices and emotions, enhance the realism and emotional depth of interaction, avoid the problem of homogenized motion feedback, and enhance the user's interactive experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of bionic toys, in particular to a control method of a bionic toy, the bionic toy and a readable storage medium. The method provided by the invention comprises the following steps: converting user voice information into text information; providing a preset keyword database, a preference database, an emotion database and an intention database; whether the text information is matched with a preset keyword database or not is judged, if not, the keywords are converted into keyword information based on a preset model, and the keyword information is classified to obtain a classification result; whether the keyword information is matched with a preference database or not is judged, if yes, corresponding feedback is executed based on the classification result, and if not, whether the keyword information is matched with an emotion database or not is judged; if the keyword information is matched with the emotion database, outputting a corresponding emotion value variable; if not, feedback matched with the intention database is executed based on the keyword information. The problem of single action in the bionic function control process is solved.
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Description

Technical Field

[0001] This invention relates to the field of bionic toy technology, and in particular to a control method for a bionic toy, a bionic toy, and a readable storage medium. Background Technology

[0002] In the booming field of toys and companion robots, biomimetic toys, such as robotic dogs and robotic cats, are becoming increasingly popular. These products, driven by built-in programs and motors, can perform a series of predefined actions such as walking, tail wagging, head turning, and vocalizations, initially attracting user attention. However, their action feedback heavily relies on pre-written scripts or simple direct commands, lacking the ability to perceive and understand the environment, especially the user's emotional state. Therefore, a control method for biomimetic toys is needed to address the problem of these toys having limited action range and failing to provide real-time action feedback based on human emotions. Summary of the Invention

[0003] To address the problem that the bionic function control process is monotonous and cannot provide real-time feedback based on human emotions, this invention provides a control method for a bionic toy, a bionic toy, and a readable storage medium.

[0004] To address the aforementioned technical problems, this invention provides the following technical solution: a control method for a bionic toy, comprising: providing a bionic toy; the bionic toy acquiring interactive information; determining whether the interactive information is user voice information; if not, the bionic toy controls and executes feedback corresponding to the interactive information; if so, converting the user voice information into text information; providing a preset keyword database, a preference database, an emotion database, and an intent database; determining whether the text information matches the preset keyword database; if so, executing corresponding feedback based on the text information; if not, converting the keywords into keyword information based on a preset model and classifying the keyword information to obtain a classification result; determining whether the keyword information matches the preference database; if so, executing corresponding feedback based on the classification result; if not, determining whether the keyword information matches the emotion database; if the keyword information matches the emotion database, outputting the corresponding emotion value variable; if the keyword information does not match the emotion database, matching the keyword information with the intent database and executing corresponding feedback based on the keyword information. This ensures the accuracy and diversity of the bionic toy's interactive response to the user, solving the problem that the control process of bionic functional toys is monotonous and cannot provide real-time action feedback based on human emotions.

[0005] Preferably, obtaining emotion value variables based on user voice information includes: the interaction information includes initial interaction information and user voice information, wherein the initial interaction information includes any one or more combinations of touch information, eye-following information, preset voice information, connection device information, or internal state information.

[0006] Preferably, the output of the corresponding emotion value variable further includes: the emotion value variable includes anxieties and interests, and feedback corresponding to the emotion value variable is executed based on the anxieties and / or interests; the feedback includes at least one part of the bionic toy performing an action, the bionic toy emitting a sound, or different parts of the bionic toy moving in a preset order and combining into a set of actions.

[0007] Preferably, after outputting the corresponding emotion value variable, the process further includes: providing a bionic toy; the bionic toy acquiring initial interaction information and emotion value variables; obtaining an initial personality based on the initial interaction information; directly outputting the initial personality as the current personality of the bionic toy; or, acquiring new interaction information under the initial personality, updating the initial personality based on the new interaction information, and using the updated personality as the current personality of the bionic toy; acquiring the base emotion value, emotion value change factor, and natural decay factor corresponding to the current personality; calculating the final emotion value based on the base emotion value, emotion value change factor, natural decay factor, and emotion value variable corresponding to the current personality; and the bionic toy executing corresponding feedback based on the final emotion value to complete the emotion output. This ensures that each emotion output is a true reflection of the toy's unique personality, thereby solving the fundamental problem of homogenized emotion expression and greatly improving the realism and emotional depth of the interaction.

[0008] Preferably, obtaining new interaction information under the initial personality includes: obtaining new interaction information under the initial personality, the interaction time and / or number of interactions when obtaining the new interaction information, and obtaining the new interaction value based on the interaction time and / or number of interactions; determining whether the new interaction value meets the range of the preset personality change value; if not, the new interaction information and the initial interaction information are superimposed and processed as new initial interaction information to continue iterative processing; if yes, the preset personality corresponding to the preset personality change value is output as the current personality of the bionic toy.

[0009] Preferably, obtaining the initial personality based on initial interaction information includes: obtaining personality value variables based on initial interaction information includes: obtaining personality value variables and growth value variables based on initial interaction information; updating the current growth stage based on the growth value variables to obtain a personality change coefficient corresponding to the current growth stage; obtaining the initial personality based on the initial personality value, personality value variables, and personality change coefficient; wherein, the growth value variables are obtained based on a preset growth value formula; the preset growth value formula is: + ; Where N represents the current growth value variable, n0 represents the initial growth value which is known, and m is the quantity in each time period. This represents the cumulative growth change value after the i-th time period. This represents the growth change value in the i-th time period.

[0010] Preferably, obtaining the initial personality based on the initial personality value, personality value variables, and personality change coefficient includes: the personality value variables include a family value variable and a liveliness value variable; a first interaction value is obtained based on the initial interaction information; the family value variable of the bionic toy is obtained based on the first interaction value; a second interaction value is obtained based on the initial interaction information; the liveliness value variable of the bionic toy is obtained based on the second interaction value; real-time family value and real-time liveliness value are obtained based on a preset personality value formula, the initial personality value, the personality value variables, and the personality change coefficient; the preset personality value formula for obtaining the initial personality based on the real-time family value and real-time liveliness value is: Ax = Axo + M1 * Q1 Ay = Ayo + M2 * Q2 Where: Ax represents the real-time family value, Axo represents the initial family value, M1 represents the family value change coefficient for the growth stage corresponding to the bionic toy, and Q1 represents the first interaction value; Ay represents the real-time liveliness value, Ayo represents the initial liveliness value, M2 represents the liveliness value change coefficient for the growth stage corresponding to the bionic toy, and Q2 represents the second interaction value.

[0011] Preferably, calculating the final emotion value includes: the emotion value variables include anxieties and interests; the anxieties and interests are calculated using a preset emotion value formula; the preset emotion value formula is: X = X1 + X' X1 = Xo + k1t Y = Y1 + Y' Y1 = Yo + k2t Where X represents the anxiety value variable, X1 represents the anxiety value base, Xo represents the anxiety value from the last interaction, X' should represent the anxiety value obtained this time, k1 represents the anxiety value decay coefficient for the corresponding personality, and k1t represents the natural decay value of the anxiety value for the corresponding personality; where Y represents the interest value variable, Y1 represents the interest value base, Yo represents the interest value from the last interaction, Y' represents the interest value obtained this time, k2 represents the interest value decay coefficient for the corresponding personality, t represents the non-interaction time of the bionic toy, and k2t represents the natural decay value of the interest value for the corresponding personality.

