System and method for modifying actions of a group of characters via group interactions
First Claim
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1. A method for modifying actions of a group of characters, comprising the steps of:
- representing behavior via genetic attributes and emotional attributes;
generating game interactions between at least two characters from the group of characters;
adjusting the emotional attributes of the at least two characters based upon the game interactions; and
using the emotional attributes in conjunction with the genetic attributes to modify the behavior of the at least two characters.
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Abstract
Character behavior and action in a video game are driven by a character'"'"'s gene attributes and modified by a character'"'"'s emotional attributes. The character'"'"'s gene attributes are classified as static attributes, dynamic attributes, and meta attributes. A subset of the dynamic attributes include the character'"'"'s emotional attributes expressed as numerical hate/love (H/L) values stored in H/L tables. Game interactions modify a group of characters'"'"' H/L values and subsequent behavior.
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Citations
23 Claims
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1. A method for modifying actions of a group of characters, comprising the steps of:
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representing behavior via genetic attributes and emotional attributes;
generating game interactions between at least two characters from the group of characters;
adjusting the emotional attributes of the at least two characters based upon the game interactions; and
using the emotional attributes in conjunction with the genetic attributes to modify the behavior of the at least two characters. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. An electronic-readable medium having embodied thereon a program, the program being executable by a machine to perform method steps for modifying actions of a group of characters, the method steps comprising:
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representing behavior via genetic attributes and emotional attributes;
generating game interactions between at least two characters from the group of characters;
adjusting the emotional attributes of the at least two characters based upon the game interactions; and
using the emotional attributes in conjunction with the genetic attributes to modify the behavior of the at least two characters. - View Dependent Claims (10, 11, 12, 13, 14, 15, 16)
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17. An electronic system for modifying actions of a group of characters, comprising:
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a processor;
a data storage coupled to the processor for storing genetic attributes and emotional attributes;
an action generator executable by the processor for generating interactions between at least two characters from the group of characters; and
a data table adjuster executable by the processor for adjusting the emotional attributes of the at least two characters from the group of characters based upon the interactions. - View Dependent Claims (18, 19, 20)
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21. A system for modifying actions of a group of characters, comprising:
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means for representing behavior via genetic attributes and emotional attributes;
means for generating interactions between at least two characters from the group of characters;
means for adjusting the emotional attributes of the at least two characters based upon the interactions; and
41 means for using the emotional attributes in conjunction with the genetic attributes to modify the behavior of the at least two characters. - View Dependent Claims (22, 23)
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Specification