Character cultivating method of bionic toy, bionic toy system and readable storage medium

By using a personality development method based on bionic toys, the personality of the pet can be dynamically adjusted to simulate the personality development of a real pet, solving the problem of the lack of personalized personality expression in existing bionic pet toys and enhancing the user's interactive experience and stickiness.

CN122019916APending Publication Date: 2026-05-12SICHUAN 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
2026-05-12

AI Technical Summary

Technical Problem

Existing bionic pet toys lack personalized personality expression and emotional feedback, resulting in insufficient user stickiness. They cannot simulate the unique personality and behavioral patterns that real pets form with users, thus reducing users' willingness to interact in the long term.

Method used

This paper provides a method for developing the personality of a bionic toy. By acquiring initial interaction information, the method calculates personality value variables and growth value variables, updates the growth stage, and combines the initial personality value and change coefficient to dynamically adjust the personality of the bionic toy, so that it can form a personality trait that is both personalized and stable during long-term use.

Benefits of technology

It achieves a balance between personalization and stability in the personality of bionic toys. Users can observe the changes in personality as they grow through interaction, which enhances the realism of behavior and user stickiness, and strengthens the appeal and emotional connection of long-term interaction.

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Abstract

The invention relates to the technical field of toys, in particular to a character cultivating method of a bionic toy, a bionic toy system and a readable storage medium. The invention provides a character cultivating method of a bionic toy. The cultivating method of the bionic toy comprises the following steps: providing a to-be-cultivated bionic toy with a character initial value; the bionic toy obtains initial interaction information; obtaining a character value variable and a growth value variable based on the initial interaction information; updating the current growth stage based on the growth value variable to obtain a character change coefficient corresponding to the current growth stage; obtaining an initial character based on the character initial value, the character value variable and the character change coefficient; directly outputting the initial character as the current character of the bionic toy; or acquiring newly added interaction information under the initial character, updating the initial character based on the newly added interaction information, and taking the updated character as the current character of the bionic toy. The problem that a traditional bionic toy gives poor interactive experience to users is solved.
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Description

Technical Field

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

[0002] In existing technologies, bionic pet toys generally suffer from insufficient user engagement. When raising pets, animals gradually develop unique personalities based on their owners' temperament, companionship, and the way they are cared for. However, current bionic pets can only perform mechanical interactive behaviors, lacking personality expression and emotional feedback, leading to decreased user participation and long-term engagement. Therefore, there is an urgent need for a bionic pet system capable of personality development, enabling it to cultivate differentiated and personalized personality traits for different users over long-term use, thereby enhancing the interactive experience and emotional connection between the bionic toy and the user. Summary of the Invention

[0003] To address the issue of poor user interaction in traditional bionic toys, this invention provides a method for developing the personality of a bionic toy, a bionic toy system, and a readable storage medium.

[0004] To solve the above-mentioned technical problems, the present invention provides the following technical solution: a method for cultivating a bionic toy, the method comprising the following steps: providing a bionic toy with initial personality values; the bionic toy acquiring initial interaction information; acquiring personality value variables and growth value variables based on the 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 an initial personality based on the initial personality value, personality value variables, and personality change coefficient; 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.

[0005] Preferably, obtaining new interaction information under the initial personality specifically 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.

[0006] Preferably, the personality value variables include a family value variable and a liveliness value variable, and the bionic toy includes at least two personalities, with the bionic toy performing different responses under different personalities; obtaining personality value variables based on initial interaction information includes: obtaining a first interaction value based on the initial interaction information, wherein the first interaction value is any one or more combinations of interaction frequency, interaction type, and interaction time, and obtaining the family value variable of the bionic toy based on the first interaction value; obtaining a second interaction value based on the initial interaction information, wherein the second interaction value is any one or more combinations of interaction degree, interaction event, and interaction location, and obtaining the liveliness value variable of the bionic toy based on the second interaction value.