[0012] Preferably, the process of the bionic toy performing corresponding feedback based on the final emotional value to complete the emotional output includes: the final emotional value including anxieties and interests; establishing a two-dimensional coordinate system with anxieties and interests as coordinate axes; dividing the area of ​​the two-dimensional coordinate system into at least two emotional regions; inputting the anxieties and interests of the final emotional value, obtaining the emotional region into which the final emotional value falls in the two-dimensional coordinate system; outputting the emotion of the final emotional value based on the emotional region, and performing corresponding feedback based on the emotion.

[0013] Preferably, the feedback includes at least one part of the bionic toy performing an action, the bionic toy emitting a sound, or different parts of the bionic toy moving in a preset order and combining into a set of actions; when the bionic toy is in different personalities, after the bionic toy obtains the same emotional value variable, the feedback performed by the bionic toy based on the final emotional value is different.

[0014] To solve the above-mentioned technical problems, the present invention provides another technical solution as follows: a bionic toy, and a control method for the above-mentioned bionic toy, the bionic toy comprising a toy body and a touch sensing module, a measurement module, a sound positioning module, a voice module, a signal transmission module, a power module, and a control module respectively electrically connected to the touch sensing module, the measurement module, the sound positioning module, the voice module, the signal transmission module, and the power module, wherein the touch sensing module is used to acquire touch information; the measurement module is used to acquire eye-tracking information; the sound positioning module is used to acquire sound and determine the direction of the sound; the voice module is used to acquire preset voice information or user voice information; the signal transmission module is used to acquire connected device information; the power module is used to acquire internal status information; and the control module is used to control the bionic toy to perform feedback.

[0015] To solve the above-mentioned technical problems, the present invention provides another technical solution as follows: a readable storage medium, wherein the computer-readable storage medium stores computer instructions, the computer instructions being used to cause the computer to execute the control method of the above-described bionic toy. Attached Figure Description

[0016] To more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0017] Figure 1 This is a flowchart illustrating a control method for a biomimetic toy provided in the first embodiment of the present invention.

[0018] Figure 2 This is a flowchart illustrating the process of obtaining emotion value variables in a control method for a biomimetic toy provided in the first embodiment of the present invention.

[0019] Figure 3 This is a flowchart illustrating the output of the current personality in a control method for a biomimetic toy provided in the first embodiment of the present invention.

[0020] Figure 4 This is a schematic diagram of the process of obtaining the initial personality in a control method for a biomimetic toy provided in the first embodiment of the present invention.

[0021] Figure 5 This is a diagram showing the relationship between the affinity value, personality value, and personality of the bionic toy provided in the first embodiment of the present invention.

[0022] Figure 6 This is a schematic diagram of the coordinate axes of the first embodiment of the present invention, using the insecurity value and interest value as the coordinate system.

[0023] Figure 7 This is a schematic diagram of the initial emotional values ​​corresponding to different developmental stages in the first embodiment of the present invention. Figure 1 .

[0024] Figure 8 This is a schematic diagram of the initial emotional values ​​corresponding to different developmental stages in the first embodiment of the present invention. Figure 2 .

[0025] Figure 9 This is a schematic diagram of the initial emotional values ​​corresponding to different developmental stages in the first embodiment of the present invention. Figure 3 .

[0026] Figure 10 This is a schematic diagram of the structure of the bionic toy provided in the second embodiment of the present invention.

[0027] Figure 11 This is a schematic diagram of the structure of a readable storage medium provided in the third embodiment of the present invention. Detailed Implementation

[0028] To make the objectives, technical solutions, and advantages of this invention clearer, the invention will be further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the invention.

[0029] In the embodiments provided by this invention, it should be understood that "B corresponding to A" means that B is associated with A, and B can be determined based on A. However, it should also be understood that determining B based on A does not mean determining B solely based on A; B can also be determined based on A and / or other information.

[0030] It should be understood that the phrase "one embodiment" or "an embodiment" throughout the specification means that a specific feature, structure, or characteristic related to the embodiment is included in at least one embodiment of the invention. Therefore, "in one embodiment" or "in an embodiment" appearing throughout the specification does not necessarily refer to the same embodiment. Furthermore, these specific features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. Those skilled in the art should also recognize that the embodiments described in the specification are optional embodiments, and the actions and modules involved are not necessarily essential to the invention.

[0031] In various embodiments of the present invention, it should be understood that the sequence number of each process does not necessarily imply the order of execution. The execution order of each process should be determined by its function and internal logic, and should not constitute any limitation on the implementation process of the embodiments of the present invention.

[0032] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, or they may sometimes be executed in reverse order, depending on the functions involved. It is particularly important to note that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0033] Please see Figure 1 The first embodiment of the present invention provides a control method for a bionic toy, the control method for the bionic toy including: A1 provides bionic toys, which acquire interactive information; A2, determine whether the interaction information is user voice information. A3, if not, then the bionic toy controls the execution and provides corresponding feedback on the interactive information; A4, if yes, then convert the user's voice information into text information; A5 provides a preset keyword database, preference database, emotion database, and intent database; A6, determine whether the text information matches the preset keyword database; A7, if so, then perform the corresponding feedback based on the text information; A8. If not, the keywords will be converted into keyword information based on the preset model, and the keyword information will be classified to obtain the classification results. A9, determine whether the keyword information matches the preference database; A10, if so, execute the corresponding feedback based on the classification result; A11, if not, then determine whether the keyword information matches the sentiment database; A12, if the keyword information matches the emotion database, output the corresponding emotion value variable; A13. If the keyword information does not match the sentiment database, then match the keyword information with the intent database and execute the corresponding feedback based on the keyword information.

[0034] Understandably, in this embodiment, steps A1 to A4 involve preprocessing the interactive information. After acquiring the interactive information, step A2 primarily distinguishes it into user voice information and non-user voice information. Non-voice information can be simple touch or external device signals, while user voice information is the specific language interaction between the user and the bionic toy. Different processing is performed for user voice information and non-user voice information. For example, when step A3 determines it to be non-user voice information, a preset or deterministic feedback will be executed. For instance, touching the head directly triggers a combination of tilting the head back and snoring sounds, and detecting a moving object triggers a head-turning follow action. This ensures the immediacy and reliability of non-voice interaction, meeting the user's expectation for rapid response to basic, direct commands. When the interactive information is user voice, step A4 converts it into text information using speech recognition technology, breaking through the limitation of traditional toys that can only respond to simple voice control commands. This allows the toy to process natural and continuous language input, understand user speech, and achieve more realistic interactive scenarios.

[0035] Specifically, following step A5, a multi-layered judgment process is implemented for the text information. Step A6 first determines whether the text matches a preset keyword database. The preset keyword database can be a library of explicit action commands, such as "sit down" or "shake hands." If a match is found, step A7 executes the corresponding preset action. This level ensures that frequently used commands are executed quickly and accurately, efficiently and intuitively for the user. If the text does not match a direct command, deeper semantic analysis is performed. Step A8 calls a preset model, which can be a model from existing technologies. The text information is extracted into keyword information and categorized. Step A9 then determines whether the keyword information matches a preference database. The preference database can "collect users' everyday language in real time, obtain users' hobbies and other habits, and then continuously supplement the database with the collected results." Therefore, the feedback based on different databases in this embodiment is highly personalized, with the preference database, emotion database, and intent database being different. Taking a preference database as an example, when the preference database collects user language, if it hears the user frequently mention "tennis", hearing the related words again may trigger a special play or excited action, thus creating a surprising experience of "the toy remembering the owner's preferences", which enhances the fun and emotional connection of long-term interaction.

