NPC behavior data processing method and apparatus, computer device and readable medium

By judging whether the interaction between players and NPCs affects the daily behavior of NPCs in MMORPG games, and adjusting the feedback and daily behavior of NPCs based on the interaction, the problem of daily behavior separation after NPCs interact with players in the existing technology is solved, and the game experience and interaction feel is improved.

WO2025050538A1PCT designated stage expired Publication Date: 2025-03-13BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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Patent Information

Application Number
PCT/CN2023/137127
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-07
Filing Date
2023-12-07
Publication Date
2025-03-13

AI Technical Summary

Technical Problem

In the existing MMORPG games, there is a sense of separation between the interaction and daily behavior between NPCs and players, which makes players unable to leave a mark on NPC's daily life and affect the game experience.

Method used

By responding to the interaction between the player character and the game NPC, we judge whether the interaction is a daily behavior-influence operation, and determine the feedback behavior data and daily behavior-influence data based on the interaction, thereby controlling the behavior of the game NPC and ensuring that its daily behavior changes before and after the player interaction.

Benefits of technology

The daily behavior of the game NPC is affected by player interaction, making up for the problem of game splitting in the existing technology, and improving the player's gaming experience and interactive immersion.

✦ Generated by Eureka AI based on patent content.

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Abstract

Disclosed in the present invention are an NPC behavior data processing method and apparatus, a computer device and a readable medium. The method comprises: in response to an interaction operation of a player character with a game NPC, determining whether the interaction operation belongs to a daily behavior influence operation corresponding to the game NPC or not; and when the interaction operation belongs to the daily behavior influence operation, on the basis of the interaction operation, determining feedback behavior data and daily behavior influence data corresponding to the game NPC; and on the basis of the feedback behavior data and the daily behavior influence data, controlling a behavior executed by the game NPC. According to the present invention, when a player character interacts with a game NPC, the game NPC is controlled to give feedback to the interaction, and the daily behavior of the game NPC is influenced, making up the sense of separation of games caused by existing gameplay in the prior art, and improving the game experience and the interactive immersion of players.
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Description

NPC behavior data processing method and device, computer equipment and readable medium

[0001] Cross-references

[0002] The present invention claims priority to the Chinese patent invention with invention number "202311153395.4" filed on September 7, 2023, and invention name "NPC behavior data processing method and device, storage medium, computer equipment", the entire content of which is incorporated by reference into the present invention. Technical Field

[0003] The present invention relates to the field of computer technology, and in particular to a method and apparatus for processing NPC behavior data, a computer device, and a readable medium. Background Art

[0004] MMORPGs (Massive Multiplayer Online Role-Playing Game) often provide players with a more realistic gaming experience by stacking a large number of NPC (non-player character) behaviors, making players feel that the game world is more real and the gaming experience is richer.

[0005] In the prior art, the daily behaviors of game NPCs are either "standing still," randomly performing casual actions in place, or "patrol," performing daily behaviors within a certain range according to a set process. In the NPC capture gameplay, NPCs will interact with players through "approach feedback" while performing their daily behaviors. However, even the strong interactions in the NPC capture gameplay still prevent players from influencing the NPC's daily behaviors. Even if the interaction with the NPC is rich, players who exit the interaction still cannot leave their own mark on the NPC's daily life. Players clearly interact with the NPC, but after the interaction ends, the NPC will continue to perform its daily behaviors before interacting with the player. For example, after the NPC receives a gift from the player and responds with "I like it very much and will definitely keep it well," the player can search every corner of the NPC's personal activity area and still find no trace of "keeping it well."

[0006] In the current NPC strategy gameplay, there is a strong sense of disconnection between the interactive behavior between NPC and players and the NPC's daily behavior after the interaction, which affects the player's gaming experience.

[0007] Summary of the Invention

[0008] In view of this, the present invention provides an NPC behavior data processing method and device, storage medium, and computer equipment. After the player character interacts with the game NPC, it not only controls the game NPC to give feedback on this interaction, but also affects the daily behavior of the game NPC, making up for the sense of game fragmentation caused by the existing technical gameplay, and enhancing the player's gaming experience and interactive immersion.

[0009] According to one aspect of the present invention, a method for processing NPC behavior data is provided, the method comprising: in response to an interactive operation of a player character on a game NPC, determining whether the interactive operation belongs to a daily behavior influencing operation corresponding to the game NPC; in a case where the interactive operation belongs to the daily behavior influencing operation, determining feedback behavior data and daily behavior influencing data corresponding to the game NPC based on the interactive operation; and controlling the behavior performed by the game NPC based on the feedback behavior data and the daily behavior influencing data.