[0007] Preferably, obtaining the personality value variable based on initial interaction information includes: providing an initial growth value, and obtaining the growth value variable based on the initial interaction information and the initial growth value using a preset growth value formula; wherein the preset growth value formula is: + Where N represents the current growth value variable, n0 represents the initial growth value, 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.

[0008] Preferably, providing an initial growth value and obtaining a growth value variable based on a preset growth value formula includes: providing a growth value limit value; determining whether the increment of the growth value variable within a preset time period is greater than the growth value limit value; 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 value limit value; if not, the growth value variable within the preset time period is valid.

[0009] Preferably, updating the current growth stage based on the growth value variable includes: providing at least two growth stages, each corresponding to a different range of growth value variables; determining whether the current growth value variable conforms to the range of growth value variables it belongs to, so as to determine the current growth stage.

[0010] Preferably, after determining the current growth stage, the method further includes: providing multiple action databases, each growth stage corresponding to one action database, and each action database including at least one action; when the bionic toy enters a new growth stage from one growth stage, the actions in the action database corresponding to the new growth stage are unlocked, and the bionic toy performs new actions based on the interaction information.

[0011] Preferably, obtaining the initial personality based on the initial personality value, personality value variable, and personality change coefficient includes: obtaining the real-time family value and real-time liveliness value based on a preset personality value formula, the initial personality value, the personality value variable, and the personality change coefficient; the preset personality value formula for obtaining the initial personality based on the real-time family value and the real-time liveliness value is: Ax=Axo+M1*Q1Ay=Ayo+M2*Q2Where: Ax represents the real-time family value, Axo represents the initial family value, M1 represents the family value change coefficient corresponding to the growth stage of the bionic toy, 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 corresponding to the growth stage of the bionic toy, and Q2 represents the second interaction value.

[0012] To solve the above-mentioned technical problems, the present invention provides another technical solution as follows: a bionic toy system, including a memory, a processor and a computer program stored in the memory, wherein the processor executes the computer program to realize the above-mentioned method for cultivating the personality of the bionic toy.

[0013] To solve the above-mentioned technical problems, the present invention provides another technical solution as follows: a readable storage medium, wherein the readable storage medium stores computer instructions, the computer instructions being used to cause the computer to execute the personality development method of the above-mentioned bionic toy.

[0014] Compared with the prior art, the bionic toy personality development method, bionic toy system, and readable storage medium provided by the present invention have the following beneficial effects: 1. This invention provides a method for developing a bionic toy, comprising the following steps: providing a bionic toy with initial personality values; the bionic toy acquiring initial interaction information; acquiring personality value variables and growth value variables based on the 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 an initial personality based on the initial personality value, personality value variables, and personality change coefficient; 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. The method provided in this embodiment achieves a balance between the personalization and stability of the bionic toy's personality. When interacting with the toy, users can observe the changes in personality with the growth stage, enhancing the realism of the bionic toy's behavior and user stickiness. It solves the problem of poor user interaction experience in traditional bionic toys.

[0015] 2. The present invention provides a method for obtaining new interactive information under an initial personality, specifically including: obtaining new interactive information under an initial personality, including the interaction time and / or number of interactions when obtaining the new interactive information, and obtaining a new interactive value based on the interaction time and / or number of interactions; determining whether the new interactive value meets the range of a preset personality change value; if not, superimposing the new interactive information and the initial interactive information as new initial interactive information for iterative processing; if yes, outputting the preset personality corresponding to the preset personality change value as the current personality of the bionic toy. This achieves a balance between personalization and stability in the personality of the bionic toy. When interacting with the toy, users can observe changes in personality with growth stages, such as being easily molded in infancy and stable in adulthood, which highly matches the real pet-raising experience.

