Method for analysizing trait of game character based on artificial intelligence, and system for trait analysis and evolution of game character based on artificial intelligence

KR1020260134650APending Publication Date: 2026-09-09김덕규
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Patent Information

Application Number
KR1020250027187
Authority / Receiving Office
KR · KR
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-02
Publication Date
2026-09-09

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Abstract

The present invention relates to an AI-based method for analyzing game character traits and an AI-based system for analyzing and evolving character traits. The AI-based method for analyzing game character traits comprises: (a) a data collection step of collecting game data including behavior patterns, conversation patterns, and movement patterns of a character in various situations within the game for the purpose of analyzing traits including ability scores and tendencies of a character active within the game; (b) a trait analysis step of analyzing the character's traits based on the collected game data; (c) a trait update step of updating the analyzed traits as the character's traits; and (d) a step of repeating steps (a) through (c) and providing continuous feedback to the character, other characters, or NPCs. The game data includes behavior patterns, conversation patterns, and movement patterns, and the character's traits are expressed through interaction with NPCs (Non-Player Characters) within the game.
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Description

Technology Field

[0001] The present invention relates to an AI-based method for analyzing game character traits and an AI-based system for analyzing and evolving game character traits. More specifically, it relates to a method for analyzing traits such as ability scores and tendencies of a character within a game based on AI, and a system through which the character evolves. Background Technology

[0003] Recently, with the rapid advancement of AI (Artificial Intelligence) technology, the scope of its application has expanded significantly. For example, AI technology capable of reading and analyzing human speech or facial expressions has emerged.

[0004] Meanwhile, in general games, players played with characters that had fixed attack or defense powers, or the character's performance improved only when the player directly upgraded the character. In other words, conventional games created reputation based on a formula already defined in the system regarding the player's actions, and reflected this in the game according to a fixed formula.

[0005] Accordingly, the inventor has developed a game that incorporates AI technology to analyze character tendencies, predicts player tendencies, and automatically upgrades character performance. In other words, the inventor uses AI to analyze the impact of various decisions made by the player within the game, explores the values ​​underlying that influence, and establishes a reputation for the player. Prior art literature

[0007] Korean Patent Publication No. 10-2009-0001419 The problem to be solved

[0008] The present invention aims to solve the aforementioned problems and other problems. Another objective is to provide an AI-based method for analyzing game character characteristics. means of solving the problem

[0010] According to one aspect of the present invention for achieving the above or other purposes, an AI-based method for analyzing the characteristics of a game character may be provided, comprising: (a) a data collection step of collecting game data including behavior patterns, conversation patterns, and movement patterns of said character in various situations within the game for the purpose of analyzing characteristics including ability scores and tendencies of said character active within the game; (b) a characteristic analysis step of analyzing the characteristics of said character based on said collected game data; (c) a characteristic update step of updating said analyzed characteristics as characteristics of said character; and (d) a step of repeating steps (a) to (c) and providing continuous feedback to said character, other characters, or NPCs; wherein said game data includes behavior patterns, conversation patterns, and movement patterns, and said character's characteristics are expressed through interaction by an NPC (Non-Player Character) within the game.

[0011] According to one aspect of the present invention, the character can converse in natural language with other characters or NPCs in various situations given within the game, and through the conversation, it may be possible to extract game data for analyzing the characteristics of the character.

[0012] According to one aspect of the present invention, at least one of the game data collection step, the characteristic analysis step, the characteristic update step, and the step of providing continuous feedback to a character may be performed by artificial intelligence.

[0013] According to one aspect of the present invention, the step of providing continuous feedback may include changing the shape of the character, predicting the psychological state of the player based on the analyzed game data of the character, or recommending items, skills, quests, or strategies suitable for the character within the game based on the game data of the character.

[0014] According to one aspect of the present invention, when there is an interaction between the above character and an NPC or another character, the behavior or reaction of the NPC or other character may change according to a change in the character's characteristics.

[0015] According to one aspect of the present invention, an AI-based character trait analysis and evolution system may be provided, comprising: a data collection module for collecting game data including behavior patterns, conversation patterns, and movement patterns of a character in various situations within a game for the purpose of analyzing traits including ability scores and tendencies of a character active within a game; a tendency analysis module for analyzing a player's tendency based on the collected game data; an environment adjustment module for dynamically adjusting an environment including NPCs, storylines, and difficulty levels within a game by reflecting the analyzed tendency; and a tendency change prediction module for learning the long-term behavior patterns of the character and predicting changes in tendency to pre-adjust the game environment.