[0010] According to another aspect of the present invention, an NPC behavior data processing device is provided, which includes: an interaction judgment module for determining, in response to the player character's interaction operation on the game NPC, whether the interaction operation belongs to the daily behavior influence operation corresponding to the game NPC; a data generation module for determining, if the interaction operation belongs to the daily behavior influence operation, feedback behavior data and daily behavior influence data corresponding to the game NPC based on the interaction operation; and a behavior control module for controlling the behavior performed by the game NPC based on the feedback behavior data and the daily behavior influence data.

[0011] According to another aspect of the present invention, a computer device is provided, comprising a memory, a processor, and a computer program / instruction stored in the memory, wherein the processor implements the steps of the method described in the first aspect when executing the computer program / instruction.

[0012] According to another aspect of the present invention, a computer-readable medium is provided, on which a computer program / instruction is stored. When the computer program / instruction is executed by a processor, the steps of the method described in the first aspect are implemented.

[0013] According to another aspect of the present invention, there is provided a computer program product comprising a computer program / instruction, wherein the computer program / instruction, when executed by a processor, implements the steps of the method described in the first aspect.

[0014] By means of the above technical solution, the present invention provides a method and device for processing NPC behavior data, a storage medium, and a computer device, which predefine daily behavior-affecting operations that can have an effect on the daily behavior of the game NPC. When the player character performs a daily behavior-affecting operation on the game NPC, the feedback behavior data and daily behavior-affecting data of the game NPC are determined based on the operation, thereby controlling the game NPC to give feedback on the interactive operation based on the feedback behavior data, and controlling the execution of the game NPC's daily behavior based on the daily behavior-affecting data, so that the daily behavior performed by the game NPC changes before and after the player character interacts with it. After the player character interacts with the game NPC, the present invention not only controls the game NPC to give feedback on this interaction, but also affects the daily behavior of the game NPC. Compared with the prior art gameplay in which the game NPC and the player character continue to perform daily behaviors as before the interaction, the present invention makes up for the sense of game fragmentation caused by the prior art gameplay, and enhances the player's gaming experience and interactive immersion.

[0015] The above description is only an overview of the technical solution of the present invention. In order to more clearly understand the technical means of the present invention, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present invention more obvious and easy to understand, the specific implementation methods of the present invention are specifically listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] The above and various other advantages and benefits of the present invention will become clear to those skilled in the art by reading the detailed description of the preferred embodiment below.

[0017] FIG1 schematically shows a flow chart of a method for processing NPC behavior data according to an embodiment of the present invention;

[0018] FIG2 schematically shows a flow chart of another method for processing NPC behavior data according to an embodiment of the present invention;

[0019] FIG3 schematically shows a structural diagram of an NPC behavior data processing device according to an embodiment of the present invention;

[0020] FIG4 schematically shows a block diagram of a computer device for implementing the method according to the present invention; and

[0021] FIG5 schematically shows a block diagram of a computer program product for implementing the method according to the present invention. Specific embodiments

[0022] The present invention will be further described below in conjunction with the accompanying drawings and specific embodiments. The following description is only for the purpose of illustrating the basic principles of the present invention and is not intended to limit the present invention.

[0023] As used herein, the term "including" and variations thereof are to be interpreted as open-ended terms meaning "including, but not limited to." The term "based on" is to be interpreted as "based, at least in part, on." The terms "one embodiment" and "an embodiment" are to be interpreted as meaning "at least one embodiment." The term "another embodiment" is to be interpreted as meaning "at least one other embodiment."

[0024] In this embodiment, a method for processing NPC behavior data is provided, as shown in FIG1 , the method comprising:

[0025] Step 101: In response to an interactive operation of a player character on a game NPC, determine whether the interactive operation belongs to a daily behavior influencing operation corresponding to the game NPC.

[0026] In this embodiment of the present invention, the interactive operations between the player character and the game NPC can not only affect the game NPC's current behavior, but also affect the game NPC's daily behavior. This solves the problem in the prior art that after the game NPC interacts with the player character, the game NPC continues to perform its daily behavior as before the interaction, which creates a sense of disconnection for the player. The interactive operations between the player character and the game NPC in the game can be divided into ordinary interactive operations that only affect the game NPC's current behavior, and daily behavior-affecting operations that can affect both the game NPC's current behavior and daily behavior.

