A63F2300/65

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.

STORAGE MEDIUM STORING GAME PROGRAM, GAME PROCESSING METHOD, AND INFORMATION PROCESSING APPARATUS
20190176039 · 2019-06-13 · ·

A non-transitory computer readable recording medium stores game program code instructions for a game in which users do battle, and the game program code instructions cause a computer to perform a data storage function of storing a first panel data that includes a plurality of panels associated with the first user to a storage unit; a control function of receiving information regarding a selection by the first user, the selection being for one or more panels indicating characters to be disposed in one or more divisions of a game display screen including a display region formed by the divisions; the data storage function further stores the panel associated with information of motion to the storage unit, and the control function transmits information for displaying the panel as a moving character according to the information of motion associated with the panel when the panel is disposed in a target division.

Event-based currency
10319187 · 2019-06-11 · ·

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.

On-demand rich media content distribution responsive to on-line gamer position and status

A game system for running a game with access to rich media content for at least one player includes one or more gaming consoles that are connected to a network with a content server that is in communication with the gaming console. The content server provides rich media content through a network for use with the user-play game. A content information receiver, disposed in the gaming console and connected to the network, receives the rich media content provided from the content server. A compositor is used to composite the rich media content with the game, and a game executer, that is provided in the gaming console, executes the game while involving the at least one player.

Method and System Modeling Social Identity In Digital Media With Dynamic Group Membership
20190163261 · 2019-05-30 ·

A digital media system models social categories of a virtual identity. The system, defines a plurality of modeling categories according to the virtual identity and models a degree of a membership in a category for a member of the category. Each category has a feature shared in varying degrees by one or more members of the category. The system simulates changes to the membership and determines a naturalization trajectory having a change of the degree of membership in a category over time of the virtual identity. The degree of membership includes a gradient value in a category feature and an interface configured to represent a category membership that dynamically changes as category membership changes.

INFORMATION PROCESSING SYSTEM AND INFORMATION PROCESSING METHOD
20190160379 · 2019-05-30 ·

An information processing method includes selecting at least one character from a plurality of characters possessed by a user according to the user's operation, adding an attribute related to an additional character to the selected character, causing one or more of the plurality of characters possessed by the user to appear in a game, and executing the game, and if the characters appearing in the game include the additional character and the selected character having the added attribute, changing a setting in the game such that an advantage is given to the user.

GAME CHARACTER BEHAVIOR CONTROL METHOD AND APPARATUS, STORAGE MEDIUM, AND ELECTRONIC DEVICE
20240189718 · 2024-06-13 ·

The present disclosure provides a game character behavior control method. The method includes obtaining current game state information of a game, and performing feature extraction on the current game state information to obtain first feature information that reflects parameters of game characters of opposing parties in the game; constructing second feature information associated with a target game character, the second feature information reflecting the first feature information and features of target state information associated with target game character in the current game state information, the target game character being game characters controlled by game logic; performing classification on the second feature information to obtain action probability distribution associated with the target game characters; determining target behavior information based on an action probability distribution and target state information associated with the target game character; and controlling the target game character to perform actions corresponding to the target behavior information.

Generation-based evolution of non-player characters in a game

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.

System and method for providing persistent character personalities in a simulation
10293256 · 2019-05-21 · ·

Apparatus and methods are provided to implement a technique for managing the response of a digital entity in a simulation to reflect its interaction with one or more players over time, such as managing a non-player character's responses to player characters in an online computer game. In the system, a computer system tracks the interaction of the digital entity with other entities and the occurrence or status of internal and external events to control how the digital entity reacts to current events and interactions.

Image processing device, system and method based on position detection

An image processing device includes an image acquirer that acquires data of a shot image obtained by a camera, a depth image acquirer that acquires a depth image obtained by representing a distance of a subject from the camera in the depth direction as a pixel value, and a first object detector that detects a region of an image of a first object from the shot image or the depth image. The image processing device further includes a second object detector that detects a region of an image of a second object based on the region of the image of the first object and the pixel value in the depth image, a clipping region decider that decides a clipping region including at least the regions of the images of the first and second objects, and a display image generator that generates a display image by using the clipping region.