[0016] According to one aspect of the present invention, the invention may include at least one of: a character interaction module that dynamically changes the behavior and reaction of an NPC by reflecting the character's disposition or adjusts ability points or characteristics through conversation and cooperation with the character; an in-game item recommendation module that recommends items including personalized items, skills, and quests based on the results of the character's disposition analysis; a dynamic quest generation module in which an AI generates personalized quests by reflecting the character's behavior and disposition; a game difficulty adjustment module that adjusts the game difficulty and event frequency in real time by analyzing the character's disposition and psychological state; and a reward system adjustment module that dynamically adjusts the in-game reward and growth system by reflecting the results of the character's disposition analysis. Effects of the invention

[0018] The method for analyzing the characteristics of an AI-based game character according to the present invention is described as follows.

[0019] According to at least one of the embodiments of the present invention, there is an effect of analyzing the impact of various decisions made by a player within a game using artificial intelligence (AI), and exploring the values ​​that form the basis of such influence to create a reputation for the player.

[0020] According to at least one of the embodiments of the present invention, there is an advantage in that the characteristics of a player playing a game with a said character can be inferred by analyzing the characteristics of a game character.

[0021] According to at least one of the embodiments of the present invention, there is an advantage in that the character's ability can be increased by continuously updating the character's characteristics.

[0022] According to at least one of the embodiments of the present invention, there is an advantage of being able to provide a customized experience by changing NPCs, environments, difficulty levels, and stories, and enabling a completely different experience for each individual player.

[0023] Further scopes of the applicability of the present invention will become apparent from the following detailed description. However, since various changes and modifications within the spirit and scope of the present invention are clearly understood by those skilled in the art, specific embodiments, such as the detailed description and preferred embodiments of the present invention, should be understood as being given merely as examples. Brief explanation of the drawing

[0025] Figure 1 is a flowchart for analyzing the characteristics of an AI-based game character related to the present invention. Figure 2 is a block diagram of an AI-based character trait analysis and evolution system related to the present invention. Specific details for implementing the invention

[0026] Hereinafter, embodiments disclosed in this specification will be described in detail with reference to the attached drawings. Identical or similar components are assigned the same reference number regardless of the drawing symbols, and redundant descriptions thereof will be omitted. The suffix "bu" used for components in the following description is assigned or used interchangeably solely for the ease of drafting the specification and does not have a distinct meaning or role in itself. Furthermore, in describing the embodiments disclosed in this specification, if it is determined that a detailed description of related prior art could obscure the essence of the embodiments disclosed in this specification, such detailed description will be omitted. Additionally, the attached drawings are intended only to facilitate understanding of the embodiments disclosed in this specification; the technical concept disclosed in this specification is not limited by the attached drawings, and it should be understood that they include all modifications, equivalents, and substitutions that fall within the spirit and technical scope of the present invention.

[0027] A singular expression includes a plural expression unless the context clearly indicates otherwise.

[0028] In this application, terms such as “comprising” or “having” are intended to specify the existence of the features, numbers, steps, actions, components, parts, or combinations thereof described in the specification, and should be understood as not precluding the existence or addition of one or more other features, numbers, steps, actions, components, parts, or combinations thereof.

[0030] The present invention relates to a method for analyzing the characteristics of an AI-based game character. FIG. 1 is a flowchart for analyzing the characteristics of an AI-based game character related to one embodiment of the present invention, and will be described below with reference to FIG. 1.

[0031] The game in one embodiment of the present invention may be a strategy game and includes game genres such as action games, RPGs, etc. It also includes real-time strategy (RTS), real-time tactics (RTT), 4X, turn-based strategy, and turn-based tactics games. In other words, it is not particularly limited as long as it is a game in which a character within the game can be analyzed. More specifically, it is sufficient if the character within the game makes judgments, decisions, and executes them on their own in situations such as negotiation, combat, corporate management, poker games, planning, discussion, art, trading, and collaboration. Furthermore, it includes turn-based, semi-turn-based, or real-time games, and may be a role-playing game, action game, adventure game, fighting game, sports game, racing game, strategy game, shooting game, music game, card game, bishoujo game, adult game, casual game, multiplayer online battle arena, etc.