[0016] 3. The personality value variables provided by this invention include a family value variable and a liveliness value variable. The bionic toy includes at least two personalities, and the bionic toy performs different responses under different personalities. Obtaining personality value variables based on initial interaction information includes: obtaining a first interaction value based on the initial interaction information, where the first interaction value is any one or more combinations of interaction frequency, interaction type, and interaction time; obtaining the family value variable of the bionic toy based on the first interaction value; and obtaining a second interaction value based on the initial interaction information, where the second interaction value is any one or more combinations of interaction degree, interaction event, and interaction location; obtaining the liveliness value variable of the bionic toy based on the second interaction value. This method achieves diversification and precision in personality variable calculation. The first interaction value focuses on direct user interaction, ensuring that the family value variable reflects the cumulative effect of long-term companionship; the second interaction value focuses on the interaction context and content, ensuring that the liveliness value variable reflects the immediate impact of environmental stimuli.

[0017] 3. The present invention provides an initial growth value and obtains a growth value variable based on a preset growth value formula, comprising: providing a growth value limit value; determining whether the increment of the growth value variable within a preset time period is greater than the growth value limit value; 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 value limit value; if not, the growth value variable within the preset time period is valid. The setting of the limit value takes into account the natural laws of real pet growth. For example, although overfeeding or over-interaction can promote growth, there are physiological limits, and it is impossible to infinitely accelerate the growth process.

[0018] 4. The present invention provides a method for updating the current growth stage based on growth value variables, which includes: providing at least two growth stages, each corresponding to a different range of growth value variables; determining whether the current growth value variable conforms to its range to identify the current growth stage. The growth stage determination mechanism also provides users with clear guidance on development goals. Users can understand the characteristics and requirements of each growth stage and interact accordingly to achieve specific growth objectives.

[0019] 5. The present invention, after determining the current growth stage, further includes: providing multiple action databases, each corresponding to a different growth stage, and each action database including at least one action; when the bionic toy moves from one growth stage to a new growth stage, the actions in the action database corresponding to the new growth stage are unlocked, and the bionic toy performs the new action based on the interaction information. When the bionic toy moves from one growth stage to a new growth stage, it automatically unlocks the actions in the action database corresponding to the new stage. This unlocking mechanism is not a simple replacement, but an extended enhancement, improving the interactive experience.

[0020] 6. This invention also provides a bionic toy system that has the same beneficial effects as the above-mentioned bionic toy personality development method, which will not be described in detail here.

[0021] 7. The present invention also provides a readable storage medium, which has the same beneficial effects as the above-described method for cultivating the personality of bionic toys, and will not be described in detail here. Attached Figure Description

[0022] 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.

[0023] Figure 1 This is a flowchart illustrating a method for raising a biomimetic toy according to the first embodiment of the present invention.

[0024] Figure 2 This is a flowchart illustrating another method for raising a biomimetic toy provided in the first embodiment of the present invention.

[0025] Figure 3 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.

[0026] Figure 4 This is a schematic diagram of the structure of the bionic toy system provided in the second embodiment of the present invention.

[0027] Figure 5 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] In existing technologies, bionic pet toys generally suffer from insufficient user engagement. When raising pets, animals gradually develop unique personalities based on their owners' temperament, companionship, and the way they are cared for. However, current bionic pets can only perform mechanical interactive behaviors, lacking personality expression and emotional feedback, leading to decreased user participation and long-term engagement. Therefore, there is an urgent need for a bionic pet system capable of personality development, enabling it to cultivate differentiated and personalized personality traits for different users over long-term use, thereby enhancing the interactive experience and emotional connection between the bionic toy and the user.

[0034] Please see Figure 1 The first embodiment of the present invention provides a method for raising a bionic toy, which includes the following steps: S1. Provide bionic toys with initial personality values ​​to be developed; S2. Bionic toys acquire initial interactive information; S3. Obtain personality value variables and growth value variables based on initial interaction information; S4. Update the current growth stage based on the growth value variable to obtain the personality change coefficient corresponding to the current growth stage; S5. Obtain the initial personality based on the initial personality value, personality value variable, and personality change coefficient; S6. Directly output the initial personality as the current personality of the bionic toy; or, S7. 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.