[0036] Furthermore, if a match with the preference database fails, steps A11 and A12 proceed to the emotion database matching judgment. For example, emotions can be various primary and secondary emotions such as joy, calmness, anger, and anxiety, and the model analyzes and outputs emotion value variables such as "anxiety value" and "interest value." This allows the bionic toy to perceive the emotional tone in the user's speech and provide emotionally resonant feedback. For instance, when a user expresses frustration, the toy may output a low emotion value, manifesting as a quiet cuddling action or a comforting hum, rather than simple playful actions. This emotion-based feedback upgrades the interaction from simple interaction to emotional communication, greatly enhancing the bionic realism. Step A13 matches keyword information that fails to match any of the above databases with the "intent database." This includes requests for companionship, expressions of blame, etc., and translates them into corresponding positive or negative feedback actions. This ensures that any semantic information ultimately receives a reasonable, contextualized behavioral response, avoiding the awkward situation of the bionic toy being unable to respond due to its inability to recognize user language, and guaranteeing the integrity and smoothness of the interaction process.

[0037] It should be understood that this embodiment achieves diversified feedback outputs from interactive information by constructing a hierarchical and progressive control method. This ensures the accuracy and diversity of the bionic toy's interactive responses to users, and solves the problem that bionic functional toys have monotonous actions during control and cannot provide real-time action feedback based on human emotions.

[0038] It should be noted that this embodiment, when controlling the bionic toy, combines timely feedback, preference, intention, and emotion judgment, and generates a priority interactive feedback based on a preset keyword database > preference > emotion > intention. Specifically, it first checks whether timely feedback is needed; if a preference is matched, a preference event is generated. If no preference event is found, it checks the emotion category and generates an emotion event. If the emotion event is "other," it checks whether there is an intention event.

[0039] Table 1 shows an example of the contents of the preference database:

[0040] Table 2 shows an example of the contents of the intent database:

[0041] Understandably, when executing the control method in this embodiment, the final output can be preferences, emotions, and intentions. Figure 3 Any one of these. This allows the bionic toy to respond to the user's verbal cues by outputting corresponding emotional values ​​or performing corresponding actions.

[0042] Furthermore, the emotion value variables obtained based on user voice information include: interaction information including initial interaction information and user voice information, initial interaction information including touch information, eye-following information, preset voice information, connection device information or internal state information, any one or more combinations thereof.

[0043] For example, tactile information can be obtained by distributing touch sensors on key parts of the bionic toy's body, such as the head, back, and abdomen. The bionic toy can accurately sense the user's physical contact location, pressure, and pattern. For instance, different touches can trigger preset but diverse feedback; for example, stroking the head might trigger a combination of head tilting and a happy vocalization, while touching the tail might trigger a hissing sound expressing anger. Tactile perception not only directly provides interactive feedback, but more importantly, the frequency, location, and intensity of touch are key inputs for judging the user's level of intimacy and emotional expression. This can directly affect the calculation of emotion-related variables, enabling the toy to simulate a real pet's dependence on and response to affection.

[0044] Eye-tracking information, aided by sensors such as millimeter-wave radar, cameras, infrared, and ultrasound, allows bionic toys to detect the movement of people or objects in their surroundings. When movement is detected, the toy turns towards the moving object and makes an interactive gesture. This simulates the curiosity and attention of a real pet, enabling it to actively interact with its environment. Information such as the speed and direction of the moving object, as well as the toy's response speed, can be used to assess the activity and novelty of the environment.

[0045] Preset voice information mainly refers to non-semantic audio signals that can trigger specific responses, such as specific calling whistles or command sounds. Through the voice module, the toy can "locate sounds," that is, identify the direction of a sound source and turn its head in that direction. This enhances the spatial realism of the interaction, making the toy seem to be searching for the source of the sound. At the same time, the frequency and intensity of specific audio patterns can also serve as a kind of environmental stimulus, indirectly affecting emotional state; for example, frequent unfamiliar sounds may slightly increase anxiety.

[0046] Connecting device information via Wi-Fi or Bluetooth modules allows the bionic toy to connect with external smart devices, such as mobile apps and smart home devices. For example, after connecting to an app, users can interact with the toy by waking it up, petting it, feeding it, and executing commands to perform specific actions, such as blinking or wagging its tail. The system can also incorporate user interactions from the digital world, such as commands sent via mini-programs or set schedules. If the bionic toy remains idle for an extended period while powered on, it will still perform preset actions or sounds to attract the user's attention. This remote or programmed interaction mode expands the spatial and temporal scope of the interaction, and its content and frequency shape the toy's personality and emotions.

[0047] Internal state information refers to the bionic toy's own operational status data, such as battery level and component malfunction signals. For example, low battery or malfunction will trigger corresponding alerts. It simulates the basic physiological needs and safety states of real organisms. Although not directly derived from user interaction, internal state can be linked to the bionic toy's emotional expression. For example, low battery may lead to a decrease in the toy's overall activity level and a delay in feedback, thereby affecting the final emotional state displayed and ensuring the completeness of the behavioral logic.

[0048] It should be understood that this book demonstrates how, through the reasonable acquisition and processing of the aforementioned interactive information, bionic toys can ensure that the final emotional feedback and behavioral output can more delicately and accurately reflect complex real-world interactive scenarios, greatly enhancing the rationality, predictability, and emotional immersion of their behavior. It should be noted that, to avoid the influence of multiple environmental factors, multiple interactive information received simultaneously will be ordered according to weight. For example, internal state information > touch information > gaze-following information > preset voice information > connected device information.

[0049] Furthermore, the corresponding emotional value variables output also include: emotional value variables include anxiety value variables and interest value variables, and feedback corresponding to the emotional value variables is executed based on the anxiety value variables and / or interest value variables; the feedback includes at least one part of the bionic toy performing an action, the bionic toy emitting a sound, or different parts of the bionic toy moving in a preset order and combining into a set of actions.

[0050] Understandably, this embodiment transforms abstract emotions into two calculable emotion variables: anxieties and interests. This allows for more refined analysis of user interaction information. For example, AI models (such as ASR language models) can analyze speech text to output anxieties and interests. Based on these anxieties and interests, emotion ranges can be established, transforming a single emotional state into a position on a two-dimensional or even multi-dimensional coordinate system. For instance, "high interest, low anxieties" corresponds to excitement and joy, while "low interest, high anxieties" corresponds to fear and anxiety. Ranges such as joy, calmness, anger, shyness, anxiety, and depression can be established based on interest and anxieties. The output anxieties and interests can then be analyzed to determine which preset emotion range they fall into. This quantification approach makes emotion judgment more accurate and continuous, providing precise driving signals for selecting the most suitable feedback action. Specifically, feedback expression is diversified and combinable. Feedback includes not only single actions, sounds, or movements, but also different parts of a bionic toy moving in a preset order and combining into a set of actions. Bionic toys incorporate multiple independent movement modules, including a head, tail, ears, mouth, eyes, breathing, and sound. These modules can move independently or in combination to form a set of movements. For example, to express "excitement mixed with slight tension," the response might be a combination of movements: the head slightly leans forward and shakes rapidly to express curiosity and excitement; the tail wags frequently but with small amplitude to express tension; and short, undulating vocalizations are emitted. Conversely, to express "pure relaxation and pleasure," the combination of movements might be: the head comfortably tilted to one side; the eyes slowly opening and closing; the body rising and falling with gentle breathing; and a long, steady purring sound.

