Contextually accurate dialogue modeling in an online environment
First Claim
1. A method for modeling a two-way conversation between a computer-based character and a user, the method comprising:
- storing situation data that defines a set of situation tags and associated situation text, wherein the situation tags represent situations that describe contexts in which the user interacts with the character;
storing character data that defines a set of character tags and associated character text, wherein the character tags define a set of computer-based characters;
storing a behavior pattern that defines a conversation between the user and the character, wherein the behavior pattern is represented as a set of linked frames that specify respective text-based dialogue between the character and the user, wherein the text-based dialogue includes embedded media tags selected from the situation tags and the character tags; and
modeling a two-way conversation between the user and the character within the online environment by merging the text-based dialogue specified by the frames with the situation text and the character text in accordance with the media tags defined within the frames.
0 Assignments
0 Petitions
Accused Products
Abstract
An interactive gaming system is described in which characters are generated and controlled to model human behavior in an accurate manner. The behaviors of the characters are contextually accurate because the behaviors adapt to accurately reflect the attitudes of the characters toward the user. A database stores relationship data representing the attitudes of the characters. A gaming engine executing on a computer is coupled to the database and receives input representing the user'"'"'s interaction with the character and updates the relationship data. The gaming engine generates media for display to the user based on the relationship data. The media may include text-based dialogue, digital photographs of the character, video, audio and the like. The database stores data defining one or more behavior patterns by which the gaming engine dynamically generates the gaming environment and controls the character so as to model human nature.
20 Citations
20 Claims
-
1. A method for modeling a two-way conversation between a computer-based character and a user, the method comprising:
-
storing situation data that defines a set of situation tags and associated situation text, wherein the situation tags represent situations that describe contexts in which the user interacts with the character;
storing character data that defines a set of character tags and associated character text, wherein the character tags define a set of computer-based characters;
storing a behavior pattern that defines a conversation between the user and the character, wherein the behavior pattern is represented as a set of linked frames that specify respective text-based dialogue between the character and the user, wherein the text-based dialogue includes embedded media tags selected from the situation tags and the character tags; and
modeling a two-way conversation between the user and the character within the online environment by merging the text-based dialogue specified by the frames with the situation text and the character text in accordance with the media tags defined within the frames. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
-
-
11. A computer-readable medium comprising instruction to cause a computer to model a two-way conversation between a computer-based character and a user by:
-
storing situation data that defines a set of situation tags and associated situation text, wherein the situation tags represent situations that describe contexts in which the user interacts with the character;
storing character data that defines a set of character tags and associated character text, wherein the character tags define a set of computer-based characters;
storing a behavior pattern that defines a conversation between the user and the character, wherein the behavior pattern is represented as a set of linked frames that specify respective text-based dialogue between the character and the user, wherein the text-based dialogue includes embedded media tags selected from the situation tags and the character tags; and
modeling a two-way conversation between the user and the character within the online environment by merging the text-based dialogue specified by the frames with the situation text and the character text in accordance with the media tags defined within the frames. - View Dependent Claims (12)
-
-
13. A system comprising:
-
a database to store;
(a) situation data that defines a set of situation tags and associated situation text, wherein the situation tags represent situations that describe contexts in which the user interacts with the character, (b) character data that defines a set of character tags and associated character text, wherein the character tags define a set of computer-based characters, and (c) a behavior pattern that defines a conversation between the user and the character, wherein the behavior pattern is represented as a set of linked frames that specify respective text-based dialogue between the character and the user, wherein the text-based dialogue includes embedded media tags selected from the situation tags and the character tags;
a computer coupled to the database; and
a software engine executing on the computer, wherein the software engine models a two-way conversation between a user and a character by merging the text-based dialogue specified by the frames with the situation text and the character text in accordance with the media tags defined within the frames. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20)
-
Specification