NPC Behavior Construction Using Attribute-Driven Style Diversification
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Solution Overview
Problem
The construction of non-player characters (NPCs) with diversified styles in games is inefficient due to the reliance on manual design of behavior trees, requiring significant time and energy, and thus hinders the efficient creation of diverse NPC interactions.
Innovation Solution
An automated method for constructing NPCs by determining a target object, adding disturbance to its attribute parameter, running it in a program to determine a behavior parameter, and adding it to the NPC set if its behavior style is unique, thereby diversifying NPC styles.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If manual design of behavior trees is used for NPC construction, then NPC behavior logic can be precisely controlled, but construction time and energy consumption increase significantly
Solution Approach 1:
The system enables self-service by allowing the NPC to automatically generate its own behavior tree based on its attributes and the game environment. The behavior tree is constructed autonomously without requiring manual design, thus reducing construction time while maintaining precise behavior logic through automated parameter-based generation.
Solution Approach 2:
The invention changes the approach from manual behavior tree design to automated parameter-based generation. By using attribute parameters (e.g., personality traits, intelligence levels) as inputs, the system automatically generates behavior trees through parameter transformations, reducing the time and energy required for NPC construction while maintaining behavioral precision.
2Manufacturing precision
If manual design of behavior trees is used for NPC construction, then behavior logic can be precisely controlled, but development energy consumption increases
Solution Approach 1:
The system enables self-service by allowing the NPC to automatically generate its own behavior tree based on its attributes and the game environment. The behavior tree is constructed autonomously without requiring manual design, thus reducing construction time while maintaining precise behavior logic through automated parameter-based generation.
Solution Approach 2:
The invention changes the approach from manual behavior tree design to automated parameter-based generation. By using attribute parameters (e.g., personality traits, intelligence levels) as inputs, the system automatically generates behavior trees through parameter transformations, reducing the time and energy required for NPC construction while maintaining behavioral precision.
3Productivity
If automated NPC construction is implemented, then construction efficiency is improved, but behavior style diversity may be reduced
Solution Approach 1:
The system introduces multiple attribute parameters (personality, intelligence, experience levels) that can be varied to generate different behavior styles. By changing these parameters, the automated system produces diverse NPC behaviors, maintaining versatility while achieving high construction efficiency through automation.
Solution Approach 2:
The behavior tree generation process is dynamic, adapting to different input parameters and game situations. The system dynamically adjusts behavior tree structures based on NPC attributes and environmental context, ensuring that automated construction produces diverse and adaptable behavior styles rather than repetitive patterns.
Data Source
AI summary
Virtual character construction methods and systems are described herein. Based on attribute parameters capable of controlling behaviors of non-player characters in a target program and behavior parameters capable of representing behavior styles of the non-player characters in the target program, characters having diversified behavior styles can be efficiently constructed. By changing attribute parameters of generated non-player characters, a to-be-analyzed character who is possibly different from the generated non-player characters in behavior style can be obtained; actual behavior parameters can be obtained by actually operating the to-be-analyzed character in the target program based on the attribute parameters; based on the behavior parameters, the system determines whether a to-be-analyzed character is different from existing characters; and if the behavior style of the character is different from existing non-player characters, the character can be added as a new non-player character. Therefore, automatic non-player character generation and evaluation can be realized based on the attribute parameters and the behavior parameters, so that non-player characters having diversified behavior styles can be efficiently constructed.