[0027] During the game, when the player character interacts with the game NPC, it is determined whether the interaction is a daily behavior-affecting operation that can affect the game NPC's daily behavior. Daily behavior-affecting operations may include dialogue interactions, game resource transfer operations, behavioral interaction operations, etc., which are not limited here.

[0028] Step 102: When the interactive operation belongs to the daily behavior influencing operation, feedback behavior data and daily behavior influencing data corresponding to the game NPC are determined based on the interactive operation.

[0029] Among them, when it is determined that the player character has performed an operation that affects the daily behavior of the game NPC, feedback behavior data used to indicate the current feedback behavior of the game NPC and daily behavior influence data used to guide the daily behavior of the game NPC can be determined based on the player character's interactive operation on the game NPC.

[0030] Step 103: Control the behavior performed by the game NPC based on the feedback behavior data and the daily behavior impact data.

[0031] Among them, feedback behavior data and daily behavior impact data are used to control the behavior of game NPCs, so that the daily behaviors performed by game NPCs will be affected by the daily behavior impact operations generated by the player characters on the game NPCs. In this way, the game NPCs will not only give feedback at the moment when the player characters interact with them (executed based on feedback behavior data), but will also show the influence of the player character's interactive operations in the daily behaviors performed after the interaction ends.

[0032] Optionally, step 103 includes: controlling the game NPC to perform the feedback behavior corresponding to the feedback behavior data, and modifying the configuration data of the game NPC based on the daily behavior impact data, so that the game NPC performs daily behaviors according to the modified configuration data. After the interactive operation occurs, the feedback behavior data is used to control the game NPC to provide current behavioral feedback, and the daily behavior impact data is used to modify the game NPC's configuration data. This configuration data is used to guide the game NPC's daily behavior, so that the game NPC will perform daily behaviors according to the modified configuration data. That is, the game NPC's daily behavior will be affected by the interaction with the player character.

[0033] Taking the interactive operation as a game resource transfer operation as an example, step 101 determines whether the interactive operation belongs to the daily behavior influencing operation corresponding to the game NPC, including: if the interactive operation is a game resource transfer operation, then identify the target game resource to be transferred indicated by the game resource transfer operation, and determine whether the target game resource belongs to the daily behavior influencing resource corresponding to the game NPC; accordingly, step 102 includes: when the target game resource belongs to the daily behavior influencing resource, based on the target game resource, determine the feedback behavior data and daily behavior influencing data corresponding to the game NPC, wherein the daily behavior influencing data includes the influencing effective time and game resource update data, and the game resource update data is used to indicate the replacement of the game NPC's existing game resources and / or the addition of game resources that the game NPC does not have.

[0034] Among them, the game resource transfer operation can be a game character giving game resources to a game NPC, or a game character obtaining game resources from a game NPC. The embodiment of the present invention is only explained by taking the example of a game character giving game resources to a game NPC. Other types of interactive operations are also included in the protection scope of the present invention, such as dialogue interactive operations, behavioral interactive operations, and game resource transfer operations that snatch game resources from game NPCs. If the interactive operation is a game resource transfer operation, then it can be determined whether the interactive operation is a daily behavior influencing operation by judging whether the target game resource indicated for transfer is a daily behavior influencing resource. For example, a daily behavior influencing resource list corresponding to the game NPC can be defined, and the list contains all game resource identifiers that can affect the daily behavior of the game NPC. When the game resource identifier in the target game resource name list is present, it is determined that the target game resource belongs to a daily behavior influencing resource, and the interactive operation is a daily behavior influencing operation.

[0035] Based on this, when the target game resource is a resource that affects daily behavior, feedback behavior data and daily behavior impact data are determined based on the target game resource. In addition, after the player character presents the target game resource to the game NPC, in addition to determining how to affect the game NPC's daily behavior, a starting time for the impact on daily behavior can be set, which can be effective immediately or at a specific time point. For the gift-giving scenario, the way the game NPC's daily behavior is affected can be reflected through game resource update data. This data is used to indicate the replacement of the game NPC's existing game resources, and can also be used to indicate the addition of new game resources that the game NPC does not have. For example, if a player presents a game NPC with a resource of the same type that the game NPC already has, the game NPC's existing resource can be replaced with the resource newly presented by the player character. If a player presents a game NPC with a resource that the game NPC does not have, the game NPC can own this resource.