[0035] Understandably, existing bionic toys have limited user interaction and lack a long-term personalized personality development mechanism, resulting in low user stickiness and an inability to simulate the behavioral patterns of real pets that develop unique personalities based on user interaction. This embodiment obtains the bionic toy's personality value variables and growth value variables by acquiring initial interaction information. The growth value variable can be used to update the current growth stage, and each growth stage corresponds to a different personality change coefficient, which in turn affects the bionic toy's personality development. Finally, the initial personality is calculated and output directly as the current personality, or the initial personality is iteratively processed before being output as the current personality, enabling the bionic toy to simulate the personality development process of a real pet. It should be noted that steps S6 and S7 in this embodiment are two different steps; either S6 or S7 can be executed to output the current personality, which will not be elaborated further here.

[0036] Specifically, in step S1, a bionic toy with initial personality values ​​is provided for development. These initial values ​​include basic attributes such as the toy's affinity and liveliness, based on its pre-designed features, providing a starting point for subsequent user interaction. By setting these initial values, the toy can possess basic personality and behavioral tendencies even without interaction, such as aloofness or clinginess. Alternatively, the toy can be initially devoid of any personality or behavioral tendencies, awaiting user development from scratch, enhancing the user's development experience. In step S2, the toy acquires initial interaction information, which can be data from user touches, conversations, or mini-program events. This interaction information is collected by sensors within the toy and converted into processable digital signals. Acquiring this initial interaction information allows the toy to initially respond to user behavior, such as a head-tilting motion triggered by head touch or auditory feedback triggered by voice interaction, thus establishing an emotional connection between the user and the toy in the early stages. Step S3 calculates personality value variables and growth value variables based on the initial interaction information. Personality 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 feeds the bionic toy twice, touches the toy twice, and interacts verbally once in a day, then the number of interaction events for that day is 3. The contribution of each type of interaction to the growth value can be different or the same. Ultimately, the 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.

[0037] Further, step S4 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 S5 calculates the initial personality by combining the initial personality value, personality value variable, and personality change coefficient. 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.

[0038] In one implementation, the initial personality is directly output as the current personality in step S6. This method is suitable for the early interaction stage. At this time, the personality of the bionic toy is just beginning to develop, allowing users to experience the stability of the toy's personality from the outset. In another implementation, for long-term development, step S7 provides an iterative processing mechanism. In step S7, the newly added and initial interaction information are superimposed and iterated again to ensure that personality changes are based on long-term accumulated interaction. The iterative mechanism simulates the gradual process of personality formation in real pets. Users gradually shape the toy's personality through continuous interaction, enhancing the depth and long-term appeal of the development experience.

[0039] It should be understood that 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 its personality as it develops, enhancing the realism of the bionic toy's behavior and user engagement. This solves the problem of poor user interaction in traditional bionic toys.

[0040] Please combine the specifics together. Figure 1 and Figure 2 Step S7 specifically includes: S71. Obtain new interaction information under the initial personality, obtain the interaction time and / or number of interactions when obtaining the new interaction information, and obtain the new interaction value based on the interaction time and / or number of interactions; S72. Determine whether the newly added interaction value meets the range of the preset personality change value; S73. If not, the newly added interactive information and the initial interactive information will be superimposed and processed as the new initial interactive information to continue iterative processing. S74. If so, output the current personality of the bionic toy corresponding to the preset personality change value.

[0041] It should be understood that in step S71, 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 S72 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 S73, 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. Furthermore, during the iteration process of the current personality, the current updated personality is used as the initial personality for iteration to ensure that the updated personality can be changed. Step S74, if the range is met, outputs the preset personality as the current personality, for example, changing from "aloof" to "clingy". The iteration 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.

[0042] 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.

