IP Library Granted Patent US 10,293,256
Granted Patent B2
US 10,293,256 · App. 15/405,238 · Granted May 21, 2019

System and method for providing persistent character personalities in a simulation

Inventor: Christopher Udo Cao (San Diego, CA)
Assignee: Daybreak Game Company LLC
A63F13/52A63F13/12A63F13/47A63F13/54A63F13/67A63F2300/5533A63F2300/6027A63F2300/632A63F2300/64A63F2300/65
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Quick Facts
Patent No.
US 10,293,256
App. No.
15/405,238
Granted
May 21, 2019
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 (24)

1. A computer-readable medium, comprising instructions for causing a processor in an electronic device to perform a method of providing information about a non-player character to a player character in a simulation, the method comprising:

receiving a first signal, the first signal indicating that a player character is within a predetermined distance from a spawning point;

upon receipt of the first signal, transmitting a second signal to the client computing device, the second signal causing the client computing device to display an activatable element that, when activated, initiates rendering and playback of media that includes information about a non-player character; and

upon receipt of a third signal corresponding to an activation of the displayed activatable element, transmitting a fourth signal to the client computing device, the fourth signal causing the client computing device to play back a media file that includes a level of available information about the non-player character;

wherein the level of available information about the non-player character is dependent on a category of the non-player character.

2. The medium of claim 1 , wherein the causing the client computing device to play back a media file includes choosing a media file to play, wherein the choosing includes choosing a media file based on one or more quests or tasks accomplished or attempted by the player character, one or more prior communications or interactions between the player character and the non-player character, or one or more prior communications or interactions between the player character and other player characters or non-player characters.

3. The medium of claim 2 , wherein the choosing a media file to play further comprises choosing one of a plurality of media files at random.

4. The medium of claim 1 , wherein the causing the client computing device to play back a media file includes causing the client computing device to play back a cinematic sequence or a cut scene.

5. The medium of claim 1 , wherein the causing the client computing device to play back a media file includes choosing a media file to play, wherein the choosing includes choosing a media file based on an in-game event.

6. A computer-readable medium, comprising a system for providing information about a non-player character to a player character in a multiplayer 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, and a plurality of features in a game environment; and

a response calculating module for calculating responses to player character interactions, wherein the response calculating module is configured to, upon receipt of a first signal indicating that a player character is within a predetermined distance from a spawning point, transmit a second signal to the client computing device, wherein the second signal causes a client computing device to display an activatable element that, when activated, initiates rendering and playback of media that includes information about a non-player character;

wherein the response calculating module is configured to, upon receipt of a third signal corresponding to an activation of the displayed activatable element, transmit a fourth signal to the client computing device, the fourth signal causing the client computing device to play back a media file that includes a level of available information about the non-player character; and

wherein the level of available information about the non-player character is dependent on a category of the non-player character.

7. The medium of claim 6 , wherein the media file is a cinematic sequence.

8. A computer-implemented method of providing information about a non-player character to a player character in a simulation, the method comprising:

receiving a first signal, the first signal indicating that a player character is within a predetermined distance from a spawning point;

upon receipt of the first signal, transmitting a second signal to the client computing device, the second signal causing the client computing device to display an activatable element that, when activated, initiates rendering and playback of media that includes information about a non-player character; and

upon receipt of a third signal corresponding to an activation of the displayed activatable element, transmitting a fourth signal to the client computing device, the fourth signal causing the client computing device to play back a media file that includes a level of available information about the non-player character;

wherein the level of available information about the non-player character is dependent on a category of the non-player character.

9. The method of claim 8 , wherein the causing the client computing device to play back a media file includes choosing a media file to play, wherein the choosing includes choosing a media file based on one or more quests or tasks accomplished or attempted by the player character, one or more prior communications or interactions between the player character and the non-player character, or one or more prior communications or interactions between the player character and other player characters or non-player characters.

10. The method of claim 9 , wherein the choosing a media file to play further comprises choosing one of a plurality of media files at random.

11. The method of claim 8 , wherein the causing the client computing device to play back a media file includes causing the client computing device to play back a cinematic sequence or a cut scene.

12. The method of claim 8 , wherein the causing the client computing device to play back a media file includes choosing a media file to play, wherein the choosing includes choosing a media file based on an in-game event.

Assignments (4)
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 →
Continuity (3)
Division 12507684 · Jul 22, 2009
Provisional Application 61082653 · Jul 22, 2008
Related Publication 20170120149A1 · May 4, 2017