Perception system
US-2015051000-A1 · Feb 19, 2015 · US
US2016166935A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2016166935-A1 |
| Application number | US-201414572240-A |
| Country | US |
| Kind code | A1 |
| Filing date | Dec 16, 2014 |
| Priority date | Dec 16, 2014 |
| Publication date | Jun 16, 2016 |
| Grant date | — |
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A system and method are provided for transparently styling non-player characters (“NPCs”) in multiplayer video games such that it is difficult to distinguish between human players and computer-controlled NPCs. NPCs may be styled to resemble human players in terms of both player profile attributes and gameplay actions such that players may not recognize NPCs as non-human, computer-controlled players. Additionally, or alternatively, NPCs and/or human players may be presented with a limited set of profile attributes that may reduce or eliminate the ability to distinguish between human players and NPCs, one or more profile attributes may be “anonymized,” and/or the ability to view player profiles of human players and/or NPCs may be disabled altogether. In certain gameplay sessions including real and/or practice gameplay sessions, human players may be prompted to select from among a predetermined set of playable characters having predefined profile attributes.
Opening claim text (preview).
What is claimed is: 1 . A computer-implemented method of transparently styling non-player characters in a multiplayer video game to resemble characters controlled by human players, the method being implemented in a computer system having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer system to perform the method, the method comprising: identifying, by the computer system, one or more human players to be matched for a gameplay session of a multiplayer video game, wherein each human player has a player profile comprising a number of profile attributes; determining, by the computer system, whether a total number of players required for the gameplay session is met by the identified human players; obtaining, by the computer system, one or more non-player characters to fill available spots in the gameplay session responsive to a determination that the total number of players required for the gameplay session is not met by the identified human players, wherein each of the one or more non-player characters has a non-player character player profile comprising a number of profile attributes; determining, by the computer system, a subset of profile attributes common to the identified human player profiles and the non-player character player profiles; and permitting, by the computer system, the display of only the determined subset of profile attributes when any identified human player profile or non-player character player profile is accessed. 2 . The method of claim 1 , wherein identifying one or more human players to be matched for a gameplay session further comprises: prompting, by the computer system, each identified human player to select from among a predetermined set of playable characters having predefined player profiles prior to commencement of the gameplay session. 3 . The method of claim 1 , wherein obtaining one or more non-player characters to fill available spots in the gameplay session further comprises: receiving an input selection of the one or more non-player characters from one of the identified human players. 4 . The method of claim 1 , wherein obtaining one or more non-player characters to fill available spots in the gameplay session further comprises: generating or selecting, by the computer system, the one or more non-player characters. 5 . The method of claim 1 , further comprising: anonymizing, by the computer system, at least one profile attribute of the determined subset of profile attributes by replacing an attribute value for the at least one profile attribute with a generic attribute value in each of the identified human player profiles and the non-player character player profiles. 6 . The method of claim 1 , further comprising: limiting, by the computer system, communication between an identified human player and a non-player character to one or more predefined phrases, instructions, or commands during the gameplay session. 7 . The method of claim 1 , further comprising: disabling, by the computer system, an ability of an identified human player to communicate with a non-player character during the gameplay session. 8 . The method of claim 1 , further comprising: awarding, by the computer system, an identified human player with an in-game benefit for an achievement during the gameplay session that is a lesser percentage of what the identified human player would have received for the same achievement had no non-player characters been utilized during the gameplay session. 9 . The method of claim 1 , wherein the gameplay session comprises a practice or training session. 10 . A system for transparently styling non-player characters in a multiplayer video game to resemble characters controlled by human players, the system comprising: one or more physical processors programmed with one or more computer program instructions which, when executed, cause the one or more physical processors to: identify one or more human players to be matched for a gameplay session of a multiplayer video game, wherein each human player has a player profile comprising a number of profile attributes; determine whether a total number of players required for the gameplay session is met by the identified human players; obtain one or more non-player characters to fill available spots in the gameplay session responsive to a determination that the total number of players required for the gameplay session is not met by the identified human players, wherein each of the one or more non-player characters has a non-player character player profile comprising a number of profile attributes; determine a subset of profile attributes common to the identified human player profiles and the non-player character player profiles; and permit the display of only the determined subset of profile attributes when any identified human player profile or non-player character player profile is accessed. 11 . The system of claim 10 , wherein, to identify one or more human players to be matched for a gameplay session, the one or more processors are further caused to: prompt each identified human player to select from among a predetermined set of playable characters having predefined player profiles prior to commencement of the gameplay session. 12 . The system of claim 10 , wherein, to obtain one or more non-player characters to fill available spots in the gameplay session, the one or more processors are further caused to: receive an input selection of the one or more non-player characters from one of the identified human players. 13 . The system of claim 10 , wherein, to obtain one or more non-player characters to fill available spots in the gameplay session, the one or more processors are further caused to: generate or select the one or more non-player characters. 14 . The system of claim 10 , wherein the one or more processors are further caused to: anonymize at least one profile attribute of the determined subset of profile attributes by replacing an attribute value for the at least one profile attribute with a generic attribute value in each of the identified human player profiles and the non-player character player profiles. 15 . The system of claim 10 , wherein the one or more processors are further caused to: limit communication between an identified human player and a non-player character to one or more predefined phrases, instructions, or commands during the gameplay session. 16 . The system of claim 10 , wherein the one or more processors are further caused to: disable an ability of an identified human player to communicate with a non-player character during the gameplay session. 17 . The system of claim 10 , wherein the one or more processors are further caused to: award an identified human player with an in-game benefit for an achievement during the gameplay session that is a lesser percentage of what the identified human player would have received for the same achievement had no non-player characters been utilized during the gameplay session. 18 . The system of claim 10 , wherein the gameplay session comprises a practice or training session. 19 . A computer program product for transparently styling non-player characters in a multiplayer video game to resemble characters controlled by human players, the computer program product comprising: one or more tangible, non-transitory computer-readable storage devices; program instructions, stored on at least one of the one or more tangib
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor · CPC title
for finding other players; for building a team; for providing a buddy list · CPC title
Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session · CPC title
user representation in the game field, e.g. avatar · CPC title
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
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