[0036] By applying the technical solution of this embodiment, daily behavior influencing operations that can have an impact on the daily behavior of the game NPC are predefined. When the player character performs a daily behavior influencing operation on the game NPC, the feedback behavior data and daily behavior influencing data of the game NPC are determined based on the operation, thereby controlling the game NPC to give feedback on the interactive operation based on the feedback behavior data, and controlling the execution of the game NPC's daily behavior based on the daily behavior influencing data, so that the daily behavior executed by the game NPC changes before and after the player character interacts with it. After the player character interacts with the game NPC, the present invention not only controls the game NPC to give feedback on this interaction, but also affects the daily behavior of the game NPC. Compared with the prior art gameplay in which the game NPC still performs daily behaviors as before the interaction after the game NPC interacts with the player character, the present invention makes up for the sense of game fragmentation caused by the prior art gameplay, and enhances the player's gaming experience and interactive immersion.

[0037] Furthermore, as a refinement and extension of the above embodiment, in order to fully illustrate the specific implementation process of this embodiment, another NPC behavior data processing method is provided, as shown in FIG2 , which includes:

[0038] Step 201: In response to an interactive operation of a player character on a game NPC, determine whether the interactive operation belongs to a daily behavior influencing operation corresponding to the game NPC.

[0039] Step 202: When the interactive operation belongs to the daily behavior influencing operation, feedback behavior data and daily behavior influencing data corresponding to the game NPC are determined based on the interactive operation.

[0040] In this embodiment, taking the interactive operation of transferring a game resource as an example, the target game resource to be transferred indicated by the game resource transfer operation is determined, and feedback behavior data and daily behavior impact data are further determined based on the target game resource. The daily behavior impact data includes the impact effective time and game resource update data. The game resource update data is used to indicate the replacement of existing game resources of the game NPC and / or the addition of game resources that the game NPC does not have.

[0041] Step 203: Control the game NPC to execute the feedback behavior corresponding to the feedback behavior data.

[0042] Step 204: If the game resources already owned by the game NPC include similar resources corresponding to the target game resources, then based on the impact effective time and the resource data of the target game resources, the resource data of the similar resources already owned by the game NPC is changed in the configuration data of the game NPC, so that the game NPC performs daily behaviors based on the target game resources after the impact effective time.

[0043] In this embodiment, the feedback behavior data is used to control the game NPC's execution of feedback behavior, and daily behavior impact data is configured. The game NPC's configuration data can be configured differently for different types of target game resources to be transferred and the game NPC's existing game resources. Furthermore, daily behavior impact data can be configured before the impact takes effect, with changes to the original configuration data set to take effect at the impact effect time. Alternatively, the configuration can be performed at the impact effect time, so that the changes take effect directly after the configuration.

[0044] If the target game resource is a similar resource to a game resource already owned by the game NPC, then the resource data of this similar existing game resource can be changed directly in the game NPC's configuration data, replacing the game resource already owned by the game NPC with the target game resource given by the player character, so that the game NPC can perform daily behaviors based on this target game resource after the impact takes effect.

[0045] Optionally, based on the impact effective time and the resource data of the target game resource, the resource data of the same type of resources already owned by the game NPC is changed in the configuration data of the game NPC, including: when the target game resource is a resource with the same appearance as the same type of resource, based on the impact effective time, the model texture of the same type of resource is replaced with the target model texture corresponding to the target game resource; when the target game resource is a resource with a similar appearance as the same type of resource, based on the impact effective time, the resource model of the same type of resource is replaced with the target resource model corresponding to the target game resource.

[0046] In this embodiment, similar resources specifically include resources with identical appearances and resources with similar appearances. As the names suggest, identical appearances refer to existing game resources owned by a game NPC that are identical to the target game resource, while similar appearances refer to existing game resources owned by a game NPC that are roughly identical to the target game resource. For example, if a player gifts a book to a game NPC, and the game NPC already has a book with the same appearance as the gifted book, the game NPC's existing book is considered to be a resource with the same appearance as the gifted book. For another example, if a player gifts a porcelain water cup to a game NPC, and the game NPC already has a wooden water cup with roughly the same appearance as the porcelain water cup, the wooden water cup is considered to be a resource with the same appearance as the porcelain water cup. For resources with the same appearance as the target game resource, the game NPC's existing resource with the same appearance as the target game resource can be directly replaced with a texture, replacing the original model texture of the similar resource with the target model texture corresponding to the target game resource. For resources with similar appearance to the target game resources, directly replacing the textures may cause visual errors. In this case, you can replace the resource model of the original similar resource with the target resource model corresponding to the target game resource. Since the two are similar in appearance, even if the model is replaced, it will not appear visually abrupt.

