NPC Interaction Control Using Live Operation Data in Games
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Solution Overview
Problem
Traditional games lack the ability to provide a sense of reality and engagement, leading to user boredom due to pre-defined character responses, limiting the depth of interaction and immersion.
Innovation Solution
A game system that includes a user terminal, server, and operation instruction device, utilizing operation instruction data to dynamically control character responses in real-time, enhancing interaction and immersion through live distribution parts.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If character responses are prepared in advance, then game development is simplified and execution is reliable, but user immersion and sense of reality deteriorate
Solution Approach 1:
The system pre-registers multiple types of character actions and their associated cost information before gameplay begins. This preliminary preparation allows the game to execute reliably without pre-scripted responses, as the character can dynamically select from pre-registered action types based on real-time user input and game state.
Solution Approach 2:
The character action selection system transitions from static pre-defined responses to dynamic real-time selection. The character dynamically determines actions based on user input, game state, and cost calculations, allowing adaptive responses that maintain reliability through pre-registered action types while achieving versatility through runtime decision-making.
2Ease of manufacture
If character responses are pre-defined, then game content is easier to manage, but user engagement and immersion decrease
Solution Approach 1:
The system pre-registers character action types and their cost information before gameplay, making content management easier while enabling dynamic responses. This preliminary structuring allows developers to manage game content systematically without being constrained by pre-written dialogue trees.
Solution Approach 2:
The system uses cost parameters associated with different character actions to dynamically determine responses. By changing which action type is selected based on cost calculations and game state parameters, the system achieves deep interactive content without requiring extensive pre-written dialogue for every possible scenario.
3Device complexity
If pre-defined response patterns are used, then development complexity is reduced, but sense of reality and user immersion are compromised
Solution Approach 1:
The system pre-registers action types and cost information to reduce development complexity, while maintaining the capability for dynamic character behavior through runtime selection based on user input and game state.
Solution Approach 2:
The character action determination system transitions from static pre-defined patterns to dynamic real-time selection. The system calculates action costs and selects appropriate actions based on current game state, maintaining manageable system complexity through pre-registered action types while achieving high behavior variability through adaptive selection.
Data Source
AI summary
A method for advancement of a game by a computer having a processor, a memory, and a manipulation unit, the method comprising, by the processor, executing advancement of a first part by operating an NPC which is not a direct manipulation target by a user who is a game player, based on first operation instruction data prestored in the memory for specifying an operation of the NPC, and by responding to an input manipulation of the user, accepting a particular action by the user in the first part, the game being switched from the first part to a second part according to a result of the particular action, and executing first advancement of the second part by operating the NPC based on second operation instruction data distributed from an external device, the second operation instruction data including motion data and audio data input by an operator associated with the NPC.