[0032] A method for analyzing the characteristics of an AI-based game character according to an embodiment of the present invention comprises the steps of: first, collecting game data including behavior patterns, conversation patterns, and movement patterns of said character in various situations within the game for the purpose of analyzing characteristics including ability scores and tendencies of said character active within the game (S110); analyzing the characteristics of said character based on the collected game data (S120); and updating the analyzed characteristics as the characteristics of said character (S130). At this time, the characteristics of said character are expressed through various functions within the game, such as analysis reports and interactions with NPCs (Non-Player Characters).

[0033] The characteristics in this case may include ability scores, values, or dispositions, and thus a definition of values ​​is required. In one embodiment of the present invention, multiple pairs of values ​​are defined with opposing values ​​as the two ends, and a method can be applied to adjust the search results obtained through analysis into the spectrum categories of the corresponding pairs of values. For example, types of value pairs may include trust-opportunity, dominance-compromise, gambling-stability, and greed-sharing. The subjects to which values ​​apply may include social contribution, talent development, brand strengthening, and technological growth. Values ​​tend to maintain consistency only within the scope of application; for example, a soldier may be a devoted father at home but a ruthless warrior on the battlefield.

[0034] Additionally, the above steps S110 to S130 may be repeated regularly or irregularly, and when the characteristics of the character are analyzed repeatedly, continuous feedback is provided to the character (S140).

[0035] In other words, in one embodiment of the present invention, game data of a character in a game is analyzed to adjust character characteristics and the game environment accordingly, or an AI (artificial intelligence) within the game continuously analyzes the character's gameplay style and behavioral patterns. Through this, the game experience can be personalized, and the game can be optimized to match the character and, furthermore, the player's tendencies.

[0036] Meanwhile, in one embodiment of the present invention, it can be said that the in-game character's disposition is similar to that of the actual player. Based on psychological grounds, it can be said that "choices made in the game reflect the player's personality." According to the theory of "Behavioral Consistency" in psychology, people tend to make their characters act in accordance with their own dispositions. In particular, in environments with a high degree of freedom, such as games, a player's inner disposition naturally emerges. As evidenced by statements such as "people who show aggressive tendencies in games are likely to show a challenging personality in reality" or "cooperative players tend to value social relationships in reality," people with cautious personalities in real life are more likely to play defensively rather than directly attacking enemies in the game, while people with spontaneous and adventurous personalities in real life are more likely to enjoy exploration and make risky choices in the game.

[0038] In one embodiment of the present invention, first, an AI (Artificial Intelligence) collects game data of a character in real time (S110). The game data includes behavioral patterns, conversation patterns, and movement patterns, as well as combat styles, negotiation styles, quest selections, interactions with NPCs, etc., and includes all game data within the game necessary to analyze the characteristics of the character. The game data does not refer only to specific actions of the character, but also includes actions of commission or omission resulting from the player's manipulation or non-manipulation within the game, and the character's reaction time is also included in the game data.

[0039] For example, it identifies whether a character is aggressive, exploratory, or diplomatic during combat. This game data is used to analyze the character or player's tendencies. Through this analysis, the AI ​​can distinguish whether a player is aggressive or cautious. Furthermore, it can provide more challenging battles for aggressive players and offer strategic choices to cautious players.

[0040] Such game data can serve as a basis for analyzing a character's abilities or tendencies, and the aforementioned basis may include selection commands that include the timing, conditions, and extent of a command that the user can freely choose within the game, condition commands that include the player's choices, conditions, and extent regarding various events occurring within the game, and orientation points that are elements the user focuses on for growth within the game.

[0041] In this regard, the following explanation will assume an economic simulation game.

[0042] Setting the salary of potential hires lower than that of competitors can serve as a 'choice command' for the character; in this case, the 'timing' is the early stages of the game, the 'conditions' involve significant financial difficulties, and the 'degree' involves a relatively high proportion of the marketing and R&D budget. Although the salary was set lower than competitors in this instance, this is due to the financial hardship; nevertheless, the high proportion allocated to marketing and R&D can be analyzed as the character's effort to maintain employee stability.

[0043] Furthermore, if a character accepting a proposal for a new business item can serve as a 'conditional command,' where the 'timing' is the mid-stage of the game, the 'condition' is a situation where the current item is struggling to sell, and the 'degree' involves a minimal investment that does not affect the company's flagship item, it can be analyzed as a tendency to avoid gambling-like risks.

