Patent classifications
A63F2300/65
FACILITATING EVENT IMPLEMENTATION IN AN ONLINE GAME
A system and method for facilitating implementation of events in an online game are disclosed. Award information may be received from user. The received award information may define a type of in-game award to be distributed to players of the online game. The award information may include information indicate a corresponding award handler for determine and/or distributing the instances of the award to the players. Event information may be received from user. The received event information may specify details for implementing an event in the online game. The received event information may include event award information indicating one or more instances of an award of an award type defined by the received award information. The event information may be used to automatically implement the event in the online game, and the instances of the award may be distributed to the participating players in accordance with the event award information.
Method and device for generating character behaviors in game and storage medium
Embodiments of the present disclosure disclose a method and a device for predicting character behaviors of a non-player character in a game. The method includes receiving status data of a current game sent by a game client, the status data being used to indicate current status of a plurality of characters in the current game; obtaining a behavior order sequence related to the current game from a pre-established behavior order library based on the current status, wherein the behavior order sequence indicates a behavior execution order of the plurality of characters including both player characters and non-player characters; performing simulation on the plurality of characters by using a behavior prediction model in sequence according to the behavior execution order to obtain a simulation result; updating the behavior prediction model according to the simulation result to obtained an updated behavior prediction model; using the updated behavior prediction model to generate behavior information, the behavior information being used to indicate next behaviors of one or more of non-player characters among the plurality of characters; and sending the behavior information to the game client to control the behavior of the one or more non-player characters.
SYSTEMS AND METHODS FOR TRAINING AN ARTIFICIAL INTELLIGENCE MODEL FOR COMPETITION MATCHES
A method for training a character for a game is described. The method includes facilitating a display of one or more scenes of the game. The one or more scenes include the character and virtual objects. The method further includes receiving input data for controlling the character by a user to interact with the virtual objects and analyzing the input data to identify interaction patterns for the character in the one or more scenes. The interaction patterns define inputs to train an artificial intelligence (AI) model associated with a user account of the user. The method includes enabling the character to interact with a new scene based on the AI model. The method includes tracking the interaction with the new scene by the character to perform additional training of the AI model.
SECONDARY-GAME-MODE SESSIONS BASED ON PRIMARY-GAME-MODE ARRANGEMENTS OF USER-CONTROLLED ELEMENTS
Approaches for secondary-game-mode sessions based on primary-game-mode arrangements of user-controlled elements are provided. Actions by user-controlled elements of a first user or other game-space elements in a primary game mode of a game space may be managed. A session request for a session in a secondary game mode of the game space may be received from the first user. A first session for the first user may be executed in the secondary game mode such that: the first session involves artificial-intelligence-controlled elements as opponents against the user-controlled elements; (ii) an arrangement of the user-controlled elements at a beginning of the first session is the same as an arrangement of the user-controlled elements in the primary game mode at a time of the session request; and (iii) impacts on the user-controlled elements during the first session in the secondary game mode are not reflected in the primary game mode.
Collision control method and apparatus, and storage medium
A collision control method and apparatus, and a storage medium are provided. The method includes obtaining a collision action to be performed by a first control object in a game client and entity information of the first control object. The entity information includes first entity information representing a skeleton of the first control object, and second entity information representing a group of colliders of the first control object excluding the skeleton and driven by the skeleton. The skeleton and the group of colliders are controlled to perform the collision action of the first control object with a second control object based on the entity information.
INFORMATION PROCESSING DEVICE AND CONTROL METHOD FOR EXECUTING A BATTLE GAME INCLUDING A FIELD
Instructions recorded on a non-transitory recording medium cause an information processing device that executes a battle game to execute the steps of storing different attribute information in association with each of at least two players; displaying a field including a plurality of regions, a predetermined event being set for each region, and attribute information being associable with each region; upon a player selecting at least one region from among the plurality of regions, executing processing for the event of the selected region; based on a processing result for the event, determining whether newly to associate the attribute information of the player with the selected region; and determining victory and defeat for the plurality of players based on at least one of a count, a total area, and a total volume of regions with which each piece of attribute information is associated.
DATA EXCHANGE METHOD AND APPARATUS, STORAGE MEDIUM AND ELECTRONIC DEVICE
A data exchange method includes: obtaining an operation instruction based on a control operation on a first virtual character; controlling, according to the operation instruction, the first virtual character to perform an interaction action on the first virtual object; and adjusting a state of the first virtual object to a first target state based on the interaction action performed on the first virtual object and adjusting a state of a second virtual object displayed in a second area of the display interface to a second target state in response to the state of the first virtual object being changed, a second virtual character displayed in the second area of the display interface being controlled by a second client to perform an interaction action on the second virtual object.
Event-based currency
An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.
COLLABORATIVE DIPLOMACY MECHANICS
A collaborative diplomacy mechanics system for an online game is described. A player selects an ally to be engaged in a combat mode of an online social game against an enemy. The profile of the selected ally is retrieved. An ally power up weapon is generated based on the profile of the selected ally. The ally power up weapon is applied against a combat unit of an enemy of a player in the combat mode. The ally power up weapon can also be applied on a combat unit of the player in the combat mode.
SYSTEM AND METHOD FOR ALTERING PERCEPTION OF VIRTUAL CONTENT IN A VIRTUAL SPACE
The disclosure relates to systems and methods for altering perception of virtual or game content in a virtual space based on one or more attribute levels. The perception of some virtual or game content may not be altered. Thus, the depiction of some content is altered while other content is not. A system may alter the depiction of game content based on attributes of an entity and/or based on which entity is to perceive the game content. The different depictions of game content may be provided to the same entity at different times and/or different perceptions of game content may be provided to different entities. Thus, a rich interface may be provided that differentially depicts game content based on attribute levels and/or the entity that is to perceive the game content.