Context-Aware NPC Behavior Generation via Game State Filtering

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Solution Overview

Problem

Existing video games feature nonplayer characters (NPCs) with preplanned behaviors that are not contextually interactive with players, leading to repetitive experiences and potential distraction or decreased player interest.

Innovation Solution

A method for generating context-aware NPCs in video games by processing game state data to identify scene interactivity, applying context-aware logic to transform NPC behavior, and using generative AI to produce timely and relevant interactions with players.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If preplanned behavior is used for NPCs, then the NPC can engage in simple predefined actions, but the behavior becomes repetitive and not contextually interactive with the player

Engineering Contradiction:
Improveease of NPC behavior implementationVSAvoidcontextual interactivity of NPC behavior
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent transforms static preplanned NPC behavior into dynamic context-aware behavior by continuously monitoring game state data and adjusting NPC actions based on current scene context, player objectives, and interactivity requirements, allowing NPCs to adapt their behavior in real-time

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements feedback loops where NPC behavior is continuously evaluated against game state data and player context, with adjustments made based on the effectiveness of previous interactions and current scene requirements, creating a responsive adaptive behavior system

Inventive Principle:
Principle #23Feedback

2Adaptability or versatility

If random seed generator is used to vary NPC behavior, then the NPC can perform different actions from a small group, but the behavior remains repetitive due to limited action options

Engineering Contradiction:
Improvevariation of NPC behaviorVSAvoidcomplexity of NPC behavior system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent changes the fundamental parameters of NPC behavior by transitioning from a fixed small set of random actions to a dynamic generation system that creates context-specific actions based on game state data, scene interactivity requirements, and player objectives, vastly expanding the effective action space

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If context aware logic is applied to transform NPC behavior, then the NPC becomes contextually interactive with the player, but the processing complexity and computational resources increase

Engineering Contradiction:
Improvecontextual interactivity of NPCVSAvoidcomplexity of context aware logic processing
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the complex context-aware logic processing into distinct modular components: game state data processing module, scene interactivity data identification module, context-aware logic generation module, and NPC behavior transformation module, allowing independent optimization and management of each processing stage

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20250161813A1Context aware ai nonplayer characters for video game interactivity
Publication Date: 2025.05.22 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20250161813A1 patent drawing
  • US20250161813A1 patent drawing
  • US20250161813A1 patent drawing

AI summary

A method for generating nonplayer characters that are context aware in video games includes executing a video game to enable gameplay using a player character controlled by a player. The gameplay produces game state data. During execution of the video game, scene interactivity data is identified from the game state data. The scene interactivity data is filtered based on filtering settings, with the filtering being configured to identify target interactivity data that is processed to generate context aware logic. The context aware logic is applied to a nonplayer character (NPC) that is associated with a current scene of gameplay. The context aware logic transforms the behavior of the NPC to be contextually interactive with the player character during the gameplay by the player. A method for generating a nonplayer character for a video game also is described.