Dynamic Intelligent Agent Communication Frequency Control

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Solution Overview

Problem

Existing game AI systems send communication messages at preset intervals, resulting in mechanized interactions with human players, failing to simulate real player communication effectively.

Innovation Solution

A method and apparatus for game role interaction control that dynamically adjusts the communication frequency of intelligent agents based on current signal communication information and game state information, determining a target communication period to synchronize message sending with human player activity, thereby preventing conflicts and enhancing game atmosphere.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the intelligent agent sends communication messages at preset time intervals, then the communication frequency is stable and easy to control, but the communication becomes mechanized and fails to simulate real player communication

Engineering Contradiction:
Improvecontrol of communication frequencyVSAvoidsimulation of real player communication
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic adjustment of communication frequency by monitoring real player communication behavior in real-time. The system continuously adapts the intelligent agent's message sending interval based on detected player activity patterns, transforming the static preset interval into a dynamic parameter that responds to game conditions and player behavior, thereby achieving realistic communication simulation while maintaining controllability

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system employs feedback mechanisms by monitoring player communication signals and using this information to adjust the intelligent agent's communication frequency. The detected player communication patterns feed back into the control system, which then modulates the agent's message sending timing to match observed player behavior, creating a closed-loop control system that balances ease of operation with adaptability

Inventive Principle:
Principle #23Feedback

2Productivity

If the intelligent agent frequently sends communication messages to maintain active communication, then the communication atmosphere is improved, but it causes conflict with real player messages and creates interference

Engineering Contradiction:
Improvecommunication activityVSAvoidinterference with real player communication
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The system applies partial action by having the intelligent agent send communication messages selectively rather than continuously. By detecting periods of low player communication activity and sending messages only during these intervals, the system maintains sufficient communication atmosphere without excessive messaging that would cause conflict or interference with player communications

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system performs preliminary anti-action by monitoring player communication patterns in advance and predicting periods when player messages are less likely to occur. The intelligent agent is scheduled to send messages during these predicted low-activity intervals, preventing potential conflicts before they occur by avoiding simultaneous message transmission with player communications

Inventive Principle:
Principle #9Preliminary anti-action

3Object-affected harmful factors

If the intelligent agent reduces communication frequency to avoid interfering with real players, then communication conflict is reduced, but the communication willingness of real players is not motivated and battle atmosphere deteriorates

Engineering Contradiction:
Improvecommunication conflictVSAvoidbattle atmosphere
Core Design Contradiction:
Object-affected harmful factorsVSProductivity

Solution Approach 1:

The system uses feedback from detected player communication patterns to dynamically adjust message frequency. When player communication activity is low, the system increases agent messaging to maintain battle atmosphere; when player activity is high, it reduces agent messaging to avoid conflict. This real-time feedback loop ensures optimal balance between motivating communication and preventing interference

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The communication frequency is implemented as a dynamic parameter that continuously adapts to game conditions and player behavior. The system modulates the intelligent agent's messaging rate in real-time based on detected player activity, ensuring that communication remains sufficiently active to maintain battle atmosphere while automatically avoiding periods of high player communication to prevent conflicts

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20240123344A1Method and apparatus for game role interaction control, storage medium, and electronic device
Publication Date: 2024.04.18 BEIJING ZITIAO NETWORK TECH CO LTD
  • US20240123344A1 patent drawing
  • US20240123344A1 patent drawing
  • US20240123344A1 patent drawing

AI summary

Related to are a method and apparatus for game role interaction control, a storage medium, and an electronic device. In the method, a target communication period of an intelligent agent may be dynamically adjusted by the current signal communication information triggered by a game match and the current game state information of the game match, to adjust the frequency of the intelligent agent for sending communication messages in the game match. Therefore, in the case of active communication of real players, the intelligent agent can be prevented from frequently sending communication messages, resulting in a conflict with the communication messages of the real players, and the interference of excessive communication messages on the real players can also be prevented. Moreover, in the case of no communication of the real players, the communication willingness of the real players can be motivated, thereby ensuring a good battle atmosphere for the game match.