[0043] Specifically, the personality value variables include family value variables and liveliness value variables. In step S2 above, obtaining personality value variables based on initial interaction information includes: The first interaction value is obtained based on the initial interaction information. The first interaction value is any one or more combinations of interaction count, interaction type, interaction time and interaction degree. The affinity 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. The second interaction value is any one or more combinations of the interaction event and the interaction location. The activity value variable of the bionic toy is obtained based on the second interaction value.

[0044] 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.

[0045] It should be understood that by refining interactive information into a first interaction value and a second interaction value, this method achieves diversification and precision in the calculation of personality variables. The first interaction value focuses on direct user interaction, ensuring that the "family value" variable reflects the cumulative effect of long-term companionship; the second interaction value focuses on the interaction context and content, ensuring that the "liveliness value" variable reflects the immediate impact of environmental stimuli. This distinction avoids the bias of a single dimension in personality development. Furthermore, by combining the personality change coefficients at different developmental stages, personality variables can be dynamically adjusted with each stage of development, further enhancing the naturalness of personality evolution. Ultimately, the joint expression of the initial personality by the family value and the liveliness value allows the bionic toy to exhibit differentiated behavioral tendencies in the early interactive stages, providing users with a more realistic and personalized development experience.

[0046] Specifically, personality value variables obtained based on initial interaction information include: Provides an initial growth value, and obtains a growth value variable based on the initial interaction information and the initial growth value through 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, and m is the quantity for 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] Specifically, among which: (k) = ; And it satisfies: =z, when the number of all event types triggered exceeds the threshold. =z; in, .

[0051] 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 is fed 2 times, touched 12 times, and interacts with verbally 6 times in a 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.

[0052] 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.

[0053] Furthermore, updating the current growth stage based on the growth value variable includes: It provides at least two growth stages, each corresponding to a different range of growth value variables; Determine whether the current growth value variable falls within the range of growth value variables to determine the current growth stage.

[0054] Understandably, this embodiment provides at least two growth stages, such as infancy and adulthood, each corresponding to a specific range of growth value variables. For example, a growth value variable of 0-30 might correspond to infancy, 30-70 to adolescence, and 70-100 to adulthood. This stage-based division mimics the life cycle of real organisms, from rapid growth in infancy, stable development in adolescence, to mature stability in adulthood, making the growth process of the bionic toy more in line with natural laws. The judgment mechanism monitors the current growth value variable and determines whether it falls within its range, thereby accurately identifying the current growth stage. For example, when the growth value variable accumulates to 30, the system automatically updates the bionic toy's state from infancy to adolescence, triggering a series of subsequent behavioral changes. The division of growth stages directly affects the setting of the personality change coefficient. In infancy, the personality change coefficient is higher, and the bionic toy's personality is more malleable, quickly responding to user interaction and forming individual characteristics; while in adulthood, the personality change coefficient is lower, and the personality tends to be stable, requiring a longer period of accumulated interaction to produce significant changes. This differentiated approach simulates the personality development characteristics of real organisms at different stages of their life cycle, enhancing the credibility of the bionic toy's behavior. Furthermore, different developmental stages are associated with varying motor abilities. This gradual development of motor skills not only increases the diversity of the bionic toy's behavior but also provides users with intuitive growth feedback, allowing them to clearly perceive the toy's developmental progress.

[0055] It should be understood that the developmental stage assessment mechanism also provides users with clear developmental goals. By understanding the characteristics and requirements of each developmental stage, users can interact in a targeted manner to achieve specific developmental objectives. For example, if a user wants the bionic toy to quickly reach the adult stage, they might increase the frequency of interaction; if they want to prolong the plasticity period of early childhood, they might control the intensity of interaction. This goal-oriented interactive design enhances the user's initiative and planning, and improves the playfulness and appeal of the developmental process.