[0051] This embodiment's ability to map emotional variables to multi-body, time-sequential complex action sequences greatly enriches the vocabulary and expressiveness of emotional expression. It mimics the non-verbal, whole-body characteristics of real animal emotional expression, allowing the same basic emotion to manifest subtle differences depending on the specific context, thus providing users with a more delicate, realistic, and infectious emotional interaction experience. Ultimately, it ensures that each emotional response from the bionic toy is unique and context-appropriate, effectively preventing user fatigue and continuously maintaining the freshness and emotional depth of the interaction.

[0052] Furthermore, please combine Figure 1 and Figure 2 After outputting the corresponding sentiment value variable, it also includes: S1 provides bionic toys, which acquire initial interaction information and emotional value variables; S2, obtaining initial personality based on initial interaction information; S3 directly outputs the initial personality as the current personality of the bionic toy; or, S4: Obtain new interaction information under the initial personality, update the initial personality based on the new interaction information, and use the updated personality as the current personality of the bionic toy; S5, based on the current personality, obtains the base value of the emotion value, the emotion value change factor and the natural decay factor corresponding to the current personality; S6 calculates the final emotional value based on the current personality's base emotional value, emotional value change factor, natural decay factor, and emotional value variables. S7, based on the final emotion value, the bionic toy executes corresponding feedback to complete the emotion output.

[0053] Understandably, the emotional responses of existing bionic toys often lack memory and individuality. Their emotion calculation relies solely on single, immediate interactive stimuli, ignoring the personality traits formed by the toy through long-term interaction with the user. This results in all toys producing similar emotional responses to the same stimulus, failing to simulate the natural phenomenon in the real world where organisms with different personalities exhibit drastically different emotional responses to the same event, making the interactive experience lack realism. It should be noted that steps S3 and S4 in this embodiment are two different steps. After either step S3 or S4 is executed, step S5 can be further executed, which will not be elaborated upon here.

[0054] It should be understood that the initial interaction information in S1 of this embodiment is interactive data used to construct the long-term personality of the bionic toy. The initial interaction information is obtained based on the feedback corresponding to the control execution and interaction information of the bionic toy. It should be understood that when the interaction information is not user voice information, the bionic toy will interact with the user through touch or mini-programs, while the initial interaction information is the interaction data such as the user touching the toy, talking to the toy, or mini-program events. The emotion value variable is the corresponding emotion value variable output by matching the above keyword information with the emotion database. That is, each time the bionic toy obtains interaction information, it will either execute the corresponding feedback based on the non-user voice information and obtain the initial interaction information, or execute the corresponding feedback or output the emotion value based on the user voice information.

[0055] Furthermore, an initial personality is obtained based on initial interaction information. By analyzing interaction frequency, type, and other factors, the initial personality is determined; this initial personality could be "clingy and talkative" or "aloof and bossy," among other things. In one implementation, such as S3, the initial personality is directly used for output, suitable for early interactions with bionic toys or situations where the personality has stabilized. In another implementation, such as S4, the personality is allowed to be iteratively updated based on new interaction information. This simulates the development process of a real pet's personality from malleable to stable, making the "current personality" a state that evolves over time, rather than a fixed parameter. Moreover, during the iteration process of the current personality, each updated current personality is used as the initial personality for iteration, ensuring that the updated personality can be changed. In S5, the base emotion value, emotion value change factor, and natural decay factor are obtained based on the current personality. The base emotion value mainly includes the initial anxiety value and the initial interest value. Different personalities have different base values; for example, the "cheerful" personality has a higher initial interest value, while the "cautious" personality has a higher initial anxiety value. The emotion value change factor determines the strength of the influence of real-time emotion value variables on the final emotion. A "sensitive" personality corresponds to a larger variable factor, resulting in a violent reaction; while a "calm" personality corresponds to a smaller variable factor, resulting in a peaceful reaction. The natural decay factor determines how quickly emotions fade without new stimuli. Different personalities exhibit different rates of natural decay, simulating the phenomenon that some biological emotions arise and dissipate quickly, while others are prolonged and intense.

[0056] Further, in S6, the final emotion value is calculated. The real-time acquired, unprocessed "emotion value variable" is combined with the base value, change factor, and decay factor determined by personality to perform a comprehensive calculation. The final result is a final emotion value influenced by personality. For example, the "interest value variable" resulting from the same compliment is 10. For a "self-conscious" personality, the final interest value may only reach 15, manifesting as "slightly happy"; while for a "confident" personality, the final interest value may reach 25, manifesting as "very excited". Further, in S7, feedback is performed based on the final emotion value. Finally, the action output is driven by the final emotion value. Even when calling the same "happy" action library, the probability, amplitude, speed, and combination of the action performed by toys with different personalities may differ because they are triggered based on different emotion intensity thresholds and expression tendencies. This embodiment gives the emotional expression of the bionic toy distinct individual differences, greatly enhancing the realism and immersion of the interactive experience. It should be understood that this embodiment combines the long-term personality development state of the bionic toy with the real-time emotion generation process. This ensures that every emotional expression is a true reflection of the toy's unique personality, thus solving the fundamental problem of homogenized emotional expression and greatly enhancing the realism and emotional depth of the interaction.

[0057] Furthermore, please combine them together. Figure 2and Figure 3 In step S4 above, obtaining new interaction information under the initial personality includes: S41, Under the initial personality, obtain new interaction information, the interaction time and / or number of interactions when obtaining new interaction information, and obtain new interaction value based on the interaction time and / or number of interactions; S42, determine whether the newly added interaction value meets the range of the preset personality change value; S43, if not, the newly added interactive information and the initial interactive information are superimposed and processed as the new initial interactive information to continue iterative processing; S44, if so, output the preset personality corresponding to the preset personality change value as the current personality of the bionic toy.

[0058] Understandably, it should be understood that in step S41, new interaction information is acquired under the initial personality, and a new interaction value is calculated based on the interaction time or number of interactions. The interaction value reflects the intensity and frequency of the interaction. Step S42 determines whether the new interaction value meets the range of the preset personality change value. This range is set based on the growth stage and personality type. For example, a higher interaction value is required to trigger a personality change in the adult stage. Step S43, if the range is not met, the new and initial interaction information are superimposed and iterated again to ensure that the personality change is based on long-term accumulated interaction. Step S44, if the range is met, the preset personality is output as the current personality, for example, changing from "aloof" to "clingy". The iterative mechanism simulates the gradual process of real pet personality formation. Users gradually shape the toy's personality through continuous interaction, enhancing the depth and long-term appeal of the nurturing experience.

