Behavior Tree Switching via Physical Token Detection

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Solution Overview

Problem

Existing game technologies lack the ability to dynamically modify game entity behaviors in real-time based on physical token detection, limiting the flexibility and immersion of game interactions.

Innovation Solution

Implementing behavior trees that change in response to attribute value modifications caused by physical token detection, allowing for 'on-the-fly' behavioral changes in game entities by switching between different behavior trees based on detected tokens.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If behavior trees are changed in real-time based on token detection, then gameplay flexibility and immersion are improved, but system complexity increases

Engineering Contradiction:
Improvegameplay flexibilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically switches between different behavior trees based on token detection events. The behavior tree selected is determined by evaluating current attribute values against defined thresholds, allowing the game entity to adapt its behavior in real-time without requiring a complete redesign of the behavior system.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system modifies attribute values of game entities based on detected tokens, and these parameter changes trigger transitions between different behavior trees. This allows flexibility to be achieved through parameter modification rather than structural system changes.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If multiple behavior trees are maintained for different attribute values, then adaptability is improved, but memory usage and processing overhead increase

Engineering Contradiction:
Improvebehavioral adaptabilityVSAvoidmemory usage
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The behavior system is segmented into multiple discrete behavior trees, each optimized for specific attribute value ranges. This segmentation allows the system to maintain specialized behavior logic for different game states while keeping each individual behavior tree relatively simple and manageable in size.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Multiple behavior trees are maintained where each tree can handle multiple aspects of game entity behavior. This multi-functionality allows the system to achieve high adaptability without requiring separate specialized systems for each behavior type, thereby optimizing memory usage.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Adaptability or versatility

If behavior changes are implemented on-the-fly, then gameplay immersion is improved, but computational resources required increase

Engineering Contradiction:
Improvereal-time adaptabilityVSAvoidcomputational energy
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

Behavior trees are pre-configured with defined attribute value thresholds and transition conditions. This preliminary setup allows the real-time behavior changes to be achieved through simple threshold comparisons rather than complex calculations, significantly reducing computational energy requirements during gameplay.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system continuously monitors attribute values and provides feedback to the behavior tree selection mechanism. This feedback loop enables real-time adaptability through simple threshold-based decision making rather than complex real-time optimization, optimizing computational resource usage.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10413829B2System and method of implementing behavior trees when modifying attribute values of game entities based on physical token detection
Publication Date: 2019.09.17 DISNEY ENTERPRISES INC
  • US10413829B2 patent drawing
  • US10413829B2 patent drawing
  • US10413829B2 patent drawing

AI summary

Systems and methods configured for implementing behavior trees when modifying attribute values of game entities based on physical token detection are presented herein. Behavior and/or action of game entities may be implemented using behavior trees. Individual behavior trees may be implemented for individual game entities and/or groups of game entities defined, at least in part, by individual sets of attribute values. Token detection may cause attribute values of one or more game entity attributes to change. In response to the change in attribute values, a behavior tree being implemented for the game entity may be changed to a different game entity. In this manner, behavioral changes for game entity may be implemented “on-the-fly” as attribute values are modified based on token detection.