[0044] In addition, the character at this time may set a 'goal' that involves building a solid foundation from the basics and experiencing various elements of the game, with a high probability of growing slowly but steadily; in such cases, it can be analyzed that there is a tendency to seek stability based on trust.

[0046] In addition, the above character can converse in natural language with other characters or NPCs in various situations given within the game, and through said conversation, grounding elements for analyzing the characteristics of said character can be extracted.

[0047] Afterwards, the characteristics of the above character are analyzed (S120) based on the collected game data.

[0048] The collected game data is passed to an AI analysis module to analyze the player's tendencies. For example, an aggressive character may exhibit a combat-oriented tendency, while an exploratory character may display behavioral patterns centered on exploration. Through this, the AI ​​can classify the character or player's tendencies into various categories, such as aggressive, defensive, diplomatic, and exploratory. Furthermore, if a player controls a character aggressively, the AI ​​learns this to evolve the character into one with reinforced aggressive tendencies, while if the player frequently attempts to converse or cooperate with NPCs, the character grows to possess diplomatic and cooperative traits.

[0049] At this time, at least one of the steps of collecting game data (S110), analyzing character characteristics (S120), updating characteristics (S130), and providing continuous feedback to the character (S140) may be performed by artificial intelligence, and AI technology may be applied in all of the above steps.

[0050] In the step of providing continuous feedback, the appearance of the character may be changed, or when the character interacts with an NPC or other character, the behavior or reaction of the NPC or other character may change according to the character's characteristics, or the psychological state of the player may be predicted based on the analyzed game data of the character, or items, skills, quests, or strategies suitable for the character may be recommended within the game based on the character's game data. When the appearance of the character is changed, it means that the character's facial impression, voice, clothing, size, shape, color, etc., change before and after the update.

[0051] Below, we will explain this.

[0052] First, machine learning technology can be utilized to analyze behavior patterns. Machine learning technology identifies patterns by analyzing character game data using machine learning (ML) algorithms. For example, it can determine whether a character is aggressive or defensive by analyzing attack / defense / evasion ratios during combat, decide whether they are cooperative or selfish by analyzing dialogue choices with NPCs, or classify tendencies by analyzing play styles (fast progression vs. exploration-focused). In particular, K-Means Clustering Algorithm technology can be used to cluster various types of players and classify them into groups with similar characteristics, or Random Forest / XGBoost technology can be used to classify character tendencies based on game data.

[0053] Furthermore, Natural Language Processing (NLP) can be used to analyze NPC dialogue and text. Specifically, the content of conversations shared between a character and other characters or NPCs in the same game space can be analyzed to evaluate tendencies, or GPT-based models can be utilized to determine whether the conversational style is aggressive, persuasive, or friendly. In particular, BERT (Bidirectional Encoder Representations from Transformers) technology can be used to analyze dialogue text to identify emotions and intentions, and GPT (Generative pre-trained transformer) technology can be used to generate NPC responses that reflect the player's conversational style.

[0054] In addition, for image and behavior recognition It can also be utilized to identify specific patterns by analyzing character movements using Convolutional Neural Networks (CNN) technology or pose estimation technology.

[0055] Furthermore, in one embodiment of the present invention, AI technology for updating and evolving character traits may be used. For example, the AI ​​may learn the actions that a character repeatedly chooses based on Reinforcement Learning (RL) to gradually strengthen character traits, or the AI ​​may evaluate the player's choices using a reward / penalty system to continuously adjust the character's disposition. For example, for a challenging character, the AI ​​may adjust the difficulty of enemies to place stronger opponents, and for a peaceful character, the AI ​​may provide more options to avoid combat. In particular, the AI ​​may learn to perform optimal actions by providing rewards based on the character's actions using Deep Q-Networks (DQN) technology, or learn to respond appropriately by analyzing player actions using Proximal Policy Optimization (PPO) technology.

[0056] Furthermore, in one embodiment of the present invention, NPCs and environments can be modified using AI. For example, NPC behavior can be generated based on a Generative Adversarial Network (GAN). By utilizing a GAN, NPCs can be designed to exhibit more natural responses, or they can provide customized responses learned by the AI ​​in real-time, rather than pre-defined behavioral patterns. More specifically, if a character frequently exhibits a cooperative style, NPCs can be made to display a more cooperative attitude, while conversely, NPCs can be made to be wary of or respond more aggressively to a hostile character. Additionally, by utilizing Dynamic Difficulty Adjustment (DDA), the AI ​​can analyze the player's level and characteristics in real-time to automatically adjust the game's difficulty. More specifically, enemy attack patterns, item drop rates, and quest difficulty can be automatically adjusted, and the AI ​​can intervene to ensure the player does not find the game too easy or too difficult. In particular, StyleGAN technology can be used to generate new NPC faces, expressions, and clothing.