[0059] Understandably, the method provided in this embodiment achieves a balance between personalization and stability in the personality of bionic toys. When users interact with the toy, they can observe changes in personality as the user grows, such as being easily molded in infancy and stable in adulthood, which closely matches the real experience of raising pets. Simultaneously, personality influences emotional expression and behavioral feedback; for example, the different responses to the same event under different personalities further enhance the realism of the bionic toy's behavior and user engagement.

[0060] Furthermore, please combine them together. Figure 4 The initial personality traits obtained based on initial interaction information include: S21, Obtain personality value variables and growth value variables based on initial interaction information; S22, Update the current growth stage based on the growth value variable to obtain the personality change coefficient corresponding to the current growth stage; S23, the initial personality is obtained based on the initial personality value, personality value variable and personality change coefficient.

[0061] Understandably, personality value variables and growth value variables are calculated based on initial interaction information. Personality value variables, such as family value or liveliness value, are extracted through interaction frequency and content; growth value variables are calculated by accumulating the number of interaction events over a predetermined time period. For example, assuming a user fed the bionic toy twice, touched the toy twice, and interacted verbally once in a day, the number of interaction events for that day would be 3. The contribution of each type of interaction to the growth value can be different or the same. The final calculation can quantify abstract user interactions into concrete variables, providing data support for personality evolution and ensuring that personality changes are based on actual interactions rather than random generation.

[0062] Further, step S22 updates the current growth stage based on the growth value variable and obtains the corresponding personality change coefficient. For example, the growth stage can be divided into juvenile and adult stages, each corresponding to a different personality change coefficient. For instance, the personality change coefficient is higher in the juvenile stage, indicating greater personality plasticity; the coefficient is lower in the adult stage, indicating a more stable personality. This mechanism simulates the natural law of personality change from volatile to stable during the growth of real animals, avoiding the unrealistic feeling caused by sudden personality changes. Step S23 combines the initial personality value, personality value variable, and personality change coefficient to calculate the initial personality. This ensures that the personality value is dynamically adjusted; the initial personality is not only based on the initial settings but also influenced by user interaction, thus initially forming personalized traits.

[0063] Among them, the growth value variable is obtained based on a preset growth value formula; The default growth value formula is: + ; Where N represents the current growth value variable, n o This indicates that the initial growth value is a known value, and m is the quantity of each time period (e.g., based on 1 day, m=1 means 1 day, m=2 means 2 days, or m=3 means 3 days, etc.). This represents the cumulative growth change value after the i-th time period. This represents the growth change value in the i-th time period.

[0064] in: ; in, Satisfy 0≤ ≤z, where z is the maximum growth value variable preset within a specified time period, and r is the total number of event types, where r is a positive integer. It represents the number of times event type j is triggered within time period i. (k) is the contribution function of time type j.

[0065] Furthermore, an initial growth value is provided, and growth value variables are obtained based on a preset growth value formula, including: Provide growth value limits; Determine whether the increment of the growth value variable within a preset time period is greater than the growth value limit; If so, the increment of the growth value variable within the preset time period is the growth limit value, and the growth value variable within the preset time period is the growth limit value; If not, the growth value variable will be valid for the preset time period.

[0066] It should be understood that this embodiment provides a growth value limit, which is set based on a preset time period and reflects the reasonable upper limit of growth value changes within that time period. The setting of the limit takes into account the natural laws of real pet growth. For example, while overfeeding or excessive interaction can promote growth, there are physiological limits, and the growth process cannot be accelerated indefinitely. When the increment exceeds the limit, the system determines that the increment is the growth limit, effectively preventing the bionic toy's growth value from increasing rapidly through short-term intensive interaction. For example, even if the user interacts far beyond normal levels in a day, the increase in growth value will not exceed the preset upper limit, avoiding the unnatural phenomenon of the bionic toy "jumping" directly from infancy to adulthood. When the increment does not exceed the limit, the growth value variable is valid and allowed to accumulate normally into the total growth value. This design ensures that the accumulation of growth value under normal interaction mode is not affected, while also setting a safety boundary for the growth process, ensuring a smooth and stable growth curve.

[0067] Specifically, among which: (k) = ; And it satisfies: =z, when the number of all event types triggered exceeds the threshold. =z; in, .

[0068] For example, three interactive events were performed: feeding, touch, and voice interaction. When r=3: Feeding: 1 growth point for 0-3 feedings, 2 growth points for 3 or more feedings; Touching: 1.5 growth points for 0-10 touches, 2 growth points for 10 or more touches; Language interaction: 0.8 growth points for 0-5 touches, 1 growth point for 5 or more touches. Assuming the toy was fed 2 times, touched 12 times, and interacted with 6 times in one day, what would be the growth value for that day? =1+2+1=4. If the maximum threshold z=8, then the growth variable value =4, meaning the growth change value has not reached the upper limit and can be safely accumulated into the total growth value variable N. This can be substituted into... + After calculation, the growth value variable is N after accumulating m days.

[0069] Understandably, this embodiment achieves a refined simulation of the growth process of a bionic toy by calculating growth value variables. This ensures that the accumulation of growth values ​​is based on the trigger count and contribution function of various interactive events, thus guaranteeing that the changes in growth stages more closely resemble the natural development patterns of real pets. Through initial growth values, time period divisions, event type classifications, and contribution function settings, a dynamic growth calculation model is constructed. This allows the growth value variables to accurately reflect the diversity and intensity of user interactions, thereby influencing the personality change coefficient and the updating of growth stages.

[0070] For example, to better understand the impact of growth value variables on growth stages, Table 3 provides an example of the impact of growth value variables on growth stages:

[0071] Furthermore, the initial personality trait obtained based on initial personality values, personality value variables, and personality change coefficients includes: The personality value variables include the family value variable and the liveliness value variable. The first interaction value is obtained based on the initial interaction information, and the family value variable of the bionic toy is obtained based on the first interaction value; the second interaction value is obtained based on the initial interaction information, and the liveliness value variable of the bionic toy is obtained based on the second interaction value. Real-time family value and real-time liveliness value are obtained based on the preset personality value formula, initial personality value, personality value variable and personality change coefficient; Initial personality traits are determined based on real-time family value and real-time liveliness value.

[0072] Understandably, when acquiring the "family value" variable, the first interaction value serves as the core input, and its calculation depends on one or more combinations of interaction frequency, interaction type, and interaction duration. For example, a longer number of interactions with the toy can increase the first interaction value. Interaction duration refers to the duration of a single interaction; a longer interaction time may increase the first interaction value. By integrating these factors, the first interaction value can quantify the intimate interaction pattern between the user and the bionic toy, thus being applicable to calculating the family value variable. This ensures that the family value variable is not only based on initial settings but also dynamically responds to the user's interaction habits. For example, frequent touching and voice companionship gradually increase the family value, making the bionic toy more inclined to exhibit clingy behavior (such as actively approaching the user), thereby strengthening the emotional bond between the user and the toy. Similarly, when acquiring the "liveliness value" variable, the second interaction value serves as a key input, and its calculation is based on one or more combinations of interaction degree, interaction event, and interaction location. Interactive events refer to specific interactive content. For example, in an interaction, voice recognition can identify the user's emotions, triggering different interest values. The sum of these interest values ​​over a fixed time period determines the secondary interaction value. Interactive events include "touch, voice, and mini-program events," where different events may trigger different interest values; for example, voice praise may generate a high interest value. Interaction locations are obtained through external sensors or connected devices. For instance, the activity of a bionic toy in different indoor areas such as the living room or bedroom may affect the secondary interaction value. For example, high-interest events such as game interactions may correspond to higher secondary interaction values, while low-interest events such as static states may correspond to lower secondary interaction values. By calculating the activity value variable, the sensitivity and responsiveness of the bionic toy to its external environment can be reflected. For example, frequent interaction in active locations such as the play area increases the activity value, making the toy more likely to exhibit curious or excited behaviors, such as rapid movement or vocalization, thus simulating the adaptability of a real pet to environmental changes.

