NPC Personalization With User-Trained Communication and Character Generation
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Solution Overview
Problem
Conventional electronic games lack the ability to personalize nonplayer characters (NPCs) based on user input, limiting customization and failing to accommodate diverse user preferences and communication styles.
Innovation Solution
A system and method for NPC personalization that involves receiving user input, generating NPC seed elements through machine learning models trained on user communications, and controlling NPC output to customize appearance and communication style.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If preprogrammed settings are used in conventional games, then game development is simplified and consistent content delivery is achieved, but user personalization capability is limited and customization flexibility is reduced
Solution Approach 1:
The patent implements dynamic NPC personalization where character attributes, communication styles, and behaviors are not fixed but adapt in real-time based on user input and game context. The system transitions from static preprogrammed settings to dynamic generation, allowing NPCs to evolve their personalities and interactions based on user preferences and in-game events, thereby resolving the contradiction between personalization capability and system complexity.
Solution Approach 2:
The system enables NPCs to self-generate their own personalized content including communication phrases, behavioral patterns, and character traits based on user input. Rather than requiring complex external control systems for each customization scenario, the NPCs autonomously adapt their characteristics, reducing the burden on the game control system while maintaining high personalization capability.
2Adaptability or versatility
If fixed parameter sets are used for NPC control, then game performance is maintained and development time is reduced, but personalization depth is limited and user preference accommodation is insufficient
Solution Approach 1:
The patent employs preliminary action by pre-establishing parameter sets and communication templates that can be rapidly configured and modified. These pre-defined structures serve as building blocks that can be quickly adapted to create personalized NPC behaviors and communications, allowing deep personalization without requiring extensive development time for each unique configuration scenario.
Solution Approach 2:
The system achieves deep personalization by dynamically changing multiple NPC parameters including communication style, behavioral patterns, character traits, and interaction preferences. Rather than creating entirely new NPC configurations, the system efficiently modifies existing parameter sets to match user preferences, maintaining development efficiency while enabling extensive personalization depth through systematic parameter adjustment.
3Adaptability or versatility
If generic NPC communication styles are used, then game content creation is efficient and consistent tone is maintained, but user communication style accommodation is poor and personalization is reduced
Solution Approach 1:
The patent segments NPC communication into distinct controllable parameters including tone, phrasing patterns, vocabulary selection, and response styles. This segmentation allows the communication system to be customized in fine-grained increments, accommodating diverse user communication preferences without requiring a complete redesign of the communication control architecture, thus managing complexity while enhancing adaptability.
Solution Approach 2:
The communication control system is designed with multi-functionality to handle various communication styles and personalization scenarios through a unified framework. The same underlying system can adapt to different user preferences, game contexts, and NPC types, achieving versatile communication style accommodation without proportionally increasing system complexity through modular and reusable communication templates.
Data Source
AI summary
System, process, and device configurations are provided for nonplayer character (NPC) personalization and electronic game control. Methods can include receiving user input to personalize at least one nonplayer character (NPC) of an electronic game, generating at least one NPC seed element for the at least one NPC character, and controlling output of the electronic game with at least one NPC character presented including an NPC seed element. NPC seed elements may be determined from one or more of communication steams including messaging data, game chat and voice communications. In addition, systems and methods include training a machine learning model for generatively producing NPC communications, NPC interactions, and NPC appearance. Operations also allow for detecting electronic game data to identify NPC messaging for a game including modification of a communication style NPC character while maintain NPC game messaging.


