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120 results about "Non-player character" patented technology

A non-player character (NPC) is any character in a game which is not controlled by a player. The term originated in traditional tabletop role-playing games, where it applies to characters controlled by the gamemaster or referee, rather than another player. In video games, this usually means a character controlled by the computer via algorithmic, predetermined or responsive behavior, but not necessarily true artificial intelligence.

Method and apparatus for multi-user communications using discrete video game platforms

A multi-user video game with communications capabilities allows players to communicate with one another via simulated mail, leaflets and conversations. Different installations of the game on different discrete video game playing platforms may be unique or different depending upon random or other data available at the platform. For example, different installations may have different subsets of characters, different landscapes, or the like. Player characters from one virtual environment or village may visit another virtual environment or village and return home to his or her resident environment or village. Non-player characters may move from one virtual environment or village to another—thereby providing an ever-changing variety of characters. Communications between different game playing platforms can be provided via portable memory devices, portable game playing devices, or conventional communications means such as networks.
Owner:NINTENDO CO LTD

Method and apparatus for multi-user communications using discrete video game platforms

A multi-user video game with communications capabilities allows players to communicate with one another via simulated mail, leaflets and conversations. Different installations of the game on different discrete video game playing platforms may be unique or different depending upon random or other data available at the platform. For example, different installations may have different subsets of characters, different landscapes, or the like. Player characters from one virtual environment or village may visit another virtual environment or village and return home to his or her resident environment or village. Non-player characters may move from one virtual environment or village to another—thereby providing an ever-changing variety of characters. Communications between different game playing platforms can be provided via portable memory devices, portable game playing devices, or conventional communications means such as networks.
Owner:NINTENDO CO LTD

Real time context learning by software agents

Providing dynamic learning for software agents in a simulation. Software agents with learners are capable of learning from examples. When a non-player character queries the learner, it can provide a next action similar to the player character. The game designer provides program code, from which compile-time steps determine a set of raw features. The code might identify a function (like computing distances). At compile-time steps, determining these raw features in response to a scripting language, so the designer can specify which code should be referenced. A set of derived features, responsive to the raw features, might be relatively simple, more complex, or determined in response to a learner. The set of such raw and derived features form a context for a learner. Learners might be responsive to (more basic) learners, to results of state machines, to calculated derived features, or to raw features. The learner includes a machine learning technique.
Owner:YEN WEI

System and method for transparently styling non-player characters in a multiplayer video game

A system and method are provided for transparently styling non-player characters (“NPCs”) in multiplayer video games such that it is difficult to distinguish between human players and computer-controlled NPCs. NPCs may be styled to resemble human players in terms of both player profile attributes and gameplay actions such that players may not recognize NPCs as non-human, computer-controlled players. Additionally, or alternatively, NPCs and / or human players may be presented with a limited set of profile attributes that may reduce or eliminate the ability to distinguish between human players and NPCs, one or more profile attributes may be “anonymized,” and / or the ability to view player profiles of human players and / or NPCs may be disabled altogether. In certain gameplay sessions including real and / or practice gameplay sessions, human players may be prompted to select from among a predetermined set of playable characters having predefined profile attributes.
Owner:ACTIVISION PUBLISHING

Game apparatus and program

The present invention provides a video game in which a player can feel an amusement by switching a player character to be an operation object in a battle with an enemy character even in a game performed after the battle is completed.The player can switch the operation object, which is usually the normal character, to a non-player character that can be the temporary character in the battle by switching operation. With such switching operation, the player performs the battle with the enemy character using the temporary character as the operation object. If a predetermined time elapses, the operation object is switched back to a normal character. At this time, an HP of the temporary character that is used as the operation object reflects on an HP of the normal character. If a special ability of the temporary character that is used as the operation object is used, the special ability is inherited by the normal character and can be used in battles thereafter.
Owner:SQUARE ENIX HLDG CO LTD

Network game system and program

ActiveUS20090137320A1Without imposing a lot of processing load on the server apparatusReduce processing loadVideo gamesTransmissionNon-player characterServer appliance
Disclosed is a network game system that allows a plurality of players to enter a network game without imposing a lot of load on a server apparatus for managing the entire progress of the network game. A game is played in different battle zones, and video game apparatuses which play the game in the same battle zone form each of video game apparatus groups. A server apparatus designates one of the video game apparatuses belonging to each of the video game apparatus groups as a front end server. The video game apparatus designated as the front end server controls decision of motions of non-player characters, calculation of change values of parameters of player characters, and transmission / reception of information regarding the progress of the game between the video game apparatuses belonging to each of the video game apparatus groups in a unified manner. Transmission of information regarding the progress state of the game in each battle zone to the server apparatus is performed in a unified manner. Designation of the front end server is changed for every predetermined time.
Owner:SQUARE ENIX HLDG CO LTD

