Dynamic NPC Action Generation from Player History

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing NPCs in virtual reality spaces are pre-defined and do not adapt well to arbitrary environments, leading to a mismatch with user experiences, causing odd feelings for participants.

Innovation Solution

An information processing device that acquires and generates action history from player interactions in virtual spaces to create action information for NPCs, ensuring their actions align with the environment and reduce feelings of loneliness.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If pre-defined NPCs are used in virtual reality spaces, then the implementation is simple and quick, but the NPCs do not adapt well to arbitrary environments causing odd feelings for users

Engineering Contradiction:
Improveease of NPC implementationVSAvoidadaptability of NPC to environment
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent makes NPC actions dynamic by generating them in real-time based on the current virtual environment state and historical action data, rather than using fixed pre-defined scripts. The action generation unit creates adaptive NPC behaviors that respond to changing environmental conditions, player actions, and contextual factors, allowing NPCs to naturally integrate into various virtual reality spaces.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameters of NPC actions by learning from historical player action data and environmental characteristics. The system adjusts action parameters such as movement patterns, interaction styles, and behavior timing based on analyzed player behaviors and environmental context, enabling NPCs to adapt their actions to match the specific virtual space and player preferences.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If existing NPCs from other accounts are used, then the NPC creation process is simplified, but the NPCs do not match the environment of arbitrary virtual reality spaces

Engineering Contradiction:
Improvecomplexity of NPC creationVSAvoidmatching of NPC to virtual space environment
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent applies local quality by generating NPC actions that are specifically tailored to the local characteristics of each virtual reality space. The system analyzes environmental features, player behaviors, and contextual factors of the specific virtual space and generates NPC actions that match those local conditions, rather than using generic actions from other accounts.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent enables NPCs to self-adapt to their environment by automatically generating actions based on analyzed environmental data and historical player behaviors. The action generation unit autonomously creates appropriate NPC behaviors without requiring manual configuration or copying from other accounts, allowing NPCs to self-service their adaptation to any virtual reality space.

Inventive Principle:
Principle #25Self-service

3Loss of time

If pre-created NPCs with assumed scenes are used, then the development time is reduced, but the NPCs fail to provide natural actions in user-participated virtual reality spaces

Engineering Contradiction:
Improvedevelopment time of NPCVSAvoidnaturalness of NPC actions in user environment
Core Design Contradiction:
Loss of timeVSAdaptability or versatility

Solution Approach 1:

The patent applies preliminary action by pre-processing and analyzing historical player action data to build a foundation for generating NPC actions. The system pre-analyzes player behaviors, extracts action patterns, and stores them as reference data that can be quickly utilized during runtime to generate natural-looking NPC actions without requiring extensive real-time computation or manual scene assumption.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20230310997A1Information processing device, information processing method and program
Publication Date: 2023.10.05 NEC CORP
  • US20230310997A1 patent drawing
  • US20230310997A1 patent drawing
  • US20230310997A1 patent drawing

AI summary

An information processing device (1) executes: an acquisition process of acquiring an action history of one or more players in a virtual space; and an action information generating process of generating, from the action history of the one or more players, action information indicating an action which a non-player character is to perform.