System and method of implementing behavior trees when modifying attribute values of game entities based on physical token detection

US10413829B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10413829-B2
Application numberUS-201615019383-A
CountryUS
Kind codeB2
Filing dateFeb 9, 2016
Priority dateFeb 9, 2016
Publication dateSep 17, 2019
Grant dateSep 17, 2019

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  1. Title

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  4. Key dates

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  5. First independent claim

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Abstract

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Systems and methods configured for implementing behavior trees when modifying attribute values of game entities based on physical token detection are presented herein. Behavior and/or action of game entities may be implemented using behavior trees. Individual behavior trees may be implemented for individual game entities and/or groups of game entities defined, at least in part, by individual sets of attribute values. Token detection may cause attribute values of one or more game entity attributes to change. In response to the change in attribute values, a behavior tree being implemented for the game entity may be changed to a different game entity. In this manner, behavioral changes for game entity may be implemented “on-the-fly” as attribute values are modified based on token detection.

First claim

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What is claimed is: 1. A system configured to implement behavior trees when modifying attribute values of game entities based on physical token detection, the system comprising: one or more physical processors configured by machine-readable instructions to: store behavior trees for game entities in a virtual space, individual game entities being defined by sets of attribute values of game entity attributes, wherein individual behavior trees specify behaviors of individual game entities within the virtual space for carrying out individual actions within the virtual space, the individual behavior trees including sub-trees and sets of sequences of nodes nested under individual sub-trees, the individual sub trees corresponding to individual components of the individual game entities, individual nodes corresponding to individual states of the behaviors of the individual components of the individual game entities while carrying out the individual actions, such that progress in carrying out the individual actions is based on traversal through the individual nodes in an individual set of sequences of nodes for the individual sub-trees, the behavior trees including a first behavior tree that is implemented for game entities defined by a first set of attribute values, and a second behavior tree that is implemented for game entities defined by a second set of attribute values; execute instances of a virtual space and implement the instances of the virtual space to facilitate participation by users in the virtual space via computing platforms associated with the users, user participation including controlling game entities associated with the users within the virtual space, such that a first user participates in a first instance of the virtual space via a first computing platform, participation by the first user including controlling a first game entity within the first instance of the virtual space, wherein the first game entity is defined at least in part by the first set of attribute values such that a behavior of the first game entity is specified based on implementation of the first behavior tree; detect physical tokens based on signals received from token readers, a first token reader being communicatively coupled with the first computing platform, individual physical tokens being standalone physical objects, the physical tokens including a first token, the first token being detectable based on a first signal conveying information associated with the first token being received from the first token reader; effectuate modifications to attribute values of individual game entities responsive to individual physical tokens being detected, the modifications including a first modification to attribute values of the first game entity configured to be effectuated responsive to the first token being detected, the first modification including a change from the first set of attribute values to the second set of attributes values; and effectuate changes from individual behavior trees that are implemented for individual game entities to other individual behavior trees responsive to the modifications to attribute values of the individual game entities being effectuated, such that the behavior of the first game entity is specified based on implementation of the second behavior tree and not the first behavior tree responsive to effectuating the first modification. 2. The system of claim 1 , wherein the changes from individual behavior trees that are implemented for individual game entities to other individual behavior trees are effectuated in real-time, or near real-time, as the modifications to attribute values of the individual game entities are being effectuated. 3. The system of claim 1 , wherein specifying behavior of the first entity based on implementation of the second behavior tree and not the first behavior tree comprises: determining a first state of the first behavior tree prior to effectuating the first modification; defining the second behavior tree based on the first state; and implementing the second behavior tree defined by the first state to specify behaviors of the first game entity. 4. The system of claim 3 , wherein specifying behavior of the first entity based on implementation of the second behavior tree and not the first behavior tree further comprises: identifying active nodes of the first behavior tree prior to effectuating the first modification; correlating the active nodes of the first behavior tree with corresponding nodes of the second behavior tree; and implementing the second behavior tree with the corresponding nodes being activated. 5. The system of claim 1 , wherein the first set of attribute values and the first behavior tree are related to a first theme, and wherein the second set of attribute values and the second behavior tree are related to a second theme. 6. The system of claim 1 , wherein game entity attributes include one or more of an appearance attribute, an ability attribute, a behavior attribute, or an inventory attribute. 7. The system of claim 6 , wherein first set of attribute values and second set of attribute values do not include attribute values of one or more of the appearance attribute, the ability attribute, or the inventory attribute. 8. The system of claim 1 , wherein the first set of attribute values includes at least one attribute value of at least one game entity attribute, and wherein second set attribute values individually includes at least one attribute value of at least one game entity attribute. 9. The system of claim 1 , wherein one or both of the first modification or the implementation of the second behavior tree are only effectuated while the first token is detected by the first token reader. 10. The system of claim 1 , wherein the first behavior tree and second behavior tree are associated with a first action performed within the virtual space. 11. The system of claim 1 , wherein the physical tokens include the first token and a second token, wherein the second token physically embodies an appearance of the first game entity, and wherein the first token has a physical appearance different from the second token. 12. A method to implement behavior trees when modifying attribute values of game entities based on physical token detection, the method being implemented in a computer system comprising one or more physical processors and storage media storing machine-readable instructions, the method comprising: storing behavior trees for game entities in a virtual space, individual game entities being defined by sets of attribute values of game entity attributes, wherein individual behavior trees specify behaviors of individual game entities within the virtual space for carrying out individual actions within the virtual space, the individual behavior trees including sub-trees and sets of sequences of nodes nested under individual sub-trees, the individual sub trees corresponding to individual components of the individual game entities, individual nodes corresponding to individual states of the behaviors of the individual components of the individual game entities while carrying out the individual actions, such that progress in carrying out the individual actions is based on traversal through the individual nodes in an individual set of sequences of nodes for the individual sub-trees, the behavior trees including a first behavior tree that is implemented for game entities defined by a first set of attribute values, and a second behavior tree that is implemented for game entities defined by a second set of attribute values; executing instances of a virtual space and implementing the instances of the virtual space to facilitate participatio

Assignees

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Classifications

  • Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding · CPC title

  • Storage media specially adapted for storing game information, e.g. video game cartridges · CPC title

  • for animating game characters, e.g. skeleton kinematics · CPC title

  • A63F13/58Primary

    by computing conditions of game characters, e.g. stamina, strength, motivation or energy level · CPC title

  • by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions · CPC title

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What does patent US10413829B2 cover?
Systems and methods configured for implementing behavior trees when modifying attribute values of game entities based on physical token detection are presented herein. Behavior and/or action of game entities may be implemented using behavior trees. Individual behavior trees may be implemented for individual game entities and/or groups of game entities defined, at least in part, by individual se…
Who is the assignee on this patent?
Disney Entpr Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/58. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Sep 17 2019 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 2 related publications on this page (citations in our corpus or others sharing the same primary CPC).