IP Library Granted Patent US 8,342,963
Granted Patent B2
US 8,342,963 · App. 12/422,227 · Granted Jan 1, 2013

Methods and systems for enabling control of artificial intelligence game characters

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Quick Facts
Patent No.
US 8,342,963
App. No.
12/422,227
Granted
Jan 1, 2013
Kind
B2
Abstract

A method for controlling an artificial-intelligence (AI) character includes entering a command mode which enables control of the AI character, and occurs while substantially maintaining an existing display of the game, thereby preserving the immersive experience of the video game for the player. A plurality of locations are sequentially specified within a virtual space of the game, the plurality of locations defining a path for the AI character. The AI character is moved along the path to the plurality of locations in the order they were specified. The plurality of locations may be specified by maneuvering a reticle, and selecting each of the locations. A node can be displayed in the existing display of the game at each of the plurality of locations. A series of lines connecting the nodes can also be displayed in the existing display of the game.

Claims (42)

1. In a computer-implemented game, a method for controlling an artificial-intelligence (AI) character, the method comprising:

entering a session of a command mode, the command mode enabling control of the AI character, the entering a command mode occurs while maintaining a view of a virtual space of the game;

during the session of the command mode, receiving input sequentially specifying a plurality of user-defined locations within the virtual space of the game, an initial location and the plurality of user-defined locations defining a path for the AI character to traverse in the virtual space;

moving the AI character along the path from the initial location to the plurality of user-defined locations in the order they were specified.

2. The method of claim 1 , wherein the specifying a plurality of locations further comprises:

maneuvering a reticle to each of the locations;

selecting each of the plurality of locations when the reticle is situated at each of the plurality of locations.

3. The method of claim 2 , wherein the specifying a plurality of locations further comprises:

displaying a node in the virtual space of the game at each of the plurality of locations.

4. The method of claim 3 , wherein the specifying a plurality of locations further comprises:

displaying a series of lines connecting the nodes in the virtual space of the game.

5. The method of claim 2 , wherein the view of the virtual space of the game is shifted in accordance with the maneuvering a reticle, so as to maintain a display of the reticle in a central portion of the view.

6. The method of claim 1 , wherein the entering a command mode further comprises:

slowing a rate of gameplay of the game, wherein slowing the rate of gameplay is defined by a slowing of a gameplay clock so that activity of the game proceeds at a slower rate than a normal rate of activity.

7. The method of claim 1 , wherein the entering a command mode further comprises:

determining points of interest within the virtual space of the game;

reducing color saturation of the view of the virtual space of the game while maintaining color saturation of the points of interest.

8. The method of claim 7 , wherein the points of interest are selected from the group consisting of: characters, gun-fire, and explosions.

9. The method of claim 1 , wherein the entering a command mode further comprises:

enlarging a field of view of the view of the virtual space of the game.

10. The method of claim 1 , further comprising

specifying an action to be performed by the AI character at one or more of the plurality of locations.

11. The method of claim 1 , wherein the moving the AI character begins immediately upon specification of a first one of the plurality of locations.

12. The method of claim 1 , further comprising:

prior to the specifying of the plurality of locations, halting any existing movement of the AI character;

after the plurality of locations have been specified, then releasing the AI character to follow the path.

13. A computer system for executing a game, the game including an artificial-intelligence (AI) character, the system comprising:

a controller for receiving and relaying user input to said game;

a display for displaying image frame data of the game;

a command mode processor for executing a command mode of the game, the executing a command mode enabling control of the AI character and occurring while maintaining a view of a virtual space of the game, the command mode processor comprising

a node placement module for enabling a user to specify a plurality of user-defined locations within the virtual space of the game, an initial location and the plurality of user-defined locations defining a path for the AI character to traverse in the virtual space.

14. The computer system of claim 13 , wherein the specification of the plurality of locations is facilitated by enabling the user to maneuver a command reticle to each of the plurality of the locations and selecting each of the plurality of locations when the reticle is situated at each of the plurality of locations.

15. The computer system of claim 13 , wherein the specification of the plurality of locations includes displaying a node in the existing display of the game at each of the plurality of locations.

16. The method of claim 15 , wherein the specification of the plurality of locations further includes displaying a series of lines connecting the nodes in the virtual space of the game.

17. The computer system of claim 14 , wherein the view of the virtual space of the game is shifted in accordance with the maneuvering a reticle, so as to maintain a display of the reticle in a central portion of the view.

18. The computer system of claim 13 , wherein the command mode processor further comprises

a gameplay rate control module for slowing a rate of gameplay of the game during execution of the command mode, wherein slowing the rate of gameplay is defined by a slowing of a gameplay clock so that activity of the game proceeds at a slower rate than a normal rate of activity.

19. The computer system of claim 13 , wherein the command mode processor further comprises a saturation display control, the saturation display control for determining points of interest within the virtual space of the game and reducing color saturation of the view of the virtual space of the game while maintaining color saturation of the points of interest.

20. The method of claim 19 , wherein the points of interest are selected from the group consisting of: characters, gun-fire, and explosions.

21. The method of claim 13 , wherein the executing a command mode includes enlarging a field of view of the view of the virtual space of the game.

22. The method of claim 13 , wherein the node placement module further enables a user to specify an action to be performed by the AI character at one or more of the plurality of locations.

23. The method of claim 1 , wherein moving the AI character occurs after exiting the session of the command mode.

Assignments (2)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
CHANGE OF NAME Recorded May 4, 2016
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 038611/0887 →