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 . A computer game, comprising:
an artificial player character 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 computer game of claim 1 , further comprising:
a player character; and one or more of an administrative character, a non-player character, a monster character, a pet character, and an environmental character.
3 . The computer game of claim 1 , wherein the artificial player character further comprises 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.
4 . The computer game of claim 1 , wherein the artificial player character further comprises 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.
5 . The computer game of claim 1 , wherein the filter value of the preference filter for the artificial player character is assigned by an individual.
6 . The computer game of claim 1 , wherein the filter value of the preference filter for the artificial player character is assigned by a random process.
7 . The computer game of claim 1 , wherein the filter value of the preference filter for the artificial player character 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.
8 . The computer game of claim 1 , wherein the filter value of the preference filter for the artificial player character is assigned by an evolutionary process combining at least two preference filters.
9 . The computer game 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.
10 . The computer game of claim 1 , wherein the computer game is a massive multi-player on-line game.
11 . The computer game of claim 1 , wherein the encounter is presented by one of a player character, a non-player character, another artificial player character, a monster character, and an environment of the computer game.
12 . The computer game of claim 1 , wherein the artificial player character is introduced into the computer game in place of a player character when the player character leaves the computer game.
13 . The computer game of claim 1 , wherein the artificial player character is introduced into the computer game when less than a predetermined number of player characters are available to play the computer game.
14 . A method of playing a computer game including an artificial player character, the method comprising:
presenting the artificial player character with an interaction; determining which of a plurality of preference filters for the artificial player character are applicable to the interaction, including comparing a filter value of each of the preference filters to the interaction and determining a relevance of each of the preference filters to the interaction, the filter value defining how relevant a corresponding preference filter is to the interaction of the artificial player character during the computer game; calculating a priority of the preference filters relevant to the interaction, and applying the relevant preference filters to the interaction; determining an action of the artificial player character to the interaction based on the relevant preference filters; and performing the action by the artificial player character.
15 . The method of claim 14 , further 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 the filter value to the corresponding preference filter, wherein the filter value is an integer value and defines how relevant the preference filter is to the interaction of the artificial player character during the computer game.
16 . The method of claim 15 , wherein assigning the filter value to the corresponding preference filter includes assigning the filter value by an individual.
17 . The method of claim 15 , wherein assigning the filter value to the corresponding preference filter includes assigning the filter value by a random process.
18 . The method of claim 15 , wherein assigning the filter value to the corresponding 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 15 , wherein assigning the filter value to the corresponding preference filter includes assigning the filter value by an evolutionary process combining at least two preference filters.
20 . The method of claim 14 , wherein each of the preference filters include 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 14 , wherein the computer game is a massive multi-player on-line game.
22 . The method of claim 14 , wherein the interaction is presented by one a player character, a non-player character, another artificial player character, a monster character, and an environment of the computer game.
23 . The method of claim 14 , further comprising:
introducing the artificial player character into the computer game in place of a player character when the player character leaves the computer game.
24 . The method of claim 14 , further comprising:
introducing the artificial player character into the computer game when less than a predetermined number of player characters are available to play the computer game.
25 . A computer-readable medium including instructions for performing a method of playing a computer game including an artificial player character, the method comprising:
presenting the artificial player character with an interaction; determining which of a plurality of preference filters for the artificial player character are applicable to the interaction, including comparing a filter value of each of the preference filters to the interaction and determining a relevance of each of the preference filters to the interaction, the filter value defining how relevant a corresponding preference filter is to the interaction of the artificial player character during the computer game; calculating a priority of the preference filters relevant to the interaction, and applying the relevant preference filters to the interaction; determining an action of the artificial player character to the interaction based on the relevant preference filters; and performing the action by the artificial player character.
26 . A computer-readable medium including instructions for performing a method of playing a computer game including an artificial player character, the method comprising:
monitoring a multiplayer group of the computer game; and introducing the artificial player character into the computer game if one of (a) a player character of the multiplayer group of the computer game leaves the computer game and (b) less than a predetermined number of player characters are available to form the multiplayer group of the computer game, wherein introducing the artificial player character into the computer game includes determining a type and a level of the artificial player character and assigning the artificial player character to the multiplayer group of the computer game.
27 . The computer-readable medium including instructions for performing a method of playing a computer game including an artificial player character of claim 26 , the method further comprising:
after introducing the artificial player character into the computer game, removing the artificial player character from the computer game and replacing the artificial player character with a new player character if the new player character is looking for a group similar to the multiplayer group of the computer game including the artificial player character.Join the waitlist — get patent alerts
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