Dynamic AI Control Structure for Game Character Action Patterns

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Solution Overview

Problem

Conventional game character artificial intelligence development is limited to either finite state machines (FSM) or behavior trees (BT), preventing the utilization of both approaches' advantages simultaneously.

Innovation Solution

A system that allows users to dynamically assign either an FSM or a BT to specific nodes in a game character's artificial intelligence, using a graphical user interface to select and display the appropriate control method based on user operation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If only FSM or BT is used for character AI development, then the control structure is simple and easy to implement, but the flexibility and adaptability of character action patterns are limited

Engineering Contradiction:
Improveflexibility of character action patternsVSAvoidcomplexity of AI control structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent combines FSM and BT into a unified AI control structure where they can coexist and interact. The system allows mixing different control paradigms within the same character AI, enabling the flexible action patterns of BT with the structured state management of FSM, thereby resolving the contradiction between flexibility and complexity.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent creates a universal AI control framework that can accommodate both FSM and BT approaches. The system provides a common interface and structure that supports multiple AI methodologies, allowing developers to choose the most appropriate approach for different scenarios while maintaining a unified architecture.

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

2Ease of operation

If FSM is used for fixed control, then the state management is clear and structured, but the on-the-fly adaptability is insufficient

Engineering Contradiction:
Improvestructured state managementVSAvoidon-the-fly control flexibility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent segments the AI control system into distinct FSM and BT components that can operate independently or in combination. This segmentation allows the structured state management of FSM to handle stable states while BT handles dynamic decision-making, resolving the contradiction between structured management and flexible adaptability.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If BT is used for on-the-fly control, then the action flexibility is high, but the fixed control stability is reduced

Engineering Contradiction:
Improveon-the-fly control flexibilityVSAvoidstability of fixed control structure
Core Design Contradiction:
Adaptability or versatilityVSStability of the object's composition

Solution Approach 1:

The patent implements a nested structure where FSM and BT can be embedded within each other. This allows BT to provide flexible on-the-fly control within the stable framework of FSM, or vice versa, enabling both flexibility and stability to coexist in the same control system.

Inventive Principle:
Principle #7Nested doll (Nesting)

Data Source

PatentUS10617952B2Information processing apparatus, information processing method, non-transitory computer-readable storage medium
Publication Date: 2020.04.14 SQUARE ENIX HLDG CO LTD
  • US10617952B2 patent drawing
  • US10617952B2 patent drawing
  • US10617952B2 patent drawing

AI summary

When one node, from nodes included in either a finite state machine including a node to which a state of a character is assigned or a behavior tree including a node to which action content of a character is assigned, is designated in accordance with a user operation, a screen, that is for querying a user as to which of a finite state machine and a behavior tree to assign to the one node, is caused to be displayed on a display screen. One from the finite state machine and the behavior tree that is selected in accordance with a user operation is assigned to the one node.