[0073] Specifically, the preset personality value formula is as follows: Ax = Axo + M1 * Q1 Ay = Ayo + M2 * Q2 Where: Ax represents the real-time family value, Axo represents the initial family value, M1 represents the family value change coefficient for the growth stage corresponding to the bionic toy, and Q1 represents the first interaction value; Ay represents the real-time liveliness value, Ayo represents the initial liveliness value, M2 represents the liveliness value change coefficient for the growth stage corresponding to the bionic toy, and Q2 represents the second interaction value.

[0074] For example, to better understand the impact of growth value variables on growth stages, Table 4 shows an example of changes in personality values:

[0075] It should be noted that, as shown in the table above, in this embodiment, different first interaction values ​​are selected based on the number of interactions on the day. When the number of interactions is high, the interaction value is 1, and when the number of interactions is low, the interaction value is -1. In this way, it serves as a component of the family value calculation. The more interactions the user has, the higher the family value, thus achieving a biomimetic effect. The second interaction value is sampled from the accumulated interest values ​​obtained during the voice interaction. When the interest value is higher, the liveliness value is higher, which helps to form the toy's "cheerful" personality and make it more in line with the user.

[0076] Understandably, each personality range has a corresponding personality change coefficient, which adjusts as the child grows. In early childhood, M1 and M2 values ​​are typically higher, indicating strong personality plasticity, and user interaction can quickly influence personality formation. In adulthood, M1 and M2 values ​​are lower. For example, the coefficient multiplied by the attribute bonus in the table is either M1 or M2. M1 or M2 can be the same or different; in this embodiment, the same coefficient is used (see Table 4). Personality tends to stabilize, requiring more time for accumulated interaction to produce significant changes. This design simulates the personality development patterns of real organisms at different stages of their life cycle, enhancing the system's realism. Based on the calculated real-time affinity and liveliness values, the initial personality can be accurately determined. For example, a high affinity and high liveliness value corresponds to a "clingy and talkative" personality, while a low affinity and high liveliness value may correspond to a "cool and aloof CEO" personality. This quantitative personality classification method ensures the objectivity and consistency of personality judgment, avoiding the uncertainty brought about by subjective judgment.

[0077] Specifically, bionic toys include at least two personalities, and the toys exhibit different responses under different personalities. Please combine this with... Figure 5 , Figure 5 Based on the family value on the horizontal axis and the liveliness value on the vertical axis, a personality coordinate axis can be established. In the coordinate axis, the personality inside the dotted circle is "all-rounder", the personality outside the dotted circle in the first quadrant is "clingy and talkative", the personality outside the dotted circle in the second quadrant is "mischievous and clever", the personality outside the dotted circle in the third quadrant is "cold and aloof CEO", and the personality outside the dotted circle in the fourth quadrant is "gentle and sweetheart".

[0078] Table 5 provides examples of personality names and their corresponding personality traits:

[0079] Understandably, personality types are formed through different combinations of affectionate and lively values, each with unique feedback characteristics. Firstly, regarding proactive behavior in non-interactive states, bionic toys with different personalities exhibit drastically different behavioral patterns. For example, a "clingy and talkative" personality will proactively perform more pre-set actions when not interacting; a "cool and aloof" personality will perform fewer or no pre-set physical actions when not interacting. This difference mimics the behavior of clingy pets actively seeking attention, while independent pets prefer solitude, making the behavior of bionic toys more consistent with their personality settings. Secondly, in terms of the time response characteristics of feedback actions, different personalities lead to differences in the speed of response to external events. Different personalities respond differently to external events. For example, a "clingy" personality might respond quickly to user interaction, while a "cool and aloof" personality might show a certain delay in response. This difference in response time enhances the realistic expression of personality traits, allowing users to intuitively perceive the behavioral characteristics of different personalities. Finally, regarding the intensity and frequency of emotional expression, different personalities influence the sufficiency of emotional expression. For example, an outgoing personality might show a strong excited response to pleasurable events, while a calm personality might only show slight mood changes.

[0080] Specifically, in S6, the calculation of the final emotion value includes: emotion value variables include anxiety value variables and interest value variables; Anxiety and interest variables are calculated using a pre-defined emotion value formula. The preset emotion value formula is: X = X1 + X' X1 = Xo + k1t Y = Y1 + Y' Y1 = Yo + k2t Where X represents the anxiety value variable, X1 represents the anxiety value base, Xo represents the anxiety value from the last interaction, X' should represent the anxiety value obtained this time, k1 represents the anxiety value decay coefficient for the corresponding personality, and k1t represents the natural decay value of the anxiety value for the corresponding personality; where Y represents the interest value variable, Y1 represents the interest value base, Yo represents the interest value from the last interaction, Y' represents the interest value obtained this time, k2 represents the interest value decay coefficient for the corresponding personality, t represents the non-interaction time of the bionic toy, and k2t represents the natural decay value of the interest value for the corresponding personality.

[0081] Understandably, without new interactions, X1 and Y1 will continuously change according to k1 / k2 and t. For example, a calm personality might cause the emotional base to change slowly, maintaining emotional stability; while a sensitive personality might cause the emotional base to change rapidly without interaction, simulating the characteristic of a pet's emotions coming and going quickly. The introduction of the parameter t binds the emotional state to the passage of time in the real world. This means that the bionic toy will remember how long ago the last interaction occurred and naturally calm down or feel disappointed as time goes by, rather than freezing the emotional state at the moment of the last interaction. This greatly enhances the rationality and realism of emotional state transitions. For example, if an outgoing animal and an introverted animal have different initial calculation values, the outgoing animal will find it easier to express happiness, while the introverted animal will find it more difficult. When the same happy event occurs, the outgoing animal will express happiness, but the introverted cat may show a calm emotion.

[0082] Table 6 shows the diminishing effect of personality on interest and anxiety scores.

[0083] As shown in Table 6, to prevent the calculated emotional baselines X1 or Y1 from exceeding the effective range due to excessively long non-interaction time t, constraints need to be set on the cumulative effect of the natural decay terms k1*t or k2*t. Specifically, based on the current developmental stage and personality type of the bionic toy, specific value ranges are set for X1 (anxiety baseline) and Y1 (interest baseline). Simultaneously, the emotional decay coefficients k1 and k2 are also limited to specific ranges (for example, the hourly changes in k1 and k2 can be set between -20 and 0). Ultimately, regardless of the length of the non-interaction time t, the dual constraints of coefficient limitations and result value ranges ensure that X1 and Y1 always remain within their corresponding reasonable ranges determined by their developmental stage and personality.

