NPC Action Control on Moving Objects in Game Processing
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Solution Overview
Problem
Existing games face challenges in effectively implementing actions by non-player characters (NPCs) when a player character is moving on an object, limiting their utility and engagement in gameplay.
Innovation Solution
The game processing system automatically moves NPCs onto objects and transitions them to an implementable state based on player inputs, allowing NPCs to perform actions such as shooting in predetermined directions, even when the player character is on a moving object, and ensures they remain in an implementable state by maintaining positional relationships and timing inputs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the player character moves on a moving object, then the player character can explore new areas and interact with dynamic environments, but the non-player character cannot perform actions effectively due to state transition restrictions
Solution Approach 1:
The patent applies dynamics by enabling the non-player character to automatically transition to an implementable state when the player character is on a moving object. The system dynamically adjusts the NPC's state based on the player's position and the object's movement status, allowing the NPC to perform actions (such as shooting) without manual state transition control. This resolves the contradiction by making the NPC action capability adaptable to dynamic gameplay situations while simplifying the operation required from the player.
2Extent of automation
If the non-player character is automatically moved onto the object, then the NPC can perform actions without manual intervention, but the system complexity increases due to automatic state management
Solution Approach 1:
The patent applies self-service by having the non-player character automatically transition to an implementable state when the player character is on a moving object. The system monitors the player's position and the object's movement status, then automatically enables the NPC to perform actions without requiring manual state transition control. This automation reduces the operational burden on the player while the underlying state management complexity is encapsulated within the game engine's implicit control mechanisms.
3Reliability
If the non-player character enters implementable state automatically, then the NPC can perform actions consistently, but the player has less control over timing and positioning
Solution Approach 1:
The patent applies preliminary action by automatically transitioning the non-player character to an implementable state before the player character arrives at the object or before the player is ready to activate the action. The system proactively enables the NPC to perform actions based on predicted gameplay conditions (player on moving object), ensuring action consistency and reliability. This preliminary state transition maintains player control for the actual action activation while ensuring the NPC is ready when needed.
Data Source
AI summary
An example of an information processing system moves a player character in accordance with an operation of a player, automatically moves a first non-player character, and when the player character is on a movable object and the movable object is moving, places the first non-player character on the movable object and causes the first non-player character to transition to an implementable state. If the first non-player character is in the implementable state, The example of the information processing system causes the first non-player character to perform a first action in accordance with an operation input provided by the player.


