Psychology Engine for Spontaneous Character Behavior

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Solution Overview

Problem

Current computer games rely heavily on Stored Interactivity for non-navigational character interactions, resulting in stilted and limited interactivity, especially in interpersonal communication, as mathematically modeling human behavior spontaneously is challenging, leading to unrealistic emotive behaviors and limited freedom in game experiences.

Innovation Solution

A Psychology Engine using mathematical oscillators to spontaneously generate human-like Physiologically Derived Behaviors (PDBs) for characters, dynamically linking these oscillators to user input to create original and responsive emotional and physical responses, mimicking the effects of drugs and emotional states, allowing for Calculated Interactivity in simulated interpersonal communication.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If Stored Interactivity methods are used for character interactions, then complex behaviors can be scripted, but interactivity becomes stilted and limited

Engineering Contradiction:
Improveinteractivity freedomVSAvoidnaturalness of interaction
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent replaces the mechanical system of pre-scripted animation selection with a mathematical model that calculates character responses in real-time. Instead of selecting from stored animation clips based on game state, the system uses mathematical formulas to generate continuous, spontaneous character behaviors that respond naturally to player actions, substituting discrete mechanical choices with continuous mathematical computation.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent changes parameters by using continuous mathematical variables to control character behavior instead of discrete animation states. The system adjusts behavioral parameters dynamically through mathematical calculations based on player position, velocity, and game context, allowing smooth transitions between behaviors rather than abrupt switches between pre-defined animation states.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If Calculated Interactivity methods are used to model human behavior mathematically, then freedom and spontaneity are achieved, but the mathematical modeling becomes complex

Engineering Contradiction:
Improvenaturalness of interactionVSAvoidmathematical model complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent segments the complex task of modeling human behavior into distinct mathematical components: perception functions that calculate player state, decision functions that determine appropriate responses, and animation blending functions that smooth transitions. This segmentation breaks down the overall complexity into manageable mathematical modules that can be computed efficiently and combined to produce natural-looking behavior.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies dynamics by using continuous mathematical functions that adapt to changing game states in real-time. Rather than static pre-programmed responses, the system dynamically calculates character behavior based on current player position, velocity, and game context, allowing the mathematical model to evolve continuously and respond naturally to unpredictable player actions.

Inventive Principle:
Principle #15Dynamics

3Ease of manufacture

If pre-set parameters are used to generate character moods, then implementation is simpler, but interactive transitions between moods are limited

Engineering Contradiction:
Improveimplementation simplicityVSAvoidmood transition flexibility
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent makes the mood generation system dynamic by using mathematical formulas that continuously calculate appropriate moods based on current game state and player behavior. Instead of switching between pre-defined mood states, the system dynamically blends multiple mood influences through mathematical computation, allowing smooth, context-appropriate transitions that adapt to any player action without requiring pre-programmed transition paths.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10207405B2Methods for spontaneously generating behavior in two and three-dimensional images and mechanical robots, and of linking this behavior to that of human users
Publication Date: 2019.02.19 SHAW CHRISTOPHER DEANE
  • US10207405B2 patent drawing
  • US10207405B2 patent drawing
  • US10207405B2 patent drawing

AI summary

The spontaneous animation methods disclosed herein generate apparent emotions and apparent willful actions in artificial characters using mathematical formulae. Because these animations are spontaneously calculated, they are precisely tailored to interactive input. This is in contrast to current methods for creating interactive characters, in which the computer selects among predetermined animation sequences to approximate an appropriate reaction.In addition to spontaneously generating emotional states and actions, this method is further capable of spontaneously evolving a progression of emotive states and actions, thereby simulating an evolving emotional relationship and/or creating extended interactive sequences with a plot-like structure.Because spontaneous animation replaces stored behaviors with realtime calculations, it can require thousands of times less data than animation methods currently used in animation and gaming.