SYSTEM AND METHOD FOR PROVIDING PERSISTENT CHARACTER PERSONALITIES IN A SIMULATION
First Claim
1. A computer-readable medium, comprising instructions for causing a processor in an electronic device to perform a method of generating responses of a non-player character in a simulation, the method comprising:
- a. receiving a first signal from a client computing device, the first signal indicating that a player character has initiated a communication with a non-player character;
b. calculating a response to the first signal, wherein the calculating includes calculating a response based on one or more acts performed by the player character prior to the receiving; and
c. transmitting a second signal, corresponding to the response, to the client computing device, the response in part causing a video renderer or sound renderer in the client computing device to render an indication of the response on a video or audio device, respectively, or both.
8 Assignments
0 Petitions
Accused Products
Abstract
Apparatus and methods are provided to implement a technique for managing the response of a digital entity in a simulation to reflect its interaction with one or more players over time, such as managing a non-player character'"'"'s responses to player characters in an online computer game. In the system, a computer system tracks the interaction of the digital entity with other entities and the occurrence or status of internal and external events to control how the digital entity reacts to current events and interactions.
48 Citations
20 Claims
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1. A computer-readable medium, comprising instructions for causing a processor in an electronic device to perform a method of generating responses of a non-player character in a simulation, the method comprising:
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a. receiving a first signal from a client computing device, the first signal indicating that a player character has initiated a communication with a non-player character; b. calculating a response to the first signal, wherein the calculating includes calculating a response based on one or more acts performed by the player character prior to the receiving; and c. transmitting a second signal, corresponding to the response, to the client computing device, the response in part causing a video renderer or sound renderer in the client computing device to render an indication of the response on a video or audio device, respectively, or both. - View Dependent Claims (2, 3, 4)
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5. A computer-readable medium, comprising instructions for causing a processor in an electronic device to perform a method of enabling interactions of player characters with non-player characters in a simulation, the method comprising:
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a. receiving a first signal, the first signal indicating that a player character is within a predetermined distance from a personal contact spawning point; and b. upon the receiving, transmitting a second signal to the client computing device, the second signal indicative of a contact between the player character and a non-player character; c. wherein the second signal causes one or more of the following; i. a rendering of a communication of the non-player character addressing the player character, the rendering performed by a video renderer or a sound renderer, the rendering indicating the initiated contact on a video or an audio device, respectively, or both; ii. a locating and rendering of the non-player character in a vicinity of the player character, the rendering performed by a video renderer or a sound renderer on a video or an audio device, respectively, or both;
oriii. an arranging and rendering of the non-player character in a situation with the player character such that the non-player character is working with or against the player character to accomplish a common task, objective, or goal, the rendering performed by a video renderer or a sound renderer on a video or an audio device, respectively, or both. - View Dependent Claims (6, 7, 8)
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9. A computer-readable medium, comprising instructions for causing a processor in an electronic device to perform a method of providing information about a non-player character to a player character in a simulation, the method comprising:
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a. receiving a first signal, the first signal indicating that a player character is within a predetermined distance from a shared history spawning point; b. upon receipt of the first signal, transmitting a second signal to the client computing device, the second signal causing the client computing device to display an activatable element corresponding to information about a non-player character; and c. upon receipt of a third signal corresponding to an activation of the displayed element, transmitting a fourth signal to the client computing device, the fourth signal causing the client computing device to play back a media file corresponding to the information about the non-player character. - View Dependent Claims (10, 11, 12, 13)
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14. A computer-readable medium comprising a system for enhancing responses of a non-player character in a multiplayer game, the medium including the following modules:
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a. a database module for storing data about a plurality of player characters, a plurality of non-player characters, and a plurality of features in a game environment; and b. a response calculating module for calculating responses of non-player characters to player character interactions, wherein the response calculating module is configured to calculate a response based on one or more acts performed by the player character, or to alternatively calculate a response based on one or more in-game events. - View Dependent Claims (15)
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16. A computer-readable medium comprising a system for enabling interactions of player characters with non-player characters in a multiplayer game, the medium including the following modules:
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a. a database module for storing data about a plurality of player characters, a plurality of non-player characters, and a plurality of features in a game environment; and b. a response calculating module for calculating responses to player character interactions, wherein the response calculating module is configured to, upon receipt of a first signal indicating that a player character is within a predetermined distance from a personal contact spawning point, transmit a second signal to the client computing device, wherein the second signal causes one or more of the following; i. a rendering of a communication of the non-player character addressing the player character, the rendering performed by a video renderer or a sound renderer, the rendering indicating the initiated contact on a video or an audio device, respectively, or both; ii. a locating and rendering of the non-player character in a vicinity of the player character, the rendering performed by a video renderer or a sound renderer on a video or an audio device, respectively, or both;
oriii. an arranging and rendering of the non-player character in a situation with the player character such that the non-player character is working with or against the player character to accomplish a common task, objective, or goal, the rendering performed by a video renderer or a sound renderer on a video or an audio device, respectively, or both. - View Dependent Claims (17)
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18. A computer-readable medium, comprising a system for providing information about a non-player character to a player character in a multiplayer game, the medium including the following modules:
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a. a database module for storing data about a plurality of player characters, a plurality of non-player characters, and a plurality of features in a game environment; and b. a response calculating module for calculating responses to player character interactions, wherein the response calculating module is configured to, upon receipt of a first signal indicating that a player character is within a predetermined distance from a shared history spawning point, transmit a second signal to the client computing device, wherein the second signal causes a client computing device to display an activatable element corresponding to information about a non-player character; c. such that the response calculating module is configured to, upon receipt of a third signal corresponding to an activation of the displayed element, transmit a fourth signal to the client computing device, the fourth signal causing the client computing device to play back a media file corresponding to the information about the non-player character. - View Dependent Claims (19, 20)
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Specification