[0047] Step 205: If the game resources already available to the game NPC do not include similar resources corresponding to the target game resources, then based on the impact effective time and the resource data of the target game resources, the resource data of the target game resources are modified in the configuration data of the game NPC, so that the game NPC performs daily behaviors based on the target game resources after the impact effective time.

[0048] If the target game resource is not a similar resource to a game resource already owned by the game NPC, then changing the existing game resource data will not be enough to add the target game resource. In this case, you can add a new game resource (i.e., the target game resource) to the game NPC. Specifically, you can add new game resources to the configuration data, or you can modify the resources that were originally in the "hidden" state in the configuration data to the "displayed" state to achieve the addition of resources to the game NPC.

[0049] Optionally, the resource data of the target game resource is modified in the configuration data of the game NPC based on the impact effective time and the resource data of the target game resource, including: when the target game resource is a mounted resource corresponding to the game NPC, the target resource model of the target game resource is mounted on the model skeleton hanging point of the game NPC based on the impact effective time; when the target game resource is a visible and invisible resource corresponding to the game NPC, the target game resource is changed to a display state in the configuration data of the game NPC based on the impact effective time.

[0050] In this embodiment, the corresponding mountable resources for the game NPC are predefined. Mountable resources can be resources directly mounted on the game NPC or resources mounted on existing resources of the game NPC. For example, the target game resource can be clothing, weapons, etc. directly mounted on the game NPC, or a vase mounted on the game NPC's table. If the target game resource is a mounted resource of the game NPC, the mount point corresponding to the target game resource is first determined, and then the target resource model of the target game resource is mounted on the corresponding mount point. For example, the target resource model can be mounted directly on the model skeleton mount point of the game NPC model, or the target resource model can be mounted on the resource model mount point of the game NPC's existing resources.

[0051] In addition, the visible and hidden resources corresponding to the game NPC can also be pre-defined, wherein the visible and hidden resources are game resources that can present a display effect or no display effect by controlling the visible and hidden state. If the target game resource is a visible and hidden resource corresponding to the game NPC, then the visible and hidden resource corresponding to the target game resource can be adjusted from the original hidden state to the visible state, so that the resource can present a display effect after the impact takes effect. For example, the game NPC already has a vase, and the flowers in the vase are visible and hidden resources. When the game NPC has not received the flowers given by the player, the resource is in a hidden state. After receiving the flowers given by the player and the impact takes effect time, the resource is in a visible state. The specific game performance is that the game NPC has an empty vase. After the player gives flowers and the impact takes effect time arrives, flowers appear in the vase.

[0052] It should be noted that regarding the game NPC's visible and invisible resources, multiple visible and invisible resources can be set at the same location, but at most one of the multiple visible and invisible resources at the same location can be in a visible state. When the target game resource is a visible and invisible resource, and the location of the visible and invisible resource (hereinafter referred to as the target visible and invisible resource) corresponds to multiple visible and hidden resources, first determine whether there are any resources in the visible state among the multiple visible and hidden resources at the same location as the target visible and hidden resource. If there are, modify the resource in the visible state to be hidden, and then change the target visible and hidden resource to be visible, to ensure that at most one visible and hidden resource is in a visible state at the same location, avoiding visual errors. For example, a game NPC has a hanging painting, and the portrait display area of ​​the hanging painting is set with multiple visible and hidden resources, including portraits, landscapes, etc. Suppose the hanging painting initially displays a portrait (i.e., the portrait resource is in a visible state, and other painting resources are in a hidden state). Suppose the player gives the game NPC a landscape painting and after the effect takes effect, the hanging painting changes to displaying a landscape painting (i.e., the portrait resource changes to a hidden state, the landscape resource changes to a visible state, and other resources remain hidden).

[0053] In an embodiment of the present invention, the type of daily behavior influencing resources can also be defined based on the way in which the daily behavior influencing resources can affect the game NPC. Optionally, the daily behavior influencing resources include usage influencing resources, feedback influencing resources, and patrol influencing resources; when the target game resource belongs to the feedback influencing resource, the daily behavior influencing data also includes feedback influencing data, and the feedback influencing data is used to adjust the interactive feedback table in the configuration data of the game NPC, and the interactive feedback table is used to guide the game NPC's interactive feedback on the game character; when the target game resource belongs to the patrol influencing resource, the daily behavior influencing data also includes trajectory influencing data, and the trajectory influencing data is used to adjust the patrol point table in the configuration data of the game NPC, and the patrol point table is used to guide the daily patrol points of the game NPC.

