Character configuration method and apparatus, storage medium, and electronic apparatus

US11620536B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-11620536-B2
Application numberUS-201916445694-A
CountryUS
Kind codeB2
Filing dateJun 19, 2019
Priority dateApr 20, 2017
Publication dateApr 4, 2023
Grant dateApr 4, 2023

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

This application discloses methods and apparatuses for configuring a character in a game. In some examples, an apparatus includes processing circuitry that detects a target event associated with a first character in the game. The first character is a non-player character that has been generated in the game. The target event is used for modifying a target attribute value of the first character. The processing circuitry obtains configuration information according to the target event. The configuration information is used for configuring a second character so that a degree of modifying a target attribute value of the second character by the target event is less than a degree of modifying the target attribute value of the first character by the target event. The second character is a non-player character to be generated in the game. The processing circuitry generates the second character based on the configuration information.

First claim

Opening claim text (preview).

What is claimed is: 1. A method for configuring a character in a game, the method comprising: detecting, by processing circuitry of an apparatus, a target event affecting a first character in the game, the first character being one of plural non-player characters of a first generation associated with a difficulty level generated in the game, and the target event decreasing a value of a life attribute of the first character; based on the difficulty level of the one of the plural non-player characters affected by the target event, obtaining, by the processing circuitry, configuration information corresponding to the target event, the configuration information used for configuring a second generation associated with a second difficulty level higher than the difficulty level of the one of the plural non-player characters affected by the target event; and in response to the detection of the target event, generating, by the processing circuitry, the second generation comprising two or more second characters based on the configuration information such that the game includes one or more of the plural non-player characters of the first generation not affected by the target event and having a difficulty level lower than the second difficulty level and includes the generated two or more second characters of the second generation associated with the second difficulty level. 2. The method according to claim 1 , wherein the obtaining the configuration information corresponding to the target event comprises: determining, by the processing circuitry, a first attribute indicating that a degree of decreasing a value of a life attribute of the second character by the target event is less than a degree of decreasing the value of the life attribute of the first character; determining, by the processing circuitry, a second attribute used for executing a defense event for preventing the target event from occurring; and determining, by the processing circuitry, the configuration information according to at least one of the first attribute and the second attribute. 3. The method according to claim 2 , further comprising determining the configuration information according to the first attribute by saving, by the processing circuitry, an attribute that is used by a player character as the first attribute, the attribute indicating a degree of decreasing a value of a life attribute of the player character by the target event is less than the degree of decreasing the value of the life attribute of the first character. 4. The method according to claim 1 , wherein before the obtaining the configuration information corresponding to the target event, the method further comprises: obtaining, by the processing circuitry, an evolution probability according to the difficulty level of the first character; and obtaining, by the processing circuitry, the configuration information corresponding to the target event when the evolution probability is greater than a preset probability. 5. The method according to claim 1 , wherein the generating the one or more of the second character based on the configuration information comprises: configuring, by the processing circuitry and based on the configuration information, attributes of a plurality of second characters such that each of the plurality of second characters belongs to a same difficulty level. 6. The method according to claim 1 , wherein the detecting the target event affecting the first character comprises: detecting, by the processing circuitry, the target event when a player character launches an attack against the first character; and detecting, by the processing circuitry, the target event when a game environment modifies the value of the life attribute of the first character. 7. The method according to claim 6 , wherein the detecting the target event when the player character launches the attack against the first character comprises at least one of: detecting, by the processing circuitry, a first event when the player character launches the attack against the first character, the first event reducing the value of the life attribute of the first character to a first value, and the first value being less than a maximum value of the value of the life attribute of the first character and not less than a minimum value of the value of the life attribute of the first character; and detecting, by the processing circuitry, a second event when the player character launches the attack against the first character, the second event reducing the value of the life attribute of the first character to a second value, and the second value being a positive number. 8. The method according to claim 7 , wherein the detecting the first event when the player character launches the attack against the first character comprises: detecting, by the processing circuitry, the first event that is initiated by the player character and that reduces the value of the life attribute of the first character to the minimum value of the value of the life attribute of the first character. 9. An apparatus for configuring a character in a game, the apparatus comprising: processing circuitry configured to: detect a target event affecting a first character in the game, the first character being one of plural non-player characters of a first generation associated with a difficulty level generated in the game, and the target event decreasing a value of a life attribute of the first character; based on the difficulty level of the one of the plural non-player characters affected by the target event, obtain configuration information corresponding to the target event, the configuration information used for configuring a second generation associated with a second difficulty level higher than the difficulty level of the one of the plural non-player characters affected by the target event; and in response to the detection of the target event, generate the second generation comprising two or more second characters based on the configuration information such that the game includes one or more of the plural non-player characters of the first generation not affected by the target event and having a difficulty level lower than the second difficulty level and includes the generated two or more second characters of the second generation associated with the second difficulty level. 10. The apparatus according to claim 9 , wherein the processing circuitry is further configured to: determine a first attribute indicating that a degree of decreasing a value of a life attribute of the second character by the target event is less than a degree of decreasing the value of the life attribute of the first character; determine a second attribute used for executing a defense event for preventing the target event from occurring; and determine the configuration information according to at least one of the first attribute and the second attribute. 11. The apparatus according to claim 10 , wherein the processing circuitry is further configured to: save an attribute that is used by a player character as the first attribute, the attribute indicating a degree of decreasing a value of a life attribute of the player character by the target event is less than the degree of decreasing the value of the life attribute of the first character. 12. The apparatus according to claim 9 , wherein the processing circuitry is further configured to: obtain an evolution probability according to the difficulty level of the first character; and obtain the configuration information corresponding to the target event when the evolution probability is greater than a preset probability. 13. The apparatus according

Assignees

Inventors

Classifications

  • adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title

  • A63F13/47Primary

    involving branching, e.g. choosing one of several possible scenarios at a given point in time · CPC title

  • A63F13/56Primary

    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

  • for computing the condition of a game character · CPC title

  • using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars · CPC title

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What does patent US11620536B2 cover?
This application discloses methods and apparatuses for configuring a character in a game. In some examples, an apparatus includes processing circuitry that detects a target event associated with a first character in the game. The first character is a non-player character that has been generated in the game. The target event is used for modifying a target attribute value of the first character. …
Who is the assignee on this patent?
Tencent Tech Shenzhen Co Ltd
What technology area does this patent fall under?
Primary CPC classification A63F13/47. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Apr 04 2023 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 4 related publications on this page (citations in our corpus or others sharing the same primary CPC).