NPC Group Control with Individual Logic for Complex Interactions

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Solution Overview

Problem

Existing methods for controlling non-player characters (NPCs) in complex action games are inadequate, as they rely on group control logic that cannot handle complex behaviors and conditions, leading to limited interaction scenarios and realism.

Innovation Solution

Implementing individual control logic for each NPC within a group, with status parameters modified using group control logic based on interactions with a virtual character, allowing for customized behaviors and richer interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If group control logic is used to control multiple NPCs, then device complexity is reduced and ease of operation is improved, but the ability to handle complex behaviors and conditions deteriorates

Engineering Contradiction:
Improvecontrol logic complexityVSAvoidbehavior control capability
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The control logic is segmented into two distinct layers: group control logic that manages multiple NPCs collectively, and individual control logic that handles complex behaviors for specific NPCs. This segmentation allows the system to maintain simplicity at the group level while enabling complexity at the individual level where needed.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a hierarchical dimension to the control architecture, moving from a single-layer group control approach to a two-layer hierarchy. The group control logic operates at the higher level for simple tasks, while individual control logic operates at the lower level for complex behaviors, effectively adding a vertical dimension to the control structure.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If individual control logic is implemented for each NPC, then behavior control capability is improved, but device complexity increases

Engineering Contradiction:
Improvebehavior control capabilityVSAvoidcontrol logic complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

By segmenting the control logic into group-level and individual-level components, the patent avoids the need to implement full individual control logic for all NPCs. Only NPCs requiring complex behaviors receive individual control logic, while others remain managed by group control logic, thus limiting the increase in overall system complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Individual control logic is applied locally and selectively to specific NPCs that require complex behavior control, rather than uniformly to all NPCs. This localized application ensures that complexity is introduced only where necessary, maintaining system efficiency for NPCs with simpler requirements.

Inventive Principle:
Principle #3Local quality

3Ease of operation

If group control logic is used, then ease of operation is improved, but interaction realism and diversity deteriorate

Engineering Contradiction:
Improvecontrol simplicityVSAvoidinteraction realism
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The control system is segmented such that group control logic handles routine, simple interactions maintaining ease of operation, while individual control logic handles complex interactions requiring realism. This segmentation allows the system to maintain operational simplicity while enhancing realism where it matters most.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements a dynamic control system that can switch between group control logic and individual control logic based on the complexity requirements of specific situations. This dynamic allocation ensures that interaction realism is enhanced only when necessary, while maintaining ease of operation for standard scenarios.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20260007969A1Controlling non-player character
Publication Date: 2026.01.08 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260007969A1 patent drawing
  • US20260007969A1 patent drawing
  • US20260007969A1 patent drawing

AI summary

In a method for controlling a non-player character (NPC), each of a plurality of NPCs in an NPC group is controlled through a respective individual control logic of a plurality of individual control logics and a status parameter of the respective NPC. The status parameter corresponding to at least a first NPC in the NPC group is modified, by processing circuitry and through a group control logic, based on a modifying condition between a virtual character and a first NPC in the NPC group. An interaction between the NPC and the virtual character is controlled, through the individual control logic of the NPC, based on the modified status parameter of the NPC. Apparatus and non-transitory computer-readable storage medium counterpart embodiments are also contemplated.