IP Library Granted Patent US 9,579,576
Granted Patent B2
US 9,579,576 · App. 12/507,684 · Granted Feb 28, 2017

System and method for providing persistent character personalities in a simulation

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Quick Facts
Patent No.
US 9,579,576
App. No.
12/507,684
Granted
Feb 28, 2017
Kind
B2
Abstract

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.

Claims (22)

1. A computer-readable medium, comprising instructions for causing a processor in an electronic device to perform a method of generating responses of a non-player character in an online video game simulation of an environment, the method comprising:

tracking data pertaining to interactions between a player character and a non-player character in the online simulation of the environment, the tracked data at least including data about a state of a relationship between the player character and the non-player character;

receiving a first signal from a client computing device, the first signal indicating either that a player character has initiated a communication with a non-player character or that the player character has moved to within a predetermined distance from the non-player character in the online simulation of the environment;

calculating a response of the non-player character to the first signal, wherein the calculating includes calculating the response based on the tracked data, wherein the calculated response includes a response selected from the following group: an ally personalization response, and affirmation anchor, and admonishment anchor, and enemy personalization response, an in-game event response, or a framing response; and

transmitting a second signal, corresponding to the response, to the client computing device, the response in part causing a video renderer or sound renderer in the client computing device to render an indication of the response on a video or audio device, respectively, or both;

wherein calculating the response further comprises basing the response on a shared history between the player character and the non-player character, the response including displaying data about the non-player character to the player character, and wherein transmitting the second signal occurs at least in part in response to a determination that the player character is within a predetermined distance from a spawning point having associated therewith an activatable element to initiate rendering and playback of media relating to a past history of the non-player character;

wherein the non-player character is categorized as a primary, secondary, global, or generic character; and

wherein the displayed data included in the response comprises varying levels of available information about the non-player character that is dependent upon the category of the non-player character.

2. The medium of claim 1 , wherein the one or more prior interactions includes one or more prior joint actions between the player character and the non-player character.

3. The medium of claim 1 , wherein the calculating a response further comprises calculating a response based on one or more in-game events.

4. The medium of claim 1 , wherein the calculating a response further comprises basing a response on a distance between the player character and the non-player character.

5. The medium of claim 1 , wherein the calculating a response further comprises basing the response on a real world event outside the game environment.

6. A computer-readable medium comprising a system for enhancing responses of a non-player character in a multiplayer online video game, the medium including the following modules:

a database module for storing data about a plurality of player characters, a plurality of non-player characters, a plurality of interactions between player characters and non-player characters, data about users, the users each controlling player characters, and a plurality of features in a game environment; and

a response calculating module for calculating a response of a non-player character to a player character interaction, wherein the response calculating module is configured to calculate a response based on tracked data about one or more prior interactions between the player character and the non-player character, the tracked data at least including data about a state of a relationship between the player character and the non-player character, and wherein the response calculating module is configured to calculate a response selected from the following group: an ally personalization response, an affirmation anchor, an admonishment anchor, an enemy personalization response, and in-game event response, or a framing response;

wherein the response calculating module is configured to base the response at least partially on a shared history between the player character and the non-player character, the response including displaying data about the non-player character to the player character, and

wherein the response calculating module is further configured to deliver the calculated response when the player character is within a predetermined distance from a spawning point having associated therewith an activatable element to initiate rendering and playback of media relating to a past history of the non-player character;

wherein the non-player character is categorized as a primary, secondary, global, or generic character; and

wherein the displayed data included in the response comprises varying levels of available information about the non-player character that is dependent upon the category of the non-player character.

7. The medium of claim 6 , wherein the one or more prior interactions between the player character and the non-player character include one or more prior joint actions between the player character and the non-player character.

8. The medium of claim 6 , wherein the response calculating module is configured to trigger a response at least partially based on a distance between the player character and the non-player character.

9. The medium of claim 6 , wherein the response calculating module is configured to base the response at least partially on a real world event outside the game environment.

Assignments (8)
RELEASE OF SECURITY INTEREST Recorded Jul 27, 2021
From: CIBC BANK USA, AS ADMINISTRATIVE AGENT
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 056982/0415 →
SECURITY INTEREST Recorded Jul 3, 2019
From: DAYBREAK GAME COMPANY LLC
To: CIBC BANK USA, AS ADMINISTRATIVE AGENT
Reel/Frame 049666/0514 →
RELEASE OF SECURITY INTEREST Recorded May 9, 2019
From: HERITAGE BANK OF COMMERCE
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 049133/0907 →
SECURITY INTEREST Recorded Oct 11, 2018
From: DAYBREAK GAME COMPANY LLC
To: HERITAGE BANK OF COMMERCE
Reel/Frame 047865/0657 →
RELEASE OF SECURITY INTEREST Recorded Aug 1, 2018
From: HERITAGE BANK OF COMMERCE
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 046531/0242 →
SECURITY INTEREST Recorded May 12, 2016
From: DAYBREAK GAME COMPANY LLC
To: HERITAGE BANK OF COMMERCE
Reel/Frame 038567/0306 →
CHANGE OF NAME Recorded Mar 24, 2015
From: SONY ONLINE ENTERTAINMENT LLC
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 035276/0671 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 13, 2009
From: CAO, CHRISTOPHER UDO
To: SONY ONLINE ENTERTAINMENT LLC
Reel/Frame 023366/0302 →