Non-Player Character Identity Associations for Dynamic Game Interaction
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Solution Overview
Problem
Existing interactive modes between non-player characters (NPCs) and virtual characters in virtual environments, such as massively multiplayer online games, are fixed and lack intelligence, resulting in limited and unrealistic interactions.
Innovation Solution
Implementing an identity association relationship between virtual characters and NPCs, allowing NPCs to dynamically change their interactive activities based on these relationships, including determining and displaying identity associations through interactive operations, and controlling interactive behaviors accordingly.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If preset interaction logic is used for NPC interactions, then the interaction mode is fixed and simple to implement, but the NPC intelligence is low and interactions are limited
Solution Approach 1:
The patent implements dynamic interaction modes by allowing NPCs to switch between different interaction types (e.g., combat, trade, conversation) based on real-time conditions and player actions. The interaction logic is no longer fixed but adapts dynamically to the current game state, resolving the contradiction between adaptability and complexity by making the system flexible rather than rigid.
Solution Approach 2:
The patent changes the parameters of interaction by introducing multiple interaction dimensions (distance, direction, action type, intensity) that can be adjusted based on player-NPC relationships and game context. This allows the same NPC to present different interaction options under different conditions, enhancing adaptability without requiring completely separate interaction systems for each scenario.
2Adaptability or versatility
If fixed interaction modes are used, then the system is simple to implement, but the interactive content is limited and lacks richness
Solution Approach 1:
The patent creates a universal interaction framework that can handle multiple interaction types through a single system. The same interaction mechanism supports combat, trade, conversation, and other activities by using configurable interaction templates and state machines, thereby achieving diverse interactive content without implementing separate specialized systems for each interaction type.
Solution Approach 2:
The patent prepares multiple interaction templates and response scripts in advance that can be selectively applied based on player actions. By pre-configuring various interaction scenarios and their corresponding responses, the system can rapidly generate diverse interactive content without complex real-time calculations, reducing the apparent complexity while maintaining variety.
3Reliability
If preset interaction logic is used, then the implementation is straightforward, but the NPC behavior is unrealistic and lacks intelligence
Solution Approach 1:
The patent implements feedback mechanisms where NPCs continuously monitor player actions, dialogue choices, and relationship states, then adjust their behavior accordingly. This feedback loop enables NPCs to respond realistically to player actions (e.g., becoming hostile after attack, offering trade after conversation), enhancing behavioral realism through systematic observation and adaptive response rather than predetermined fixed reactions.
Solution Approach 2:
The patent enables NPCs to autonomously manage their own interaction states and decision-making processes. Each NPC maintains an internal state model that automatically updates based on interactions, allowing them to independently determine appropriate responses without external control. This self-service capability creates more intelligent and realistic behavior while keeping the control logic contained within individual NPC units rather than requiring complex centralized management.
Data Source
AI summary
This application discloses a method for performing interaction with a non-player character performed by a computer device. The method includes: displaying a game interaction interface, the game interaction interface including a virtual character and at least one non-player character (NPC); determining an identity association relationship between the virtual character and the NPC in response to an interactive operation between the virtual character and the NPC, the identity association relationship being configured for indicating an association relationship between the virtual character and the NPC in terms of interactive identity; and displaying an interactive activity between the NPC and the virtual character based on the identity association relationship. By the foregoing method, the NPC can actively change the interactive activity between the NPC and the virtual character based on the identity association relationship, so that the interactive activity between the NPC and the virtual character is richer and more real.