[0054] In this embodiment, a daily behavior influencing resource can be just a usage influencing resource, a feedback influencing resource, or a patrol influencing resource, or it can be any of the three. Usage influencing resources refer to resources that affect the daily items used by the game NPC, such as book resources and water cup resources. After accepting the gift, the game NPC will use the resources given by the player. Feedback influencing resources refer to resources that can influence the game NPC's feedback behavior toward the player character, such as book resources. After accepting the gift, the game NPC may mention sentences from the book in conversation with the player character. Patrol influencing resources refer to resources that affect the game NPC's daily movement trajectory, such as flower resources. The game NPC's vase originally has no flowers, so it is not included in the daily patrol point. After accepting the flowers given by the player, the flower resource area will be added as a patrol point, and the flowers will be watered regularly.

[0055] In an embodiment of the present invention, optionally, controlling the behavior performed by the game NPC based on the feedback behavior data and the daily behavior influence data includes: controlling the behavior performed by the game NPC on the player character based on the feedback behavior data and the daily behavior influence data.

[0056] In this embodiment, the game NPC can specifically be a client NPC. The game NPC's behavior is only effective for the current client's player character. The same game NPC from the perspective of other player characters is not affected by the current client's player character's interaction operations. Of course, the game NPC in the present invention can also be a server NPC. The game NPC's behavior is affected by all the player characters that interact with it. The daily behavior effects generated by all the interactions ultimately determine the execution method of the game NPC's daily behavior.

[0057] In an embodiment of the present invention, optionally, the method further includes: in response to an interactive operation of a player character on a game NPC, determining the development data of the player character on the game NPC based on the interactive operation; and triggering the game NPC to generate an interactive event on the player character according to the development data.

[0058] In this embodiment, the player character's interactions with the game NPC can also affect the player character's development data for the NPC, such as favorability, luck value, activity, etc., and further, when the development data meets certain conditions, the game NPC can trigger interactive events with the player character. For example, daily behavior can have a probability of triggering the game NPC to "return gifts" (giving players certain props in return) or "free bills" (refunding gifts). In addition, development values ​​such as favorability can be set with stage rewards, weekly rewards, achievement rewards, etc., and when the reward conditions are met, the game NPC can give the player character corresponding rewards.

[0059] Furthermore, as a specific implementation of the method of FIG1 , an embodiment of the present invention provides an NPC behavior data processing device, as shown in FIG3 , which includes:

[0060] An interaction judgment module, configured to determine, in response to an interaction operation performed by a player character on a game NPC, whether the interaction operation belongs to a daily behavior-affecting operation corresponding to the game NPC;

[0061] A data generation module is used to determine the feedback behavior data and daily behavior impact data corresponding to the game NPC based on the interactive operation when the interactive operation belongs to the daily behavior impact operation;

[0062] A behavior control module is used to control the behavior performed by the game NPC based on the feedback behavior data and the daily behavior impact data.

[0063] Optionally, the interaction judgment module is configured to: if the interaction operation is a game resource transfer operation, identify a target game resource to be transferred indicated by the game resource transfer operation, and determine whether the target game resource belongs to a daily behavior influence resource corresponding to the game NPC;

[0064] Correspondingly, the data generation module is used to: when the target game resource belongs to the daily behavior influence resource, determine the instant feedback behavior data and daily behavior influence data corresponding to the game NPC based on the target game resource, wherein the daily behavior influence data includes the influence effective time and game resource update data, and the game resource update data is used to indicate the replacement of the game resources already existing to the game NPC and / or the addition of game resources that the game NPC does not have.

[0065] Optionally, the interactive operation includes a game resource transfer operation; the daily behavior impact data includes an impact effective time and game resource update data, the game resource transfer operation indicates a target game resource to be transferred, and the game resource update data is used to indicate a replacement of the game resource already owned by the game NPC and / or a new game resource that the game NPC does not have;

[0066] The behavior control module is further used to:

[0067] If the game resources already owned by the game NPC include resources of the same type as the target game resource, then, based on the effect-effective time and the resource data of the target game resource, the resource data of the same type already owned by the game NPC is modified in the configuration data of the game NPC, so that the game NPC performs daily behaviors based on the target game resource after the effect-effective time;

[0068] If the game resources already available to the game NPC do not include similar resources corresponding to the target game resources, the resource data of the target game resources are modified in the configuration data of the game NPC based on the impact effective time and the resource data of the target game resources, so that the game NPC performs daily behaviors based on the target game resources after the impact effective time.