[0057] Furthermore, in one embodiment of the present invention, characters can be made to continuously develop or evolve based on AI. For example, a character's personality can be established through persona learning. By analyzing the player's choices and actions, the AI ​​can determine an individual personality for each character or learn to ensure that the character maintains a consistent personality in specific situations. More specifically, NPCs may not trust a character who tells many lies, while NPCs may respect a character who helps the weak and provide them with additional quests.

[0058] In addition, by utilizing an AI co-pilot based on a Large Language Model (LLM), personalized recommendations tailored to the character can be made, for example, by suggesting, "Looking at your personality, I think this quest would suit you!" or "Looking at your last decision, there were some regrets, so would you like to try this choice this time?"

[0059] As such, in one embodiment of the present invention, by applying various AI technologies to a game, a game environment can be created in which a character continuously grows and changes according to the player's tendencies. That is, by analyzing behavior through AI to identify and reinforce character characteristics, and by adjusting NPCs, other characters, and the environment to suit the changed character, a more immersive game experience can be provided.

[0060] In addition, in one embodiment of the present invention, the character's characteristics are updated (S130) after analyzing the character's continuous behavioral patterns. For example, a character who prefers strategic thinking may gradually change to a defensive tendency over time, and these characteristics are updated in the character. Subsequently, the character's past game data can be analyzed to predict future decision-making patterns, and the AI ​​can learn the player's game style and be set to recommend or automatically perform predictable actions when similar situations occur. For example, if there is a pattern of running away during combat or if the character faces a desperate situation during negotiation, the AI ​​may automatically suggest evasion actions upon detecting danger. Furthermore, for a character with a strong aggressive tendency, the AI ​​may automatically upgrade the attack power by "5%," and for a character who explores a lot, the AI ​​may add "increased movement speed" or "hidden item detection ability."

[0061] In addition, in one embodiment of the present invention, the NPC's reaction may be set to change according to the character's characteristics. Interaction with the NPC can be modified not merely by changing dialogue, but by changing the NPC's behavior itself. For example, if the player's character exhibits a deceptive play style, the NPC may be made to show a reaction of greater wariness or distrust; conversely, if the character repeatedly performs benevolent actions, the NPC may offer assistance first or provide special quests.

[0062] As such, in one embodiment of the present invention, the in-game environment can change according to the characteristics of the character, and when the character has a specific tendency, the in-game environment changes to reflect this.

[0063] In addition, continuous feedback is provided to the character, other characters, or NPCs (S140). In this step, the appearance of the character may be changed, or the psychological state of the player may be predicted based on the analyzed game data of the character. Additionally, items, skills, quests, or strategies suitable for the character may be recommended within the game based on the game data of the character. That is, the AI ​​may detect changes in the character's characteristics in advance and adjust the difficulty or quests within the game. Furthermore, the AI ​​may gradually change the game environment to match changes in the player's tendencies, allowing the player to continue experiencing new challenges. Additionally, the AI ​​may analyze the player's choices and behavioral patterns to adjust the reward system to suit the tendencies, and may adjust the game considering fatigue or immersion. At this time, the player's facial expressions may be analyzed using a heart rate sensor linked to a smartwatch or a webcam.

[0065] Furthermore, the characteristics of the aforementioned character are expressed through interactions with NPCs (Non-Player Characters) within the game. The AI ​​analyzes the character's tendencies in real-time through these interactions and adjusts the character's traits accordingly. For example, if a character frequently performs a specific action, the AI ​​can more accurately identify the character's or player's tendencies and provide appropriate stats or items. Additionally, the AI ​​can consider psychological factors such as fatigue and immersion to further personalize the game and develop it in an efficient direction.

[0067] Meanwhile, in one embodiment of the present invention, an AI-based character characteristic analysis and evolution system (100) is provided, which will be described below with reference to FIG. 2.

