Game NPC Control Method for Cooperative Battle Scenarios
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Solution Overview
Problem
Current combat flight simulation games lack realistic large-scale military operations where player characters can cooperate with friend non-player characters (NPCs) over a wide area, limiting the immersive experience of battling alongside automated support units.
Innovation Solution
A calculation control method that creates a virtual game space where NPCs are distributed across battle areas, allowing friend NPCs to support a player character upon request, enabling cooperative gameplay and dynamic battle scenarios.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Extent of automation
If friend NPCs are controlled to be distributed in a game space and search for and attack enemies automatically, then the player can enjoy a fighter aircraft flight simulation with automated support, but a situation in which the player and friend NPCs help each other in a battlefield cannot be implemented
Solution Approach 1:
The patent implements dynamic control switching for friend NPCs, allowing them to transition between automated operation mode and player-controlled mode. The control device can switch between automatic control based on operation history and player input-based control, enabling both automated support and cooperative battle scenarios.
Solution Approach 2:
The friend NPCs are designed with multi-functionality, serving both as automated support units and as controllable allies. The same friend NPCs can operate autonomously to provide continuous support or be taken under player control to execute specific cooperative tactics, making the system versatile for different battle scenarios.
2Ease of operation
If the player operates alone as a mercenary pilot, then the game is simpler to operate, but large-scale military operations with cooperation cannot be implemented
Solution Approach 1:
The control device serves multiple functions: it can operate the player's fighter aircraft independently, control friend NPCs automatically based on operation history, and switch to direct player control of friend NPCs when cooperative tactics are needed. This multi-functional design allows the system to adapt between solo and cooperative modes.
Solution Approach 2:
The system uses feedback from the player's operation history to automatically adjust friend NPC behavior. The control device monitors player actions and uses this feedback to determine appropriate automated responses from friend NPCs, creating an adaptive cooperative system that responds to player needs without requiring constant direct control.
Data Source
AI summary
A plurality of first missions (mission A (M 1A), mission B (M1B), and mission C (M1C)) are set corresponding to different battle areas in a game space 2. The operations of NPCs are automatically controlled so that friend NPCs 8 and enemy NPCs 9 involved in each first mission simultaneously fight a battle in parallel. A player character 6 is automatically determined to have participated in the first mission for which the player character 6 has approached the battle area or the first mission in which the enemy NPC 9 which has been shot down by the player character 6 is involved, and individual mission support contribution points Pa, Pb, Pc, and total support contribution points Pt are increased when the player character 6 has shot down the enemy NPC 9. When the player has performed a support request operation input, the total support contribution points Pt are decreased by given points. A support character 8s is selected from surviving friend NPCs 8a and 8b involved in the first missions which have been accomplished. The support character 8s is controlled to approach the present position of the player character 6 and support the player character 6 corresponding to the type of support request.


