Video game characters having evolving traits
First Claim
1. A computer readable memory to direct a computer to generate a video game character for use in a video game, comprising:
- executable instructions stored in said memory, said executable instructions including;
instructions for generating a computer-simulated genetic (“
digenetic”
) structure comprising a plurality of digenetic components;
instructions for generating a number of computer-simulated performance capabilities, each prescribed by a number of said digenetic components, said performance capabilities contributing to activity results for said video game, each of said digenetic components determining any number of said performance capabilities, and at least one of said digenetic components determining a plurality of said performance capabilities; and
instructions for generating a number of computer-simulated cognitive characteristics, each prescribed by a number of said digenetic components, said cognitive characteristics contributing to activity results for said video game according to a decision algorithm, each of said digenetic components determining any number of said cognitive characteristics, and at least one of said digenetic components determining a plurality of said cognitive characteristics.
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Accused Products
Abstract
A server-based video game system maintains a number of video game characters having computer-simulated genetic (“digenetic”) structures that prescribe a number of physical and cognitive performance traits and characteristics for the video game characters. The system allows end users to establish remote online access to the game characters (via, e.g., the Internet). The results of competitions and training activities are based upon the game characters'"'"' digenetics, the conditions of the game environment, and the game characters'"'"' current levels of physical and cognitive development. The game characters'"'"' performance capabilities and cognition are updated continuously in response to the results of competitions and training activities. Competition and training results can be processed by the game servers and transmitted to the end user presentation devices for graphics rendering. In this manner, the video game system need not be burdened by network latency and other delays. The game system also supports game character breeding; game character evolution based upon the digenetics; and game character buying, trading, selling, and collecting.
150 Citations
32 Claims
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1. A computer readable memory to direct a computer to generate a video game character for use in a video game, comprising:
executable instructions stored in said memory, said executable instructions including; instructions for generating a computer-simulated genetic (“
digenetic”
) structure comprising a plurality of digenetic components;instructions for generating a number of computer-simulated performance capabilities, each prescribed by a number of said digenetic components, said performance capabilities contributing to activity results for said video game, each of said digenetic components determining any number of said performance capabilities, and at least one of said digenetic components determining a plurality of said performance capabilities; and instructions for generating a number of computer-simulated cognitive characteristics, each prescribed by a number of said digenetic components, said cognitive characteristics contributing to activity results for said video game according to a decision algorithm, each of said digenetic components determining any number of said cognitive characteristics, and at least one of said digenetic components determining a plurality of said cognitive characteristics. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. In a video game system, a method for creating and maintaining a video game character comprising the steps of:
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generating a number of lower tier computer-simulated genetic (“
digenetic”
) elements for said video game character;deriving a number of higher tier digenetic elements for said video game character, each of said higher tier digenetic elements being derived from a number of said lower tier digenetic elements, each of said lower tier digenetic elements determining any number of said higher tier digenetic elements, and at least one of said lower tier digenetic elements determining a plurality of said higher tier digenetic elements; generating a set of performance capabilities and cognitive parameters for said video game character, said set of performance capabilities and cognitive parameters being prescribed by said higher tier digenetic elements; and interpreting said cognitive parameters according to a decision algorithm. - View Dependent Claims (10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25)
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26. A method for creating an offspring video game character based on at least one existing video game character, said method comprising:
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obtaining a computer-simulated genetic structure for a first parent video game character (“
first parent digenetic structure”
), said first parent digenetic structure comprising a plurality of computer-simulated genetic (“
digenetic”
) components;deriving an offspring digenetic structure from said first parent digenetic structure; generating a set of performance capabilities and cognitive parameters for said offspring video game character, said set of performance capabilities and cognitive parameters being prescribed by said offspring digenetic structure, each of said digenetic components determining any number of said performance capabilities, each of said digenetic components determining any number of said cognitive parameters, at least one of said digenetic components determining a plurality of said cognitive parameters, and at least one of said digenetic components determining a plurality of said performance capabilities; storing said set of performance capabilities and cognitive parameters for use in connection with said offspring video game character; and interpreting said cognitive parameters according to a decision algorithm. - View Dependent Claims (27, 28, 29)
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30. A video game character processing method comprising:
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creating a computer-simulated genetic (“
digenetic”
) structure for a video game character, said digenetic structure comprising a plurality of digenetic components;storing a set of performance capabilities and cognitive parameters for said video game character, each performance capability and cognitive parameter being prescribed by a number of said digenetic components, each of said digenetic components determining any number of said performance capabilities, each of said digenetic components determining any number of said cognitive parameters at least one of said digenetic components determining a plurality of said cognitive parameters, and at least one of said digenetic components determining a plurality of said performance capabilities; simulating an activity for said video game character according to a decision algorithm; generating an outcome of said activity, said outcome being responsive to said set of performance capabilities and cognitive parameters interpreted according to said decision algorithm; and updating said set of performance capabilities and cognitive parameters in response to said outcome. - View Dependent Claims (31, 32)
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Specification