[0069] Optionally, the behavior control module is further configured to:

[0070] In the case where the target game resource is a resource with the same appearance as the resource of the same type, the model texture of the resource of the same type is replaced with the target model texture corresponding to the target game resource according to the time when the impact takes effect;

[0071] In the case where the target game resource is a resource with a similar appearance to the resource of the same type, the resource model of the resource of the same type is replaced with a target resource model corresponding to the target game resource according to the impact effective time.

[0072] Optionally, the behavior control module is further configured to:

[0073] In a case where the target game resource is a mounted resource corresponding to the game NPC, the target resource model of the target game resource is mounted on a model skeleton mounting point of the game NPC according to the impact effective time;

[0074] In the case where the target game resource is a visible or invisible resource corresponding to the game NPC, the target game resource is changed to a visible state in the configuration data of the game NPC according to the impact effective time.

[0075] Optionally, in the case where the target game resource belongs to the feedback influence resource, the daily behavior influence data further includes feedback influence data, and the feedback influence data is used to adjust the interaction feedback table in the configuration data of the game NPC, and the interaction feedback table is used to guide the game NPC's interaction feedback on the game character;

[0076] In the case where the target game resource belongs to the patrol influence resource, the daily behavior influence data also includes trajectory influence data, and the trajectory influence data is used to adjust the patrol point table in the configuration data of the game NPC, and the patrol point table is used to guide the daily patrol points of the game NPC.

[0077] Optionally, the behavior control module is further configured to modify the configuration data of the game NPC for the player character based on the daily behavior impact data.

[0078] Optionally, the behavior control module is further configured to:

[0079] In response to an interactive operation of a player character on a game NPC, determining, based on the interactive operation, development data of the player character on the game NPC;

[0080] According to the development data, the game NPC is triggered to generate an interaction event with the player character.

[0081] It should be noted that for other corresponding descriptions of the functional units involved in the NPC behavior data processing device provided by the embodiment of the present invention, reference can be made to the corresponding descriptions in the methods of Figures 1 to 2, and no further details will be given here.

[0082] The various component embodiments of the present invention may be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof. Those skilled in the art will appreciate that a microprocessor or digital signal processor (DSP) may be used in practice to implement some or all of the functions of some or all of the components of the NPC behavior data processing apparatus according to an embodiment of the present invention. The present invention may also be implemented as a program / instruction (e.g., a computer program / instruction and a computer program product) for a device or apparatus that performs part or all of the methods described herein. Such a program / instruction for implementing the present invention may be stored on a computer-readable medium, or may exist in the form of one or more signals, which may be downloaded from an Internet website, or provided on a carrier signal, or provided in any other form.

[0083] Computer-readable media include permanent and non-permanent, removable and non-removable media that can be implemented by any method or technology to store information. The information can be computer-readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic disk storage, quantum memory, graphene-based storage media or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device.

[0084] FIG4 schematically illustrates a block diagram of a computer device capable of implementing a method for processing NPC behavior data according to the present invention. The computer device includes a processor 410 and a computer-readable medium in the form of a memory 420. Memory 420 is an example of a computer-readable medium and includes a storage space 430 for storing a computer program / instruction 431. When executed by processor 410, computer program / instruction 431 implements the various steps of the method for processing NPC behavior data described above.

[0085] FIG5 schematically illustrates a block diagram of a computer program product that implements the NPC behavior data processing method according to the present invention. The computer program product includes a computer program / instructions 510 that, when executed by a processor such as processor 410 shown in FIG4 , implements the steps of the NPC behavior data processing method described above.

[0086] While the foregoing description of specific embodiments of this specification is intended to encompass all other embodiments within the scope of the appended claims, in some cases, the actions or steps recited in the claims may be performed in a different order than that described in the embodiments and still achieve the desired results. Furthermore, the processes depicted in the accompanying drawings do not necessarily need to follow the specific order or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also feasible or advantageous.

[0087] It should also be noted that the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, commodity, or apparatus that includes a series of elements includes not only those elements but also other elements not explicitly listed, or includes elements inherent to such process, method, commodity, or apparatus. In the absence of further limitations, an element defined by the phrase "comprises a ..." does not exclude the presence of other identical elements in the process, method, commodity, or apparatus that includes the element.

[0088] It should be understood that the above embodiments are merely illustrative of the present invention and are not intended to limit the present invention. Those skilled in the art may also implement the present invention in other ways without departing from the basic spirit and characteristics of the present invention. The scope of the present invention shall be determined by the appended claims, and any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of one or more embodiments of this specification shall be encompassed.

