Method and system for controlling game AI which copies input pattern of gamer and playing the game
US-9662584-B2 · May 30, 2017 · US
US2015126286A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2015126286-A1 |
| Application number | US-201514597124-A |
| Country | US |
| Kind code | A1 |
| Filing date | Jan 14, 2015 |
| Priority date | Sep 27, 2013 |
| Publication date | May 7, 2015 |
| Grant date | — |
A practical reading order for non-experts. Skip the full description unless you need deep technical detail.
What the patent document calls the invention.
A short plain-language summary of the technical disclosure.
Who owns or filed the patent and who is credited as inventor.
Filing, priority, publication, and grant dates set the timeline.
The legal scope of protection — read this for what is actually claimed.
Technology tags used to group this patent with similar filings.
Prior art links and similar publications in this corpus.
Official abstract text for this publication.
A method of implementing artificial intelligence for a non-playing character in a game includes: collecting respective real-user response strategy data associated with each of a plurality of game interactions between two human users, including respective parameter values for a action performed by a respective first human user in a respective game scenario, a respective response performed by a respective second human user in response to the respective action, and a respective outcome of the game interaction; identifying recommended game response types for each of a plurality of possible game action types based on the respective outcomes for the plurality of game interactions; and providing the recommended game response types for each possible game action type for selection by a second device serving as the non-playing character in a game session of the game played between a human user and the non-playing character.
Opening claim text (preview).
What is claimed is: 1 . A method of implementing artificial intelligence for a non-playing character in a game: at a first device having one or more processors and memory: collecting respective real-user response strategy data associated with each of a plurality of game interactions between two human users while playing the game, the respective real-user response strategy data for each game interaction including respective parameter values for: (1) a set of action parameters for a respective game action performed by a respective first human user in a respective game scenario, (2) a set of response parameters for a respective game response performed by a respective second human user in the respective game scenario in response to the respective game action performed by the respective first human user, and (3) a set of response outcome parameters for a respective outcome of the game interaction; identifying, from the collected real-user response strategy data, a respective set of recommended game response types for each of a plurality of possible game action types based at least on the respective values for the set of response outcome parameters for each of the plurality of game interactions; and providing the respective set of recommended game response types for each of the plurality of possible game action types for selection by a second device serving as a non-playing character in a game session of the game played between a human user and the non-playing character. 2 . The method of claim 1 , wherein the respective real-user response strategy data for each of the plurality of game interactions further comprises respective parameter values for a set of environmental attribute parameters for a respective game scenario in which the game interaction has occurred, and wherein the method further comprises: identifying, from the set of environmental attribute parameters, a respective set of controlling environmental attributes for a first possible game action type of the plurality of possible game action types, based at least on the respective values for the set of response parameters for a first plurality of game responses included in the collected real-user response strategy data, wherein the first plurality of game responses have been performed in response to respective game actions of the first possible game action type. 3 . The method of claim 1 , further comprising: determining a respective selection priority for each of the respective set of recommended game response types for a first possible game action type of the plurality of possible game action types, based at least on the respective values for the set of response outcome parameters associated with the respective game actions of the first possible game action type found in the collected real-user response strategy data. 4 . The method of claim 1 , further comprising: determining a respective selection priority for each of the respective set of recommended game response types for a first possible game action type of the plurality of possible game action types, based at least on a total number of times that the recommended game response type is used by a respective human user when responding to the respective game actions of the first possible game action type, as recorded in the collected real-user response strategy data. 5 . The method of claim 1 , wherein providing the respective set of recommended game response types for each of the plurality of possible game action types for selection by a second device further comprises: providing, with each recommended game response type for each possible game action type, a corresponding game scenario type defining a respective game scenario in which said each recommended game response type is available for selection by the second device to generate a response to a game action of said each possible game action type. 6 . The method of claim 1 , wherein providing the respective set of recommended game response types for each of the plurality of possible game action types for selection by a second device further comprises: providing, with each recommended game response type for each possible game action type, a corresponding selection priority defining a respective probability by which said each recommended game response type is to be selected by the second device to generate a response to a game action of said each possible game action type. 7 . The method of claim 1 , wherein the game is a fighting game and each game interaction includes one or more offense moves and one or more counter moves in a single exchange between two players. 8 . The method of claim 1 , wherein the non-playing character is a new character added to an updated version of the game after the collection of the game response strategy data. 9 . A system for implementing artificial intelligence for a non-playing character in a game, the system comprising: one or more processors; and memory having instructions stored thereon, the instructions, when executed by the one or more processors, cause the processors to perform operations comprising: collecting respective real-user response strategy data associated with each of a plurality of game interactions between two human users while playing the game, the respective real-user response strategy data for each game interaction including respective parameter values for: (1) a set of action parameters for a respective game action performed by a respective first human user in a respective game scenario, (2) a set of response parameters for a respective game response performed by a respective second human user in the respective game scenario in response to the respective game action performed by the respective first human user, and (3) a set of response outcome parameters for a respective outcome of the game interaction; identifying, from the collected real-user response strategy data, a respective set of recommended game response types for each of a plurality of possible game action types based at least on the respective values for the set of response outcome parameters for each of the plurality of game interactions; and providing the respective set of recommended game response types for each of the plurality of possible game action types for selection by an application device serving as a non-playing character in a game session of the game played between a human user and the non-playing character. 10 . The system of claim 9 , wherein the respective real-user response strategy data for each of the plurality of game interactions further comprises respective parameter values for a set of environmental attribute parameters for a respective game scenario in which the game interaction has occurred, and wherein the operations further comprise: identifying, from the set of environmental attribute parameters, a respective set of controlling environmental attributes for a first possible game action type of the plurality of possible game action types, based at least on the respective values for the set of response parameters for a first plurality of game responses included in the collected real-user response strategy data, wherein the first plurality of game responses have been performed in response to respective game actions of the first possible game action type. 11 . The system of claim 9 , wherein the operations further comprise: determining a respective selection priority for each of the respective set of recommended game response types for a first possible game action type of the plurality of possible game action types, based at least on the respective values for the set of response outcome parameters associated with the respective game actions of the first possible game
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
Controlling game characters or game objects based on the game progress · CPC title
involving player-related data, e.g. identities, accounts, preferences or play histories · CPC title
Related publications grouped by family.
Answers are generated from the same data shown on this page.