Intelligent non-player roles implementing method in interactive game and system

The invention discloses a realization method of intelligent non-player characters in an interactive game, the method controls the intelligent behaviors of the non-player characters through a game engine at a server end, a network application programming interface containing JavaBot, a JavaBot bottom-layer processing unit, as well as client ends of a BDI reasoning unit. In addition, the invention also discloses an interactive game system to realize the method. The invention has the advantages that the game engine increases one layer of the game Agent unit, which can make the game developers work with AOP way when programming and processing NPC behaviors without considering the implementation details. Therefore, such the intelligent NPC realization system can be more helpful to express the intelligent behaviors of non-player characters in the game, as well as better support the application of intelligent technology in the game.
Owner:NANJING UNIV

Method for virtual friendship and accessing restricted portions of virtual worlds

Provided is a method of interacting with a non-player character in a virtual world. With a computer system, a user is granted access to an interface allowing the user to establish a friendship with a computer-controlled character. Such a friendship is established by adding the computer-controlled character to a list of friends associated with the user. The user is then granted access to a restricted portion of the virtual world that was not accessible to the user before the user entered the friendship request.
Owner:GANZ

Level Server System For Peer-To-Peer Cooperative Games

Methods and systems are described for a multiplayer video game on a peer-to-peer network in which players' game consoles can pass off or accept server or other management responsibilities for individual rooms, levels, or other virtual areas from other game consoles. Each player's game console can be either a ‘level server’ or a ‘level client,’ the level server's responsibilities including spawning and directing non-player characters, tracking objects, and / or conducting other management responsibilities of the room for the level clients. The level server can send updates such as save game states and other level checkpoints to its level clients for the specific virtual area that it manages.
Owner:SONY INTERACTIVE ENTRTAINMENT LLC

Audio-visual games and game computer programs embodying interactive speech recognition and methods related thereto

InactiveUS20060040718A1Improve abilitiesQuickly and readily and naturally initiateSpeech recognitionVideo gamesApplication program softwareSpoken language
Featured is a game applications programs, software, systems and methods that are such as to provide an interactive gaming experience for one or more game players by using speech recognition techniques in combination with interactive techniques and functionalities thereby as creating an interface that allows spoken words and / or phrases of a game player to initiate any one of a number of functionalities, actions or informational outputs in connection with the conduct of the game. Such methods, programs, and systems can further include creating an interface that allows a game player to initiate a function or action to be performed by the game player's character, to initiate a dialog or interaction between a player's character and a non-player character appearing in a game or to request information from a non-player character or about a phase of the game in general as part of the play of the game.
Owner:MAD DOC SOFTWARE

Method, an apparatus and a computer program product for generating an image

When a player character is moved toward a two-dimensional non-player character (NPC) in response to operation of an input section 21 by a player, a main process is repeatedly carried out by a video game apparatus 100. Thus, the two-dimensional NPC approaches the player character and is moved toward a visual boundary surface, and finally leaves the field of view of the virtual camera without moving within the 2D inhibit space. Because the two-dimensional NPC is maintained in a space opposite from the player character with respect to a boundary surface between 2D and 3D in this way, and the two-dimensional NPC is prevented from moving within the side of the player character P from the boundary surface between 2D and 3D, it is possible to reduce processing load of hardware without losing realism (realistic sensation) when an image including multiple objects is drawn in a virtual three-dimensional space.
Owner:SQUARE ENIX HLDG CO LTD

Video game processing apparatus, a method and a computer program product for processing a video game

A predetermined special control point is added to an accumulated special control point in accordance with predetermined lapse of time up to a predetermined maximum accumulated value. An image display apparatus displays the accumulated special control point on the image display screen. The special control is executed in the case where the accumulated value of the special control point is more than an initial value when an instruction to execute special control is received on the basis of operations of the player. In this case, an action speed of a non-player character is caused to become slow with respect to that of a player character under the special control.
Owner:SQUARE ENIX HLDG CO LTD