[0068] FIG. 2 is a block diagram of an AI-based character trait analysis and evolution system related to the present invention. Referring to FIG. 2, the system includes a data collection module (110) that collects game data including behavior patterns, conversation patterns, and movement patterns of a character in various situations within the game for the purpose of analyzing traits including ability scores and tendencies of a character active within the game; a tendency analysis module (120) that analyzes the tendencies of a player based on the collected game data; an environment adjustment module (130) that dynamically adjusts the environment including NPCs, storylines, and difficulty levels within the game by reflecting the analyzed tendencies; and a tendency change prediction module (140) that learns the long-term behavior patterns of the character and predicts changes in tendencies to pre-adjust the game environment.

[0069] Furthermore, the system further includes an interaction module (150) that dynamically changes the behavior and reaction of NPCs by reflecting the character's tendencies or adjusts abilities or characteristics through conversation and cooperation with the character; an in-game item recommendation module (160) that recommends items including personalized items, skills, and quests based on the results of the character's tendency analysis; a dynamic quest generation module (170) in which an AI generates personalized quests by reflecting the character's behavior and tendencies; a game difficulty adjustment module (180) that adjusts the game difficulty and event frequency in real time by analyzing the character's tendencies and psychological state; and a reward system adjustment module (190) that dynamically adjusts the in-game reward and growth system by reflecting the results of the character's tendency analysis.

[0070] The foregoing detailed description should not be interpreted restrictively in all respects and should be considered exemplary. The scope of the invention shall be determined by a reasonable interpretation of the appended claims, and all modifications within the equivalent scope of the invention are included within the scope of the invention. Explanation of the symbols

[0071] 100: AI-based Character Trait Analysis and Evolution System

Claims

Claim 1 (a) a data collection step for collecting game data including behavior patterns, conversation patterns, and movement patterns of said character in various situations within the game for the purpose of analyzing characteristics including ability stats and tendencies of said character active within the game; (b) a characteristic analysis step for analyzing the characteristics of said character based on said collected game data; (c) a characteristic update step for updating said analyzed characteristics to the characteristics of said character; and (d) a step of repeating steps (a) through (c) and providing continuous feedback to said character, other characters, or NPCs; wherein said game data includes behavior patterns, conversation patterns, and movement patterns, and said character's characteristics are expressed through interaction with NPCs (Non-Player Characters) within the game. Claim 2 A method for analyzing the characteristics of an AI-based game character according to claim 1, characterized in that the character can converse in natural language with other characters or NPCs in various situations given within the game, and game data for analyzing the characteristics of the character can be extracted through the conversation. Claim 3 A method for analyzing the characteristics of an AI-based game character according to claim 1, wherein at least one of the game data collection step, the characteristic analysis step, the characteristic update step, and the step of providing continuous feedback to the character is performed by artificial intelligence. Claim 4 A method for analyzing the characteristics of an AI-based game character according to claim 1, wherein the step of providing continuous feedback includes changing the shape of the character, predicting the psychological state of the player based on the analyzed game data of the character, or recommending items, skills, quests, or strategies suitable for the character within the game according to the game data of the character. Claim 5 A method for analyzing the characteristics of an AI-based game character according to claim 1, characterized in that, during interaction between the character and an NPC or another character, the behavior or reaction of the NPC or another character changes according to a change in the character's characteristics. Claim 6 An AI-based character trait analysis and evolution system comprising: a data collection module for collecting game data including behavior patterns, conversation patterns, and movement patterns of a character in various situations within the game for the purpose of analyzing traits including the ability and tendencies of a character active within the game; a tendency analysis module for analyzing the player's tendency based on the collected game data; an environment adjustment module for dynamically adjusting the environment including NPCs, storylines, and difficulty levels within the game by reflecting the analyzed tendency; and a tendency change prediction module for learning the character's long-term behavior patterns and predicting changes in tendency to pre-adjust the game environment. Claim 7 An AI-based character trait analysis and evolution system according to claim 6, comprising at least one of: a character interaction module that dynamically changes the behavior and reaction of an NPC by reflecting the character's tendencies or adjusts ability scores or traits through conversation and cooperation with the character; an in-game item recommendation module that recommends items including personalized items, skills, and quests based on the results of the character's tendency analysis; a dynamic quest generation module in which an AI generates personalized quests by reflecting the character's behavior and tendencies; a game difficulty adjustment module that adjusts game difficulty and event frequency in real time by analyzing the character's tendencies and psychological state; and a reward system adjustment module that dynamically adjusts the in-game reward and growth system by reflecting the results of the character's tendency analysis.