System and method for transparently styling non-player characters in a multiplayer video game
First Claim
1. A computer-implemented method of transparently styling non-player characters in a multiplayer video game to resemble characters controlled by human players, the method being implemented in a computer system having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer system to perform the method, the method comprising:
- identifying, by the computer system, one or more human players to be matched for a gameplay session of a multiplayer video game, wherein each human player has a player profile comprising a number of profile attributes, wherein the human players are matched by grouping two or more players to play together in the gameplay session based on at least one of each player'"'"'s profile attributes, game profile information, or match variables, and wherein the gameplay session requires a predetermined number of required players;
determining, by the computer system, whether the predetermined number of players required for the gameplay session is met by the identified human players;
obtaining, by the computer system, one or more non-player characters to fill available spots in the gameplay session responsive to a determination that the predetermined number of players required for the gameplay session is not met by the identified human players, wherein each of the one or more non-player characters has a non-player character player profile comprising a number of profile attributes;
determining, by the computer system, a subset of profile attributes common to the identified human player profiles and the non-player character player profiles; and
permitting, by the computer system, the display of only the determined subset of profile attributes when any identified human player profile or non-player character player profile is accessed.
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Accused Products
Abstract
A system and method are provided for transparently styling non-player characters (“NPCs”) in multiplayer video games such that it is difficult to distinguish between human players and computer-controlled NPCs. NPCs may be styled to resemble human players in terms of both player profile attributes and gameplay actions such that players may not recognize NPCs as non-human, computer-controlled players. Additionally, or alternatively, NPCs and/or human players may be presented with a limited set of profile attributes that may reduce or eliminate the ability to distinguish between human players and NPCs, one or more profile attributes may be “anonymized,” and/or the ability to view player profiles of human players and/or NPCs may be disabled altogether. In certain gameplay sessions including real and/or practice gameplay sessions, human players may be prompted to select from among a predetermined set of playable characters having predefined profile attributes.
575 Citations
20 Claims
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1. A computer-implemented method of transparently styling non-player characters in a multiplayer video game to resemble characters controlled by human players, the method being implemented in a computer system having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer system to perform the method, the method comprising:
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identifying, by the computer system, one or more human players to be matched for a gameplay session of a multiplayer video game, wherein each human player has a player profile comprising a number of profile attributes, wherein the human players are matched by grouping two or more players to play together in the gameplay session based on at least one of each player'"'"'s profile attributes, game profile information, or match variables, and wherein the gameplay session requires a predetermined number of required players; determining, by the computer system, whether the predetermined number of players required for the gameplay session is met by the identified human players; obtaining, by the computer system, one or more non-player characters to fill available spots in the gameplay session responsive to a determination that the predetermined number of players required for the gameplay session is not met by the identified human players, wherein each of the one or more non-player characters has a non-player character player profile comprising a number of profile attributes; determining, by the computer system, a subset of profile attributes common to the identified human player profiles and the non-player character player profiles; and permitting, by the computer system, the display of only the determined subset of profile attributes when any identified human player profile or non-player character player profile is accessed. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A system for transparently styling non-player characters in a multiplayer video game to resemble characters controlled by human players, the system comprising:
one or more physical processors programmed with one or more computer program instructions which, when executed, cause the one or more physical processors to; identify one or more human players to be matched for a gameplay session of a multiplayer video game, wherein each human player has a player profile comprising a number of profile attributes, wherein the human players are matched by grouping two or more players to play together in the gameplay session based on at least one of each player'"'"'s profile attributes, game profile information, or match variables, and wherein the gameplay session requires a predetermined number of required players; determine whether the predetermined number of players required for the gameplay session is met by the identified human players; obtain one or more non-player characters to fill available spots in the gameplay session responsive to a determination that the predetermined number of players required for the gameplay session is not met by the identified human players, wherein each of the one or more non-player characters has a non-player character player profile comprising a number of profile attributes; determine a subset of profile attributes common to the identified human player profiles and the non-player character player profiles; and permit the display of only the determined subset of profile attributes when any identified human player profile or non-player character player profile is accessed. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18)
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19. A computer program product for transparently styling non-player characters in a multiplayer video game to resemble characters controlled by human players, the computer program product comprising:
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one or more tangible, non-transitory computer-readable storage devices; program instructions, stored on at least one of the one or more tangible, non-transitory computer-readable tangible storage devices that, when executed, cause a computer to; identify one or more human players to be matched for a gameplay session of a multiplayer video game, wherein each human player has a player profile comprising a number of profile attributes, wherein the human players are matched by grouping two or more players to play together in the gameplay session based on at least one of each player'"'"'s profile attributes, game profile information, or match variables, and wherein the gameplay session requires a predetermined number of required players; determine whether the predetermined number of players required for the gameplay session is met by the identified human players; obtain one or more non-player characters to fill available spots in the gameplay session responsive to a determination that the predetermined number of players required for the gameplay session is not met by the identified human players, wherein each of the one or more non-player characters has a non-player character player profile comprising a number of profile attributes; determine a subset of profile attributes common to the identified human player profiles and the non-player character player profiles; and permit the display of only the determined subset of profile attributes when any identified human player profile or non-player character player profile is accessed.
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20. A computer-implemented method of transparently styling non-player characters in a multiplayer video game to resemble characters controlled by human players, the method being implemented in a computer system having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer system to perform the method, the method comprising:
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identifying, by the computer system, one or more human players to be matched for a gameplay session of a multiplayer video game, wherein each human player has a player profile comprising a number of player profile attributes, each player profile attribute having a value, wherein the human players are matched by grouping two or more players to play together in the gameplay session based on at least one of each player'"'"'s profile attributes, game profile information, or match variables, and wherein the gameplay session requires a predetermined number of required players; determining, by the computer system, whether the predetermined number of players required for the gameplay session is met by the identified human players; selecting or generating, by the computer system, one or more non-player characters to fill available spots in the gameplay session responsive to a determination that the predetermined number of players required for the gameplay session is not met by the identified human players, wherein each of the one or more non-player characters has a player profile that includes at least every player profile attribute shared in common among the identified human players; and controlling, by the computer system, the one or more non-player characters during the gameplay session using artificial intelligence, such that gameplay behavior of the one or more non-player characters is modeled in part on historical performance of human players having values for player profile attributes substantially similar to the values of the player profile attributes of the identified human players.
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Specification