Artificial player character for massive multi-player on-line game
Abstract
An artificial intelligence system for autonomous artificial player characters in an on-line game is provided. The artificial player character (APC) makes use of an adaptive neural net wherein the function of the artificial player character at any given time is determined as a composition of other functions defined by one or more of the following: the game designer, the personality preference filters of the artificial player character, the current statistical levels of the artificial player character, the database of historical interactions of the artificial player character, a master database of historical interactions by other artificial player characters, and interactions of the artificial player character with other characters and/or the game environment.
Claims
exact text as granted — not AI-modified1 . An artificial player character for a computer game, comprising:
a set of at least two probability-related values which determine an activity of the artificial player character, each of the probability-related values comprising a preference filter including a filter identification and a filter value for the filter identification, wherein the filter value is an integer value and defines how relevant the preference filter is to an encounter of the artificial player character during the computer game.
2 . The artificial player character of claim 1 , further comprising:
a set of character statistics for the artificial player character; a set of graphics for the artificial player character; and a list of possessions of the artificial player character.
3 . The artificial player character of claim 1 , further comprising:
an experience database including a record of historical encounters of the artificial player character and results of the historical encounters of the artificial player character.
4 . The artificial player character of claim 1 , wherein the set of at least two probability-related values determine a personality trait of the artificial player character and a corresponding behavior of the artificial player character.
5 . The artificial player character of claim 1 , wherein the preference filter defines a probability-based preference of the artificial player character to a potential interaction during the computer game.
6 . The artificial player character of claim 1 , wherein the filter value of the preference filter is assigned by an individual.
7 . The artificial player character of claim 1 , wherein the filter value of the preference filter is assigned by a random process.
8 . The artificial player character of claim 1 , wherein the filter value of the preference filter is assigned by a learned process including a record of historical encounters of the artificial player character and results of the historical encounters of the artificial player character.
9 . The artificial player character of claim 1 , wherein the filter value of the preference filter is assigned by an evolutionary process combining at least two preference filters.
10 . The artificial player character of claim 1 , wherein the preference filter includes one of a loyalty filter, an ambition filter, an exploration filter, an adventure filter, a risk-taking filter, an aggression filter, a conversation filter, an attachment filter, a persistence filter, a trading filter, an anchorage filter, an altruism filter, a sanity filter, a greed filter, a social filter, a romance filter, a negotiation filter, an occupation filter, an economy filter, and a learning filter.
11 . The artificial player character of claim 1 , wherein the computer game is a massive multi-player on-line game.
12 . A method of defining an artificial player character for a computer game, the method comprising:
identifying a set of at least two probability-related values which determine an activity of the artificial player character, including, for each of the probability-related values, assigning a filter value to a preference filter, wherein the filter value is an integer value and defines how relevant the preference filter is to an encounter of the artificial player character during the computer game.
13 . The method of claim 12 , further comprising:
identifying a set of character statistics for the artificial player character; identifying a set of graphics for the artificial player character; and identifying a list of possessions of the artificial player character.
14 . The method of claim 12 , further comprising:
generating an experience database including historical encounters of the artificial player character and results of the historical encounters of the artificial player character.
15 . The method of claim 12 , wherein assigning the filter value to the preference filter includes defining a probability-based preference of the artificial player character to a potential interaction during the computer game.
16 . The method of claim 12 , wherein assigning the filter value to the preference filter includes assigning the filter value by an individual.
17 . The method of claim 12 , wherein assigning the filter value to the preference filter includes assigning the filter value by a random process.
18 . The method of claim 12 , wherein assigning the filter value to the preference filter includes assigning the filter value by a learned process including a record of historical encounters of the artificial player character and results of the historical encounters of the artificial player character.
19 . The method of claim 12 , wherein assigning the filter value to the preference filter includes assigning the filter value by an evolutionary process combining at least two preference filters.
20 . The method of claim 12 , wherein the preference filter includes one of a loyalty filter, an ambition filter, an exploration filter, an adventure filter, a risk-taking filter, an aggression filter, a conversation filter, an attachment filter, a persistence filter, a trading filter, an anchorage filter, an altruism filter, a sanity filter, a greed filter, a social filter, a romance filter, a negotiation filter, an occupation filter, an economy filter, and a learning filter.
21 . The method of claim 12 , wherein the computer game is a massive multi-player on-line game.
22 . A computer-readable medium including computer-executable instructions for performing a method of defining an artificial player character for a computer game, the method comprising:
identifying a set of at least two probability-related values which determine an activity of the artificial player character, including, for each of the probability-related values, assigning a filter value to a preference filter, wherein the filter value is an integer value and defines how relevant the preference filter is to an encounter of the artificial player character during the computer game.Join the waitlist — get patent alerts
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