[0056] Furthermore, determining the current stage of development also includes: It provides multiple action databases, with one action database corresponding to each growth stage, and each action database includes at least one action. When a bionic toy moves from one developmental stage to a new one, it unlocks the actions in the action database corresponding to the new developmental stage, and the bionic toy performs the new action based on the interaction information.

[0057] Understandably, this embodiment provides multiple action databases, with each developmental stage corresponding to a specific action database. Different developmental stages unlock corresponding actions, or the trigger probability of certain actions increases at different developmental stages, mimicking the gradual acquisition of skills in real animals. For example, juvenile animals can only perform basic walking and eating actions, while adult animals can perform more complex jumping and playing behaviors. Each action database contains at least one action, which differs in terms of limb movement, vocal expression, or a combination of both, providing exclusive behavioral expressions for different developmental stages. When the bionic toy moves from one developmental stage to a new one, it automatically unlocks actions from the action database corresponding to the new stage. This unlocking mechanism is not a simple replacement but an extended enhancement; that is, actions already mastered in the old stage are retained, and new actions enrich the original behaviors. For example, the juvenile stage unlocks basic vocalizations and simple movement, the adolescence stage unlocks play actions, and the adult stage unlocks complex social behaviors. This gradual ability development not only conforms to biological laws but also provides users with intuitive growth feedback, allowing users to clearly perceive the developmental progress of the bionic toy.

[0058] Specifically, after a new action is unlocked, the bionic toy performs a new action based on real-time interactive information. This interactive information includes sensor inputs such as touch and voice, and the final behavioral output is determined comprehensively based on the newly unlocked action capabilities at the current developmental stage. Furthermore, the phased unlocking mechanism of the action database also creates a synergistic effect with the personality system. Even bionic toys with different personalities at the same developmental stage may exhibit differences in the frequency and intensity of newly unlocked actions. This characteristic also applies to newly unlocked actions. For example, a "clingy" bionic toy may more frequently and proactively perform these actions after unlocking social actions, while its "aloof" counterpart may perform them less proactively. The phased development of motor abilities enhances the user's motivation for long-term interaction. To witness the bionic toy acquire new skills, users will continue to interact to promote its developmental stage transition. This psychological mechanism of anticipating new action unlocks mimics the feelings of real pet owners expecting their pets to learn new skills, effectively increasing user engagement and emotional investment.

[0059] For example, to better understand the impact of growth value variables on growth stages, Table 1 shows an example of the impact of growth value variables on growth stages:

[0060] In step S5 above, obtaining the initial personality based on the initial personality value, personality value variable, and personality change coefficient includes: 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.

[0061] For example, to better understand the impact of growth value variables on growth stages, Table 2 is shown below:

[0062] 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.

[0063] 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 2). 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.

[0064] Specifically, bionic toys include at least two personalities, and the toys exhibit different responses under different personalities. Please combine this with... Figure 3 , Figure 3 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".

[0065] Table 3 provides examples of personality names and their corresponding personality traits:

[0066] Understandably, personality types are formed through different combinations of affinity and liveliness values, and each personality type has unique feedback characteristics. First, in terms of proactive behavior in a non-interactive state, bionic toys with different personalities exhibit drastically different behavioral patterns. If the personality is described as "clingy and talkative," it will actively perform more pre-set actions when not interacting; if it's described as "aloof and bossy," it will perform fewer or no pre-set physical actions when not interacting. This difference mimics the behavior of real pets, where clingy pets often actively seek attention, while independent pets tend to be more solitary, making the behavior of the bionic toy more consistent with its personality setting. Secondly, regarding the time response characteristics of feedback actions, different personalities lead to differences in the speed of response to external events. Different feedback action times result in different response speeds to external events. For example, a "clingy" personality may respond quickly to user interactions, while an "aloof" personality may 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. In terms of the intensity and frequency of emotional expression, different personalities affect the fullness of emotional expression. For example, a lively personality may show a strong excited reaction to pleasant events, while a calm personality may only show slight emotional changes.