[0084] Furthermore, please combine them together. Figure 6 In S7 above, the process of the bionic toy providing corresponding feedback based on the final emotion value to complete the emotion output includes: The final emotion score includes anxieties and interests. S71, establish a two-dimensional coordinate system with the insecurity value and interest value as the coordinate axes of the coordinate system; S72, divides the region of the two-dimensional coordinate system into at least two emotional regions; S73, input the anxiety value and interest value of the final emotional value, and obtain the emotional region where the final emotional value falls in the two-dimensional coordinate system; S74 outputs the final emotion value based on the emotion region and performs corresponding feedback based on the emotion.

[0085] Understandably, step S71 constructs a two-dimensional coordinate system using "anxiety value" and "interest value" as two orthogonal coordinate axes. The emotional state at any given moment is the result of the combined effect of these two fundamental dimensions. Placing these two core variables in the coordinate system allows each specific "final emotional value" to be represented as a unique coordinate point (X, Y) on this plane. This spatial representation provides the basis for subsequent emotion classification analysis. Within this two-dimensional coordinate system, the region is divided into at least two mutually exclusive emotional regions that jointly cover the entire effective area. Each region corresponds to one or a type of core emotional state, and its shape and boundaries are pre-defined based on the typical numerical distribution range of that emotion in two-dimensional space. For example, "joy" might correspond to a region with "high interest value and medium-low anxiety value"; "fear" might correspond to a region with "high anxiety value and low interest value"; and "calm" might correspond to a region with "low anxiety value and low to medium interest value." This division discretizes the continuous emotional numerical space into emotional categories with clear semantics. Furthermore, the calculated "final emotional value"—specifically, the anxiety value X and interest value Y—is used as input to determine its precise landing point (X, Y) in the established coordinate system. Based on preset region boundaries, it is determined which emotional region the point falls into. This emotional region then drives the bionic toy to execute corresponding feedback action combinations. One or more preset action sequences are selected from the corresponding emotional action database for execution. Different emotions exhibit significant differences in actions, while the differences in actions within the same emotion are relatively small. Through this step, all the previous complex calculations and interpretations are ultimately transformed into vivid and context-appropriate bionic behaviors that the user can directly perceive, such as jumping and shouting when "joyful," or curling up and remaining silent when "depressed."

[0086] Figure 7 , Figure 8 and Figure 9 This diagram illustrates the initial emotional values ​​corresponding to different developmental stages. The rectangles (filled with shaded dots) represent personality traits, showing that the initial emotional values ​​differ depending on the developmental stage. For example, Figure 6 A clingy, talkative personality in young or middle-aged adults will fall into the emotional zones of excitement, joy, shyness, calmness, and anxiety, while a clingy, talkative personality in middle-aged adults will fall into the emotional zone of excitement and joy. In other words, the feedback exhibited by the bionic toy will differ depending on its developmental stage and personality. Because the initial emotional thresholds are different, an outgoing bionic toy will more easily express happiness, while an introverted one will find it more difficult. When the same happy event occurs, an outgoing bionic toy will express happiness, while an introverted one may exhibit calmness.

[0087] Furthermore, the feedback includes at least one part of the bionic toy performing an action, the bionic toy emitting a sound, or different parts of the bionic toy moving in a preset order and combining into a set of actions. Understandably, this embodiment allows the bionic toy to combine basic action elements such as head rotation, tail wagging, ear twitching, body posture changes, and specific calls, according to biomechanical logic and timing, to form a complete set of combined actions. For example, when performing feedback based on emotion, the bionic toy could erect its ears, slowly extend its head forward and sway slightly, gently lift and lower its front legs, accompanied by a short and soft call. This composite action allows the bionic toy's expression of emotion and intention to be more delicate, vivid, and closer to that of a real organism, overcoming the problem of monotonous and mechanical actions. Specifically, when the bionic toy is in different personalities, after acquiring the same emotional value variable, the feedback performed by the bionic toy based on the final emotional value is different.

[0088] Understandably, personality is no longer a choice of a few preset actions, but rather a decisive intrinsic variable in every interaction. This imprints each response of a bionic toy with its unique personality. For example, a "timid and sensitive" toy, even when happy, reacts subtly and gently; while another "extroverted and impulsive" toy expresses the same joy with exaggerated and enthusiastic movements. This highly consistent yet differentiated behavioral performance greatly enhances the plausibility and realism of individual toy behaviors.

[0089] Please combine Figure 1 and Figure 10 The second embodiment of this embodiment also provides a bionic toy for applying the above-mentioned control method of the bionic toy. The bionic toy includes a toy body and a touch sensing module, a measurement module, a sound location module, a voice module, a signal transmission module, a power module, and a control module that are electrically connected to the touch sensing module, the measurement module, the sound location module, the voice module, the signal transmission module, and the power module, respectively, housed in the toy body. Touch sensing module, used to acquire touch information; The measurement module is used to acquire eye-following information; The sound location module is used to acquire sound and determine its location. The voice module is used to acquire preset voice information or user voice information; The signal transmission module is used to acquire information about the connected devices; The power module is used to acquire internal status information; The control module is used to control the feedback of the bionic toy.

[0090] Understandably, the bionic toy body provided in this embodiment integrates multiple types of sensors to ensure that it can perform corresponding action feedback according to the control method: Specifically, the touch sensing module is distributed and integrated into key parts of the toy body, such as the head and back, to accurately acquire "touch information." This corresponds to the recognition of non-voice interactions in the control method and the physical interaction frequency and pattern data required for calculating the "familiarity value" in personality development.

[0091] Measurement module: Employing technologies such as millimeter-wave radar, it dynamically acquires gaze-following information, enabling the biomimetic toy to simulate biological visual attention and spatial perception.

[0092] Voice module: Possesses audio acquisition and processing capabilities, used to acquire preset voice information, such as specific command tones and complex user voice information. It is the hardware for recognizing commands, preferences, emotions, and intentions in multi-level voice interaction. It converts user voice commands into raw signals that can be processed by subsequent automatic speech recognition and AI models.

[0093] Signal transmission module: Integrates communication units such as Wi-Fi / Bluetooth to acquire information from connected devices. This expands the boundaries of interaction, enabling the toy to receive commands and data from the external digital world, such as mobile apps and smart home devices.

[0094] Power module: Used to continuously monitor "internal status information," such as remaining power. This simulates the basic physiological state monitoring of living organisms, providing low power warnings for bionic toys and ensuring the continuity and reliability of the toy's behavior.

[0095] It should be understood that bionic toys are not simply a collection of sensors. They embody abstract concepts such as personality, emotions, growth, and intentions through unified control, transforming scattered sensory capabilities. The user's touch and dialogue can be reliably perceived through modules and ultimately translated into unique, personalized feedback.

[0096] Please combine Figure 1 and Figure 11 The third embodiment of this invention also provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer instructions for causing a computer to execute the control method of the bionic toy described above.

[0097] The computer-readable storage medium provided in this embodiment of the invention has the same beneficial effects as the control method for the bionic toy described above, and will not be elaborated here.

[0098] The foregoing has provided a detailed description of a control method for a bionic toy, the bionic toy itself, and a readable storage medium disclosed in the embodiments of the present invention. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention. Any modifications, equivalent substitutions, and improvements made within the principles of the present invention should be included within the protection scope of the present invention.