Claims

1. A method for processing NPC behavior data, comprising: In response to an interactive operation of a player character on a game NPC, determining whether the interactive operation belongs to a daily behavior influencing operation corresponding to the game NPC; In the case where the interactive operation belongs to the daily behavior influencing operation, based on the interactive operation, determining the feedback behavior data and the daily behavior influencing data corresponding to the game NPC; The behavior performed by the game NPC is controlled according to the feedback behavior data and the daily behavior impact data.

2. The method according to claim 1, wherein the interactive operation includes a game resource transfer operation, the game resource transfer operation indicates the target game resource to be transferred; the daily behavior impact data includes the impact effective time and game resource update data, the game resource update data is used to indicate the replacement of the game resources already owned by the game NPC and / or the addition of game resources that the game NPC does not have; The behavior performed by the game NPC is controlled according to the daily behavior impact data, including: If the game resources already owned by the game NPC include resources of the same type as the target game resources, then according to the effect-effective time and the resource data of the target game resources, the resource data of the same type of resources already owned by the game NPC is changed in the configuration data of the game NPC, so that the game NPC performs daily behaviors based on the target game resources after the effect-effective time; If the game resources already available to the game NPC do not include similar resources corresponding to the target game resources, the resource data of the target game resources are modified in the configuration data of the game NPC based on the impact effective time and the resource data of the target game resources, so that the game NPC performs daily behaviors based on the target game resources after the impact effective time.

3. The method according to claim 2, wherein the step of changing the resource data of the same resource already owned by the game NPC in the configuration data of the game NPC according to the influencing effective time and the resource data of the target game resource comprises: In the case where the target game resource is a resource with the same appearance as the resource of the same type, the model texture of the resource of the same type is replaced with the target model texture corresponding to the target game resource according to the effective time of the impact; In the case where the target game resource is a resource with a similar appearance to the resource of the same type, the resource model of the resource of the same type is replaced with a target resource model corresponding to the target game resource according to the impact effective time.

4. The method according to claim 2, wherein the step of modifying the resource data of the target game resource in the configuration data of the game NPC according to the influencing effective time and the resource data of the target game resource comprises: In the case where the target game resource is a mounted resource corresponding to the game NPC, the target resource model of the target game resource is mounted on the model skeleton mounting point of the game NPC according to the impact effective time; In the case where the target game resource is a visible or invisible resource corresponding to the game NPC, the target game resource is changed to a display state in the configuration data of the game NPC according to the effect taking effect time.

5. The method according to claim 2, wherein in the case where the target game resource belongs to the feedback influence resource, the daily behavior influence data further includes feedback influence data, the feedback influence data is used to adjust the interactive feedback table in the configuration data of the game NPC, and the interactive feedback table is used to guide the game NPC to provide interactive feedback to the game character; In the case where the target game resource belongs to the patrol influence resource, the daily behavior influence data also includes trajectory influence data, and the trajectory influence data is used to adjust the patrol point table in the configuration data of the game NPC, and the patrol point table is used to guide the daily patrol points of the game NPC.

6. The method according to any one of claims 1 to 5, wherein the controlling the behavior performed by the game NPC based on the feedback behavior data and the daily behavior impact data comprises: The behavior performed by the game NPC on the player character is controlled based on the feedback behavior data and the daily behavior impact data.

7. The method according to claim 6, further comprising: In response to an interactive operation of a player character on a game NPC, based on the interactive operation, determining the development data of the player character on the game NPC; According to the development data, the game NPC is triggered to generate an interaction event with the player character.

8. An NPC behavior data processing device, comprising: An interaction judgment module, for responding to the interaction operation of the player character on the game NPC, determining whether the interaction operation belongs to the daily behavior influence operation corresponding to the game NPC; A data generation module, for determining, when the interactive operation belongs to the daily behavior influence operation, feedback behavior data and daily behavior influence data corresponding to the game NPC based on the interactive operation; The behavior control module is used to control the behavior performed by the game NPC according to the feedback behavior data and the daily behavior impact data.

9. A computer device comprising a memory, a processor and a computer program / instruction stored in the memory, wherein the processor implements the steps of the NPC behavior data processing method according to any one of claims 1 to 7 when executing the computer program / instruction.

10. A computer-readable medium having a computer program / instruction stored thereon, wherein the computer program / instruction, when executed by a processor, implements the steps of the NPC behavior data processing method according to any one of claims 1 to 7.

11. A computer program product, comprising a computer program / instruction, wherein when the computer program / instruction is executed by a processor, the steps of the NPC behavior data processing method according to any one of claims 1 to 7 are implemented.

Citation Information

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