Packet based game non-player character server, method for providing non-player character, and game system using the same
Abstract
The present invention relates to a packet based artificial intelligence game NPC server, method for providing an artificial intelligence NPC, and game system thereof which are applied to various on-line games on the basis of packet information without source code correction, using data obtained in each game server, and provides: storing game information specialized for each game server; receiving game packet data from the game server; interpreting the game packet data to convert the interpreted game packet data into metadata; storing a protocol header and parameter information of the metadata; receiving the protocol header and parameter information to generate data and action of an NPC according to a command (protocol header) of the metadata; and delivering the generated data and action of an NPC to the game server.
Claims
exact text as granted — not AI-modified1 . A packet based game Non-Player Character (NPC) server comprising:
a network communication processing unit receiving game packet data from a plurality of game servers and delivering action and data of an NPC to the game servers; a packet metadata processing unit interpreting the game packet data received from the network communication processing unit into a metadata format of protocol header and parameter information, according to a predefined command; a data metadata processing unit converting the parameter information received from the packet metadata processing unit into a metadata format of structure information; an internal data structure processing unit storing the converted parameter data delivered from the data metadata processing unit; a game information metadata processing unit storing game information which is specialized for each of the game servers, in a metadata format; and an artificial intelligence algorithm processing unit receiving data, based on the protocol header which is received from the packet metadata processing unit, from the internal data structure processing unit and receiving the game information from the game information metadata processing unit to deliver the data and action of the NPC to the packet metadata processing unit.
2 . The packet based game NPC server of claim 1 , further comprising a knowledge database (DB) accumulating and storing a plurality of processed input and output values from the artificial intelligence algorithm processing unit.
3 . The packet based game NPC server of claim 1 , wherein the game information of the game information metadata processing unit comprises one or more of a game map, a village location, a monster position, and item information.
4 . The packet based game NPC server of claim 1 , wherein the game packet data comprises one or more of a communication protocol, identification (ID), a command, and parameter information.
5 . A method for providing an artificial intelligence Non-Player Character (NPC) comprises:
storing game information specialized for each game server; receiving game packet data from the game server; interpreting the game packet data to convert the game packet data into metadata; storing protocol header and parameter information of the metadata; receiving the parameter information and game information to generate data and action of an NPC according to a command (protocol header) of the metadata; and delivering the generated data and action of the NPC to the game server.
6 . The method of claim 5 , further comprising storing the data and action of the NPC to build a database of the data and action.
7 . The method of claim 5 , further comprising determining a type of the game server on the basis of information of the game server which is comprised in the game packet data.
8 . A game system comprising:
at least two or more game servers providing different games, respectively; and an NPC server converting a protocol header of each of the game servers into metadata and previously stores the metadata, analyzing game packet data delivered from a specific game server to determine parameter information and action of a user character with the previously stored metadata, and providing an NPC, which takes an intelligent action corresponding to the user character's action, to a corresponding game server.
9 . The game system of claim 8 , wherein the NPC sever comprises a knowledge DB, and builds a database of an action pattern of the NPC which is provided to the game server.Join the waitlist — get patent alerts
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