Game action processing method and device

The embodiment of the invention provides a game action processing method and device. The method comprises the steps of acquiring the current game state and action space of a non-player character; inputting the current game state into a pre-trained reinforcement learning network model to obtain a reinforcement strategy, wherein the reinforcement strategy comprises a first selection probability of each game action; inputting the action space into a pre-trained auxiliary rule network model to obtain an auxiliary strategy, wherein the auxiliary strategy comprises a second selection probability ofeach game action; determining a target strategy according to the reinforcement strategy and the auxiliary strategy, wherein the target strategy comprises a target probability generated by each game action on the basis of the corresponding first selection probability and the corresponding second selection probability; screening out a target game action from the action space according to the targetprobability of each game action and controlling the non-player character to execute the target game action. The game action processing method and device can improve the game experience of players.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Games with gate crasher features

Methods and systems are disclosed herein for gate crashing computer-based games. In one embodiment, a method for playing a console-based game on a host player gaming system can include receiving a request from a host player to allow gate crashing in the game. In response to the request, information related to the game can be transmitted to a server computer. The server computer can forward the information to a remote gate crasher gaming system. A gate crasher can then view the information and submit a request to crash the game and control one of the non-player characters.
Owner:MICROSOFT TECH LICENSING LLC

Method and device for generating character behaviors in game and storage medium

Embodiments of the present disclosure disclose a method and a device for predicting character behaviors of a non-player character in a game. The method includes receiving status data of a current game sent by a game client, the status data being used to indicate current status of a plurality of characters in the current game; obtaining a behavior order sequence related to the current game from a pre-established behavior order library based on the current status, wherein the behavior order sequence indicates a behavior execution order of the plurality of characters including both player characters and non-player characters; performing simulation on the plurality of characters by using a behavior prediction model in sequence according to the behavior execution order to obtain a simulation result; updating the behavior prediction model according to the simulation result to obtained an updated behavior prediction model; using the updated behavior prediction model to generate behavior information, the behavior information being used to indicate next behaviors of one or more of non-player characters among the plurality of characters; and sending the behavior information to the game client to control the behavior of the one or more non-player characters.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Character configuration method and device

The invention discloses a character configuration method and device. The method comprises the following steps: a target event associated with a first character in a game is detected, wherein the first character is a non-player character generated in the game and playing with a player character by means of AI (artificial intelligence), and the target event is used for indicating modification of a target attribute value of the first character; configuration information corresponding to the target event is acquired, the configuration information is used for configuring a second character, so that when the configured second character copes with the target event, the degree of modification of the target attribute value of the second character by the target event is lower than that of modification of the target attribute value of the first character when the first character copes with the target event, and the second character is a non-player character to be generated in the game; when the second character is generated, the second character is configured by means of the configuration information. The method solves the technical problem that the operation mechanism of an AI character can be known in related technology.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Graph coloring-based wireless frequency allocation working method

InactiveCN102065437ASmall frequency intervalReduce problems such as adjacent frequency interferenceNetwork planningAllocation algorithmNon-player character
The feasible solution of a large number of non-player character (NPC) problems in engineering practice is acquired by a few approximation algorithms, so a graph coloring-based frequency allocation algorithm is to acquire the approximate optimal solution of the problems on the premise of a plurality of limiting conditions. The invention provides the specific steps of the graph coloring-based frequency allocation algorithm.
Owner:NO 30 INST OF CHINA ELECTRONIC TECH GRP CORP

Artificial emotion driving method of intelligent non-player character in interactive game

The invention discloses an artificial emotion driving method of an intelligent non-player character in an interactive game, and relates to an automatic control technology of a virtual character in the interactive game. The artificial emotion driving method comprises the following steps: starting a repository, loading an initial behavior rule, and initializing an artificial emotion system parameter; operating a multi-agent, and connecting with the repository to enter a wait state; loading a world interface, connecting one end to a game server, and connecting the other end to the multi-agent; causing the multi-agent to enter a major cycle to begin to work; independently carrying out concurrent processing to virtual environment information perceived by the non-player character; updating the built-in requirement level, the corresponding motivation intensity and the system parameter of a virtual character; calculating the artificial emotion intensity of the virtual character, and selecting current major emotion; selecting a current leading motif, generating an action strategy under the guide of the artificial emotion, and finally, causing the action to be acted in a virtual game environment through the world interface; forwarding state information which indicates that a game player exits the game through the world interface; and writing relevant state information into a global repository by the multi-agent, closing the repository, and exiting the interface.
Owner:XIAMEN UNIV

