AI Character Control via Reticle Path Specification

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Solution Overview

Problem

Existing video games offer unintuitive and cumbersome methods for controlling artificial-intelligence (AI) characters, disrupting the immersive experience by requiring players to navigate complex interfaces to provide commands, which limits player control and engagement.

Innovation Solution

A command mode is introduced that allows players to specify locations for AI characters within a virtual game space using a reticle, with visual indicators and adjustable gameplay settings to maintain immersion, enabling more precise control over AI actions and paths while preserving the game's immersive experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a complex interface is provided for controlling AI characters, then player control capability is improved, but the immersive experience is disrupted and operation becomes cumbersome

Engineering Contradiction:
Improvecontrol capabilityVSAvoidoperational simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent extracts the AI character control functionality from the traditional complex menu interface and integrates it directly into the game's 3D environment. Players specify AI character paths by manipulating a reticle in the game world, eliminating the need to leave the immersive game context and access separate control menus. This extraction resolves the contradiction by providing comprehensive control capability through direct in-game manipulation rather than through cumbersome external interfaces.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent introduces a reticle as an intermediary tool that mediates between the player's control inputs and the AI character's path specification. The reticle serves as a visual mediator in the game world that allows players to intuitively define paths by placing markers at desired locations, translating complex pathfinding commands into simple in-game object manipulation. This intermediary resolves the contradiction by making control operations as intuitive as they are powerful.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If a command interface is introduced for AI control, then control precision is improved, but the immersive experience is compromised due to interface disruption

Engineering Contradiction:
Improvecontrol precisionVSAvoidimmersive disruption
Core Design Contradiction:
Measurement precisionVSObject-affected harmful factors

Solution Approach 1:

The patent merges the control interface with the game's 3D environment by rendering the reticle and path markers as visual elements within the game world itself. Rather than displaying controls on separate HUD overlays or menus that disrupt immersion, the control elements are combined with the game scenery, allowing players to specify AI paths with precision while maintaining the immersive experience of being present in the game world.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent uses color and visual properties of the reticle and path markers to convey control information without disrupting immersion. By using distinct visual characteristics for control elements that blend with the game's aesthetic, players can precisely control AI characters while the visual changes remain subtle enough to preserve the immersive experience rather than appearing as jarring interface interruptions.

Inventive Principle:
Principle #32Color changes

3Productivity

If real-time control of AI characters is enabled, then player engagement is improved, but the complexity of the control system increases

Engineering Contradiction:
Improveplayer engagementVSAvoidcontrol system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent enables the AI character pathfinding system to serve itself by automatically calculating optimal paths between the markers placed by the player and the AI character's current position. The system self-adjusts the path computation based on the game environment and AI character capabilities, allowing players to engage in real-time control by simply placing markers without needing to understand or configure complex pathfinding parameters. This self-service approach resolves the contradiction by providing high player engagement through simple marker placement while the system handles the computational complexity automatically.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS8342963B2Methods and systems for enabling control of artificial intelligence game characters
Publication Date: 2013.01.01 SONY INTERACTIVE ENTERTAINMENT LLC
  • US8342963B2 patent drawing
  • US8342963B2 patent drawing
  • US8342963B2 patent drawing

AI summary

A method for controlling an artificial-intelligence (AI) character includes entering a command mode which enables control of the AI character, and occurs while substantially maintaining an existing display of the game, thereby preserving the immersive experience of the video game for the player. A plurality of locations are sequentially specified within a virtual space of the game, the plurality of locations defining a path for the AI character. The AI character is moved along the path to the plurality of locations in the order they were specified. The plurality of locations may be specified by maneuvering a reticle, and selecting each of the locations. A node can be displayed in the existing display of the game at each of the plurality of locations. A series of lines connecting the nodes can also be displayed in the existing display of the game.