Claims

1. A method for controlling a biomimetic toy, characterized in that: The control method for the bionic toy includes: Provide biomimetic toys, which in turn acquire interactive information; Determine whether the interaction information is user voice information. If not, then the bionic toy controls the execution of the control and provides corresponding feedback on the interactive information; If so, the user's voice information will be converted into text information; It provides a preset keyword database, preference database, emotion database, and intent database; Determine whether the text information matches the preset keyword database. If yes, execute the corresponding feedback based on the text information. If no, convert the keywords into keyword information based on the preset model and classify the keyword information to obtain the classification result. Determine whether the keyword information matches the preference database. If yes, execute the corresponding feedback based on the classification result. If no, determine whether the keyword information matches the sentiment database. If the keyword information matches the sentiment database, the corresponding sentiment value variable will be output. If the keyword information does not match the sentiment database, the keyword information will be matched with the intent database, and the corresponding feedback will be executed based on the keyword information.

2. The control method for the bionic toy as described in claim 1, characterized in that: The emotion value variable obtained based on user voice information includes: the interaction information includes initial interaction information and user voice information, the initial interaction information includes any one or more combinations of touch information, eye-following information, preset voice information, connection device information or internal state information.

3. The control method for the bionic toy as described in claim 1, characterized in that: The output of corresponding emotion value variables also includes: emotion value variables include anxiety value variables and interest value variables, and feedback corresponding to the emotion value variables is executed based on the anxiety value variables and / or interest value variables; the feedback includes at least one part of the bionic toy performing an action, the bionic toy emitting a sound, or different parts of the bionic toy moving in a preset order and combining into a set of actions.

4. The control method for the bionic toy as described in claim 1, characterized in that: After outputting the corresponding sentiment value variable, it also includes: Provide bionic toys, which acquire initial interaction information and emotional value variables; Initial personality traits are obtained based on initial interaction information; The initial personality is directly output as the current personality of the bionic toy; Alternatively, new interaction information can be obtained from the initial personality, the initial personality can be updated based on the new interaction information, and the updated personality can be used as the current personality of the bionic toy. Based on the current personality, obtain the base value of the current emotion value, the emotion value change factor, and the natural decay factor corresponding to the current personality; The final emotion value is calculated based on the base emotion value corresponding to the current personality, the emotion value change factor, the natural decay factor, and the emotion value variable. Based on the final emotional value, the bionic toy executes corresponding feedback to complete the emotional output.

5. The control method for the bionic toy as described in claim 4, characterized in that: New interactive information acquired under the initial personality includes: Under the initial personality, new interaction information is obtained, including the interaction time and / or number of interactions when new interaction information is obtained, and the new interaction value is obtained based on the interaction time and / or number of interactions; it is determined whether the new interaction value meets the range of the preset personality change value; if not, the new interaction information and the initial interaction information are superimposed and processed as the new initial interaction information to continue iterative processing; if so, the preset personality corresponding to the preset personality change value is output as the current personality of the bionic toy.

6. The control method for the bionic toy as described in claim 4, characterized in that: The process of obtaining the initial personality based on initial interaction information includes: The personality value variables obtained based on initial interaction information include: Personality and growth value variables are obtained based on initial interaction information; Update the current growth stage based on the growth value variable to obtain the personality change coefficient corresponding to the current growth stage; Initial personality is obtained based on initial personality value, personality value variable, and personality change coefficient; Among them, the growth value variable is obtained based on a preset growth value formula; The default growth value formula is: + ; Where N represents the current growth value variable, n0 represents the initial growth value which is known, and m is the quantity in each time period. This represents the cumulative growth change value after the i-th time period. This represents the growth change value in the i-th time period.

7. The control method for the bionic toy as described in claim 6, characterized in that: The method of obtaining the initial personality based on the initial personality value, personality value variable, and personality change coefficient includes: The personality value variables include the family value variable and the liveliness value variable. The first interaction value is obtained based on the initial interaction information, and the family value variable of the bionic toy is obtained based on the first interaction value; the second interaction value is obtained based on the initial interaction information, and the liveliness value variable of the bionic toy is obtained based on the second interaction value. Real-time family value and real-time liveliness value are obtained based on the preset personality value formula, initial personality value, personality value variable and personality change coefficient; Initial personality is determined based on real-time family value and real-time activity value. The default personality value formula is: Ax = Axo + M1 * Q1 Ay = Ayo + M2 * Q2 Where: Ax represents the real-time family value, Axo represents the initial family value, M1 represents the family value change coefficient for the growth stage corresponding to the bionic toy, and Q1 represents the first interaction value; Ay represents the real-time liveliness value, Ayo represents the initial liveliness value, M2 represents the liveliness value change coefficient for the growth stage corresponding to the bionic toy, and Q2 represents the second interaction value.

8. The control method for the bionic toy as described in claim 4, characterized in that: The calculation of the final emotion value includes: the emotion value variables include anxiety value variables and interest value variables; The anxiety value variable and interest value variable are obtained by calculating through a preset emotion value formula; The preset emotion value formula is: X = X1 + X' X1 = Xo + k1t Y = Y1 + Y' Y1 = Yo + k2t Where X represents the anxiety value variable, X1 represents the anxiety value base, Xo represents the anxiety value from the last interaction, X' should represent the anxiety value obtained this time, k1 represents the anxiety value decay coefficient for the corresponding personality, and k1t represents the natural decay value of the anxiety value for the corresponding personality; where Y represents the interest value variable, Y1 represents the interest value base, Yo represents the interest value from the last interaction, Y' represents the interest value obtained this time, k2 represents the interest value decay coefficient for the corresponding personality, t represents the non-interaction time of the bionic toy, and k2t represents the natural decay value of the interest value for the corresponding personality.

9. The control method for the bionic toy as described in claim 4, characterized in that: Based on the final emotion value, the bionic toy executes corresponding feedback to complete the emotion output, including: The final emotion score includes an anxiety score and an interest score; A two-dimensional coordinate system is established using the insecurity value and interest value as coordinate axes; Divide the region of the two-dimensional coordinate system into at least two emotional regions; Input the anxiety value and interest value of the final emotion value, and obtain the emotion region where the final emotion value falls in the two-dimensional coordinate system; The system outputs the final emotion value based on the emotion region and performs corresponding feedback based on the emotion.

10. The control method for the bionic toy as described in claim 4, characterized in that: The feedback includes at least one part of the bionic toy performing an action, the bionic toy emitting a sound, or different parts of the bionic toy moving in a preset order and combining into a set of actions; When the bionic toy is in different personalities, after acquiring the same emotional value variable, the feedback executed by the bionic toy based on the final emotional value is different.

11. A biomimetic toy, used for applying the control method of the biomimetic toy as described in any one of claims 1-10, characterized in that: The bionic toy includes a toy body and a touch sensing module, a measurement module, a sound location module, a voice module, a signal transmission module, a power module, and a control module that are electrically connected to the touch sensing module, the measurement module, the sound location module, the voice module, the signal transmission module, and the power module, respectively, housed within the toy body. The touch sensing module is used to acquire touch information; The measurement module is used to acquire eye-following information; The sound location module is used to acquire sound and determine the direction of the sound. The voice module is used to acquire preset voice information or user voice information; The signal transmission module is used to acquire connected device information; The power module is used to acquire internal status information; The control module is used to control the bionic toy to perform feedback.

12. A readable storage medium, characterized in that: The readable storage medium stores computer instructions for causing the computer to execute a control method for the bionic toy as described in any one of claims 1-10.