Storage medium storing game program, game apparatus and game controlling method

A game apparatus includes a game machine and a game cartridge. During the game, when a player depresses an A button or a B button, gravity occurs on a player character. At this time, when a non-player character exists within a gravitational sphere, an attractive force or a repulsive force acts on the player character from the non-player character according to the operated button. Due to this, a moving direction and a moving velocity of the inertially moving player character are changed.
Owner:NINTENDO CO LTD

Specialty within online game

Embodiments are presented for executing an online game. One method includes an operation for creating an animation on a game board that is associated with a player. The animation includes a non-player character that delivers an invitation to start a master mission having quests. If the player accepts, an application from the player is received to start the master mission, the application including the selection of a specialty from a plurality of specialties available for the master mission. The method further includes an operation for delivering a quest reward after completing at least one of the quests from the plurality of quests, where the quest reward includes a wearable status item for an avatar of the player in the game board. In addition, a master reward is delivered after the completion of the master mission. The master reward includes the ability to perform game operations associated with the specialty.
Owner:ZYNGA

Training method and device for intelligent game agent

The invention discloses a training method and device for an intelligent game agent. The training method comprises the steps that an own state, an observation state and an output behavior of a player character are encoded to obtain player data, and an intelligent player agent is constructed; a pre-established initial NPC is adopted to perform interaction training on the intelligent player agent, and parameters corresponding to a player behavior strategy are updated according to parameters of the intelligent player agent after training; according to the parameters corresponding to the player behavior strategy, the trained intelligent player agent is adopted to perform interactive training on an intelligent NPC agent, and according to parameters of the trained intelligent NPC agent, parameters corresponding to a NPC behavior strategy are updated; and the parameters corresponding to the NPC behavior strategy is iteratively used for optimizing the parameters corresponding to the player behavior strategy, and the parameters corresponding to the NPC behavior strategy are optimized by using the parameters corresponding to the player behavior strategy until the NPC behavior strategy is stable. The problem that in the prior art, it is difficult to obtain the interactive data with a player in the non-player character training can be effectively solved, and the training effect of the intelligent non-player agent can be effectively improved.
Owner:GUANGZHOU DUOYI NETWORK TECH +2

Method and device for path finding of non-player character, storage medium and computer device

The embodiment of the invention discloses a method and a device for path finding of a non-player character, a storage medium and a computer device. The method comprises the steps that a path finding request for path finding of a target non-player character NPC is received, wherein the path finding request comprises index information of the target NPC; according to the index information of the target NPC, the position of the target NPC in a game scene is acquired; according to the current position of a virtual character in the game scene and the position of the target NPC in the game scene, a pre-generated connected graph is selected as a grid map for path finding of the target NPC; and based on the grid map, path finding of the target NPC is performed. Compared with the prior art, the method for path finding of the non-player character is high in efficiency, and especially for games with complex scenes, the time cost of green hand players can be obviously saved.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Model training method and object control method and device based on interactive application

ActiveCN111282279AReduce operational varianceRaise the level of combatMachine learningVideo gamesEngineeringNon-player character
The invention discloses a model training method applied to the field of artificial intelligence. The method comprises the steps: acquiring first state information corresponding to a first object and second state information corresponding to a second object; based on the first state information, obtaining first action information through a first to-be-trained battle network model; acquiring secondaction information through a second to-be-trained battle network model based on the second state information; based on the first state information, the second state information, the first action information and the second action information, obtaining a value expectation through a discrimination network model; and updating the model parameters of the first to-be-trained battle network model according to the value expectation to obtain a first battle network model. The invention further discloses an object control method and device based on the interactive application. According to the invention, cooperation and cooperation among a plurality of non-player characters can be realized, the operation difference between the non-player characters and a real player is reduced, and the fighting level of the non-player characters and the real player is improved.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Optimization method for artificial intelligence performing task

The technical scheme of the present invention comprises an optimization method for artificial intelligence performing a task. The method comprises: using an atomic behavior to substitute the task performed by an artificial intelligence role; carrying out singulation processing on a single task behavior; deleting an associated behavior; and carrying out searching substitution and multitasking algorithm processing before task performing. Beneficial effects of the method disclosed by the present invention are that: complexity of artificial intelligence behaviors design is reduced, a high level of intelligence is maintained in overall behaviors of the NPC (Non Player Character), artificial intelligence is enabled to have a realistic substitution sense, and better gaming experience is brought to players.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1
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