ARTIFICIAL PLAYER CHARACTER FOR MASSIVE MULTI-PLAYER ON-LINE GAME
First Claim
1. A computer game, comprising:
- an artificial player character comprising a set of at least two probability-related values which determine an activity of the artificial player character,each of the probability-related values comprising a preference filter including a filter identification and a filter value for the filter identification, wherein the filter value is an integer value and defines how relevant the preference filter is to an encounter of the artificial player character during the computer game.
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Abstract
An artificial intelligence system for autonomous artificial player characters in an on-line game is provided. The artificial player character (APC) makes use of an adaptive neural net wherein the function of the artificial player character at any given time is determined as a composition of other functions defined by one or more of the following: the game designer, the personality preference filters of the artificial player character, the current statistical levels of the artificial player character, the database of historical interactions of the artificial player character, a master database of historical interactions by other artificial player characters, and interactions of the artificial player character with other characters and/or the game environment.
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Citations
27 Claims
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1. A computer game, comprising:
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an artificial player character comprising a set of at least two probability-related values which determine an activity of the artificial player character, each of the probability-related values comprising a preference filter including a filter identification and a filter value for the filter identification, wherein the filter value is an integer value and defines how relevant the preference filter is to an encounter of the artificial player character during the computer game. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A method of playing a computer game including an artificial player character, the method comprising:
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presenting the artificial player character with an interaction; determining which of a plurality of preference filters for the artificial player character are applicable to the interaction, including comparing a filter value of each of the preference filters to the interaction and determining a relevance of each of the preference filters to the interaction, the filter value defining how relevant a corresponding preference filter is to the interaction of the artificial player character during the computer game; calculating a priority of the preference filters relevant to the interaction, and applying the relevant preference filters to the interaction; determining an action of the artificial player character to the interaction based on the relevant preference filters; and performing the action by the artificial player character. - View Dependent Claims (15, 16, 17, 18, 19, 20, 21, 22, 23, 24)
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25. A computer-readable medium including instructions for performing a method of playing a computer game including an artificial player character, the method comprising:
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presenting the artificial player character with an interaction; determining which of a plurality of preference filters for the artificial player character are applicable to the interaction, including comparing a filter value of each of the preference filters to the interaction and determining a relevance of each of the preference filters to the interaction, the filter value defining how relevant a corresponding preference filter is to the interaction of the artificial player character during the computer game; calculating a priority of the preference filters relevant to the interaction, and applying the relevant preference filters to the interaction; determining an action of the artificial player character to the interaction based on the relevant preference filters; and performing the action by the artificial player character.
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26. A computer-readable medium including instructions for performing a method of playing a computer game including an artificial player character, the method comprising:
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monitoring a multiplayer group of the computer game; and introducing the artificial player character into the computer game if one of (a) a player character of the multiplayer group of the computer game leaves the computer game and (b) less than a predetermined number of player characters are available to form the multiplayer group of the computer game, wherein introducing the artificial player character into the computer game includes determining a type and a level of the artificial player character and assigning the artificial player character to the multiplayer group of the computer game. - View Dependent Claims (27)
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Specification