Controlling behavior of entities in funnel sections of a computer-represented environment
First Claim
1. One or more computer-readable media storing computer-executable instructions for causing one or more processing units, when programmed thereby, to perform operations to control behavior of a first virtual entity in a computer-represented environment, the behavior of the first virtual entity being controlled by an artificial intelligence (“
- AI”
) behavior engine executable on the one or more processing units, the AI behavior engine being part of a gaming system, the operations comprising;
determining to change the behavior of the first virtual entity for a funnel section in the computer-represented environment, the funnel section being part of a racing course in a racing game; and
as part of switching to funnel section behavior in response to the determining to change the behavior of the first virtual entity for the funnel section in the computer-represented environment;
selecting a second virtual entity for the first virtual entity to follow in the funnel section;
determining how to follow the second virtual entity; and
updating game information for the racing game, including setting one or more control values for the behavior of the first virtual entity based at least in part on results of the determining how to follow the second virtual entity.
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Accused Products
Abstract
Innovations in the area of controlling behavior of computer-controlled entities such as cars in a computer-represented environment are presented herein. In various examples described herein, the behavior of computer-controlled cars is controlled by an artificial intelligence (“AI”) behavior engine. The AI behavior engine performs operations to determine if the behavior (driving pattern, etc.) of a computer-controlled car should change for a funnel section. If so, the AI behavior engine switches the computer-controlled car to a trailing mode configuration and selects a candidate car to follow in the funnel section based on various criteria. The AI behavior engine also determines how to follow the candidate car by selecting a racing path and setting rules to determine the speed to use for following the candidate car. Control values are then set. The described innovations also generally apply to other racing scenarios, self-driving/autonomous cars, and other applications with robotic equipment and devices.
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Citations
30 Claims
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1. One or more computer-readable media storing computer-executable instructions for causing one or more processing units, when programmed thereby, to perform operations to control behavior of a first virtual entity in a computer-represented environment, the behavior of the first virtual entity being controlled by an artificial intelligence (“
- AI”
) behavior engine executable on the one or more processing units, the AI behavior engine being part of a gaming system, the operations comprising;determining to change the behavior of the first virtual entity for a funnel section in the computer-represented environment, the funnel section being part of a racing course in a racing game; and as part of switching to funnel section behavior in response to the determining to change the behavior of the first virtual entity for the funnel section in the computer-represented environment; selecting a second virtual entity for the first virtual entity to follow in the funnel section; determining how to follow the second virtual entity; and updating game information for the racing game, including setting one or more control values for the behavior of the first virtual entity based at least in part on results of the determining how to follow the second virtual entity. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18)
- AI”
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19. In a computer system that includes one or more processing units, a method for controlling behavior of a first virtual entity in a computer-represented environment, the behavior of the first virtual entity being controlled by an artificial intelligence (“
- AI”
) behavior engine executable on the one or more processing units, the AI behavior engine being part of a gaming system, the method comprising;determining to change the behavior of the first virtual entity for a funnel section in the computer-represented environment, the funnel section being part of a racing course in a racing game; and as part of switching to funnel section behavior in response to the determining to change the behavior of the first virtual entity for the funnel section in the computer-represented environment; selecting a second virtual entity for the first virtual entity to follow in the funnel section; determining how to follow the second virtual entity; and updating game information for the racing game, including setting one or more control values for the behavior of the first virtual entity based at least in part on results of the determining how to follow the second virtual entity. - View Dependent Claims (26, 27, 28, 29, 30)
- AI”
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20. A computer system comprising one or more processing units and memory storing computer-executable instructions for an artificial intelligence (“
- AI”
) behavior engine executable on the one or more processing units to perform operations for controlling behavior of a first virtual entity in a computer-represented environment, the AI behavior engine being part of a gaming system, the operations comprising;determining to change the behavior of the first virtual entity for a funnel section in the computer-represented environment, the funnel section being part of a racing course in a racing game; and as part of switching to funnel section behavior in response to the determining to change the behavior of the first virtual entity for the funnel section in the computer-represented environment; selecting a second virtual entity for the first virtual entity to follow in the funnel section; determining how to follow the second virtual entity; and updating game information for the racing game, including setting one or more control values for the behavior of the first virtual entity based at least in part on results of the determining how to follow the second virtual entity. - View Dependent Claims (21, 22, 23, 24, 25)
- AI”
Specification