Evolution of non-player characters

US12299587B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-12299587-B2
Application numberUS-202418636062-A
CountryUS
Kind codeB2
Filing dateApr 15, 2024
Priority dateApr 20, 2017
Publication dateMay 13, 2025
Grant dateMay 13, 2025

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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.

A method for configuring a character in a game includes generating a first non-player character of a first generation in the game, the first generation being associated with a first difficulty level, and detecting a target event affecting the first non-player character of the first generation in the game. The method further includes, based on the first non-player character of the first generation affected by the target event, obtaining an evolution indicator of an evolution from the first generation to a second generation associated with a second difficulty level higher than the first difficulty level. The method further includes, in response to the evolution indicator indicating that the evolution from the first generation to the second generation is successful, generating the second generation comprising two or more second non-player characters while one or more non-player characters of the first generation remain in the game.

First claim

Opening claim text (preview).

What is claimed is: 1. A method for configuring a character in a game, the method comprising: generating a first non-player character in the game, the first non-player character having a first set of attributes; detecting an event affecting the first non-player character in the game; based on the first non-player character affected by the event, obtaining an evolution indicator indicating an evolution of the first non-player character; and in response to the evolution indicator indicating the evolution, generating two or more second non-player characters having a second set of attributes different from the first set of attributes while one or more non-player characters having the first set of attributes remain in the game. 2. The method according to claim 1 , wherein the second set of attributes is associated with a second difficulty level that has a value higher than the first set of attributes of at least one of: attack power, life attribute, or defense power. 3. The method according to claim 1 , wherein the second set of attributes is associated with a second difficulty level and is controlled with a next-generation artificial intelligence (AI) algorithm having higher difficulty than the first set of attributes. 4. The method according to claim 1 , wherein the event decreases a health attribute of the first non-player character. 5. The method according to claim 1 , wherein the generating the two or more second non-player characters comprises: in response to the first non-player character being eliminated from the game, generating a corresponding non-player character having the second set of attributes in the game. 6. The method according to claim 1 , wherein the obtaining the evolution indicator comprises randomly selecting a value of the evolution indicator according to a probability distribution, the selected value of the evolution indicator indicating success or failure of the evolution. 7. The method according to claim 6 , wherein the selecting the value of the evolution indicator according to the probability distribution is based on the first non-player character. 8. The method according to claim 1 , wherein the second set of attributes includes at least one attribute value that is randomly generated based on the first non-player character. 9. The method according to claim 1 , wherein the second set of attributes includes at least one attribute copied from a player character in the game. 10. The method according to claim 1 , further comprising obtaining configuration information corresponding to the event, the configuration information defining the evolution and including at least one of a first attribute indicating that a degree of decreasing a life attribute value of non-player characters having the second set of attributes by the event is less than a degree of decreasing the life attribute value of non-player characters having the first set of attributes; or a second attribute providing a defense against the event. 11. The method according to claim 10 , wherein the obtaining the configuration information comprises: saving an attribute that is used by a player character as the first attribute or the second attribute, the saved attribute being used by the player character in response to the event. 12. The method according to claim 10 , wherein the obtaining the configuration information corresponding to the event is performed in response to the evolution indicator indicating the evolution, and the evolution indicator comprises an evolution probability, and the evolution indicator indicates the evolution when the evolution probability is greater than a preset probability. 13. The method according to claim 1 , wherein the detecting the event comprises at least one of: detecting the event when a player character launches an attack against the first non-player character; or detecting the event when a game environment modifies a life attribute value of the first non-player character. 14. The method according to claim 13 , wherein, when it is detected that the player character launches the attack against the first non-player character, the attack reduces the life attribute value of the first non-player character to a minimum life attribute value, or the attack reduces the life attribute value of the first non-player character to a non-minimum life attribute value. 15. The method according to claim 13 , wherein the detecting the event when the player character launches the attack against the first non-player character comprises: detecting the event that is initiated by the player character only when the attack reduces the life attribute value of the first non-player character to a minimum life attribute value. 16. An apparatus for configuring a character in a game, the apparatus comprising: processing circuitry configured to: generate a first non-player character in the game, the first non-player character having a first set of attributes; detect an event affecting the first non-player character in the game; based on the first non-player character affected by the event, obtain an evolution indicator indicating an evolution of the first non-player character; and in response to the evolution indicator indicating the evolution generate two or more second non-player characters having a second set of attributes different from the first set of attributes while one or more non-player characters having the first set of attributes remain in the game. 17. The apparatus according to claim 16 , wherein the second set of attributes is associated with a second difficulty level and is controlled with a next-generation artificial intelligence (AI) algorithm having higher difficulty than the first set of attributes. 18. The apparatus according to claim 16 , wherein the event decreases a health attribute of the first non-player character. 19. The apparatus according to claim 16 , wherein the processing circuitry is further configured to: in response to the first non-player character being eliminated from the game, generate a corresponding non-player character having the second set of attributes in the game. 20. A non-transitory computer-readable medium storing computer-readable instructions therein which, when executed by a computer, cause the computer to perform: generating a first non-player character in a game, the first non-player character having a first set of attributes; detecting an event affecting the first non-player character in the game; based on the first non-player character affected by the event, obtaining an evolution indicator indicating an evolution of the first non-player character; and in response to the evolution indicator indicating the evolution, generating two or more second non-player characters having a second set of attributes different from the first set of attributes while one or more non-player characters having the first set of attributes remain in the game.

Assignees

Inventors

Classifications

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

  • for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car · CPC title

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

  • Probabilistic graphical models, e.g. probabilistic networks · CPC title

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What does patent US12299587B2 cover?
A method for configuring a character in a game includes generating a first non-player character of a first generation in the game, the first generation being associated with a first difficulty level, and detecting a target event affecting the first non-player character of the first generation in the game. The method further includes, based on the first non-player character of the first generati…
Who is the assignee on this patent?
Tencent Tech Shenzhen Co Ltd
What technology area does this patent fall under?
Primary CPC classification A63F13/56. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue May 13 2025 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).