METHOD AND SYSTEM FOR SIMULATIONS OF DYNAMIC MOTION AND POSITION
First Claim
1. A method for simulating dynamic events in a video game, comprising:
- receiving game entity instructions related to at least one game entity, said game entity instructions comprising instructions from artificial intelligence inputs;
calling game constants associated with said at least one game entity;
calculating a game entity balance measurement using a balance simulation model, wherein said instructions and said game constants are combined to generate a balance simulation model output; and
generating game entity events based on balance simulation model output.
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Abstract
Methods and systems for simulating dynamic motion and position. The methods and systems are particularly well-suited for use in sports simulation video games (e.g., a basketball simulation) and gaming systems. Using a simplified model of mass and structure and a physics engine, realistic movement can be mimicked by simulation/game entities. For each entity a sense of balance may be measured that affects the entities ability to achieve objectives. The entities are projected onto an n-dimensional space, the properties of which affect the probability that an entity will succeed with respect to a given objective. The methods and systems may be used to generate a visual representation of simulation, such as in a video game.
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Citations
28 Claims
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1. A method for simulating dynamic events in a video game, comprising:
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receiving game entity instructions related to at least one game entity, said game entity instructions comprising instructions from artificial intelligence inputs; calling game constants associated with said at least one game entity; calculating a game entity balance measurement using a balance simulation model, wherein said instructions and said game constants are combined to generate a balance simulation model output; and generating game entity events based on balance simulation model output. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A system for calculating game events, comprising:
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an input module configured to receive game entity information; a storage module configured to store constants related to at least one game entity; a physics module connected to apply game physics rules to information received in said input module and said constants; a balance simulation module connected to control stability and movement of game entities using values from said physics module; an interaction handler module which combines input module outputs and balance simulation module outputs with game entity interaction rules to generate game entity events; an artificial intelligence module which determines actions of system controlled entities by combining game entity event information from said modules with game entity threat information; and a game entity event output module for outputting game event simulation values. - View Dependent Claims (13, 14, 15, 16, 17, 18, 19)
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20. A method for simulating game entity balance, comprising:
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calling constants related to at least one game entity; receiving instructions related to at least one game entity; applying said instructions and said constants to a movement model related to said at least one game entity; applying said instructions and said constants to a stability meter related to said at least one game entity; and combining outputs from said movement model and said stability meter to generate a game entity balance value. - View Dependent Claims (21, 22, 23, 24, 25, 26, 27, 28)
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Specification