[0067] It should be understood that this creation of multiple personalities means that the same bionic toy may develop completely different personality traits under the guidance of different users, thus resulting in personalized behavioral expressions. The unique personality shaped by users through long-term interaction strengthens the emotional connection between users and bionic toys, and also enhances the product's replay value and personalized experience.

[0068] Please combine Figure 1 and Figure 4 The second embodiment of the present invention also provides a biomimetic toy system, including a memory, a processor, and a computer program stored in the memory. The processor executes the computer program to implement the aforementioned method for cultivating the personality of the biomimetic toy. It should be understood that the biomimetic toy system, through the collaborative work of the memory and the processor, transforms the abstract personality cultivation method into concrete hardware operations, realizing the personalization, adaptability, and long-term evolution of the biomimetic toy's behavior. Through continuous interaction, users can observe the personality development and unlocked actions of the biomimetic toy as it grows, thereby obtaining an experience highly similar to real pet ownership.

[0069] Please combine Figure 1 and Figure 5 The third embodiment of this invention also provides a readable storage medium, wherein the readable storage medium stores computer instructions for causing a computer to execute the personality development method of the bionic toy described above.

[0070] The readable storage medium provided in this embodiment of the invention has the same beneficial effects as the above-described method for cultivating the personality of bionic toys, and will not be elaborated here.

[0071] The foregoing has provided a detailed description of a personality development method for a bionic toy, a bionic toy system, 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 above embodiments 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 raising a biomimetic toy, characterized in that: The method for raising the bionic toy includes the following steps: Provides bionic toys with initial personality traits that can be developed; Bionic toys acquire initial interaction information; 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; 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.

2. The method for developing personality through a bionic toy as described in claim 1, characterized in that: The specific new interactive information obtained 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.

3. The method for developing personality through a bionic toy as described in claim 2, characterized in that: The personality value variables include family value variables and liveliness value variables. The bionic toy includes at least two personalities, and the bionic toy performs different feedback under different personalities. Personality variables obtained based on initial interaction information include: The first interaction value is obtained based on the initial interaction information. The first interaction value is any one or more combinations of the number of interactions, the type of interaction, and the duration of interaction. The affinity 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 second interaction value is any one or more combinations of interaction degree, interaction event, and interaction location. The activity value variable of the bionic toy is obtained based on the second interaction value.

4. The method for developing personality through a bionic toy as described in claim 3, characterized in that: The personality value variables obtained based on initial interaction information include: Provides an initial growth value, and obtains a growth value variable based on the initial interaction information and the initial growth value through 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, and m is the quantity for 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.

5. The method for developing personality through a bionic toy as described in claim 2, characterized in that: Provide an initial growth value, and obtain growth value variables 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.

6. The method for developing personality through a bionic toy as described in claim 2, characterized in that: The update of the current growth stage based on the growth value variable includes: It provides at least two growth stages, each corresponding to a different range of growth value variables; Determine whether the current growth value variable falls within the range of growth value variables to determine the current growth stage.

7. The method for developing personality through a bionic toy as described in claim 6, characterized in that: The determination of the current growth stage also includes: It provides multiple action databases, with one action database corresponding to each growth stage, and each action database includes at least one action. When a bionic toy moves from one developmental stage to a new one, it unlocks the actions in the action database corresponding to the new developmental stage, and the bionic toy performs the new action based on the interaction information.

8. The method for developing personality through a bionic toy as described in claim 3, characterized in that: The method of obtaining the initial personality based on the initial personality value, personality value variable, and personality change coefficient includes: 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.

9. A biomimetic toy system, characterized in that: The device includes a memory, a processor, and a computer program stored in the memory, wherein the processor executes the computer program to implement the personality development method of the bionic toy according to any one of claims 1 to 8.

10. A readable storage medium, characterized in that: The readable storage medium stores computer instructions for causing the computer to execute the personality development method of the bionic toy according to any one of claims 1 to 8.