WO2018192395A1 - 角色的配置方法及装置、存储介质以及电子装置 - Google Patents
角色的配置方法及装置、存储介质以及电子装置 Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N5/00—Computing arrangements using knowledge-based models
- G06N5/02—Knowledge representation; Symbolic representation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N3/00—Computing arrangements based on biological models
- G06N3/004—Artificial life, i.e. computing arrangements simulating life
- G06N3/006—Artificial life, i.e. computing arrangements simulating life based on simulated virtual individual or collective life forms, e.g. social simulations or particle swarm optimisation [PSO]
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N7/00—Computing arrangements based on specific mathematical models
- G06N7/01—Probabilistic graphical models, e.g. probabilistic networks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
Definitions
- the present application relates to the field of the Internet, and in particular to a method and device for configuring a role, a storage medium, and an electronic device.
- AI Artificial Intelligence
- Game AI is the artificial intelligence character in the game. In this application, it refers to the intelligent character in the game, simulating the various behaviors of the real player, and simulating the operation of the real person and playing against the player. Generally in the game, the player gains skills and experience by playing against the game AI.
- the main control method of the game AI is the behavior of the object.
- the design of the AI mainly includes setting rules and holding the two methods.
- the so-called setting rule is to explicitly set a series of rules, and then assign corresponding values to related objects, and then the whole system runs according to the rules. Once the rules are set, the smart objects will follow the rules and limits. Because of the existence of existing rules, the behavior of these AIs is basically predictable, and users may learn how to circumvent these rules after many attempts. For an episode, basically all the possible behaviors of the corresponding object are conceived, and then all responses are manually determined.
- the actual game design is designed with a single AI individual, and one or two of the above design methods are used simultaneously to achieve the purpose of AI intelligence.
- Improve the behavior of AI individuals by building various state machines and behavioral trees to make AI individuals look as smart as possible.
- the AI character in a match game, the AI character generally has the following actions:
- Action 1 When no player is found, wander in a certain area;
- Action 2 When the player is found, chase the player and attack the player character
- Action 3 When the amount of blood is below a certain amount, the player will run away.
- the AI individual in the escape state, it will judge in real time whether Restore the security state, if it will enter the patrol state, otherwise continue to escape; the AI individual in the attack state will also determine in real time whether the threat to the enemy is more than the enemy, if it will run away, otherwise continue to attack the player character.
- the AI design data structure of a single individual is shown in Figure 2.
- attribute characteristics of the AI such as the geographical location of the player
- values of some probabilistic events can also be recorded. Scope and so on, attribute characteristics mainly include the location of the map, screen position, animation information, military rank and other information.
- the routine is basically fixed, and there is no difference between the similar AIs, and the same operation mechanism is adopted.
- the player tries to understand the operation mode of the robot several times, the corresponding method can be adopted. Crack the response.
- you want to do a very good AI response mechanism the workload of exhausting all possible behaviors is too large, and general games cannot do it.
- the embodiment of the present application provides a method and device for configuring a role, a storage medium, and an electronic device to at least solve the technical problem that the operation mechanism of the artificial intelligence character in the related art can be known.
- a method for configuring a character comprising: detecting a target event associated with a first character in a game, wherein the first character is artificial intelligence generated in the game.
- the target character is used to play the non-player character, the target event is used to indicate that the target attribute value of the first character is modified, and the configuration information corresponding to the target event is obtained, wherein the configuration information is used to configure the second role, so that the configured second
- the degree of modification of the target attribute value of the target event to the second character is smaller than the modification degree of the target attribute value of the first character when the target character responds to the target event, and the second role is to be generated in the game.
- Non-player character when generating the second character, configure the second character using the configuration information.
- a role configuration apparatus comprising one or more processors, and one or more memories storing program units, wherein the program units are executed by a processor
- the program unit includes: a detecting unit configured to detect a target event associated with the first character in the game, wherein the first character is a non-player character generated by the artificial intelligence and the player character pair generated in the game, the target event And the first acquiring unit is configured to acquire configuration information corresponding to the target event, where the configuration information is used to configure the second role, so that the configured second role is in response to In the target event, the target event has a modification degree to the target attribute value of the second character less than the modification degree of the first character in the first character in response to the target event, and the second role is a non-player character to be generated in the game.
- the configuration unit is configured to configure the second role using the configuration information when the second role is generated.
- the configuration information corresponding to the target event is acquired, and the generated second role is configured through the configuration information, so as to be configured.
- the second character reduces the degree of modification of the target event value of the second character in response to the target event, so that as the non-player character evolves, each new character born has the same initial shape, but
- new skill attributes for a large number of non-player characters in the game, due to different birth time, the skill attributes are different, and the skill attributes used in dealing with the same events are different, making the game characters unable to After many attempts, the skill attribute adopted by the non-player character in responding to the fixed event can be determined, and the technical problem that the operation mechanism of the artificial intelligence character can be known in the related art can be solved, thereby avoiding the operation mechanism of avoiding the artificial intelligence character being known.
- Technical effect for a large number of non-player characters in the game, due to different birth time, the skill attributes are different, and the skill attributes used in dealing with the same events are different, making the game characters unable to After many attempts, the skill attribute
- FIG. 1 is a schematic diagram of a state transition of an AI in the related art
- FIG. 2 is a schematic diagram of a data structure of an AI in the related art
- FIG. 3 is a schematic diagram of a hardware environment of a method for configuring a role according to an embodiment of the present application
- FIG. 5 is a schematic illustration of an alternative AI snake in accordance with an embodiment of the present application.
- FIG. 6 is a schematic illustration of an optional head hot zone in accordance with an embodiment of the present application.
- FIG. 7 is a schematic diagram of an alternative evolution system in accordance with an embodiment of the present application.
- FIG. 8 is a schematic diagram of an optional AI attribute according to an embodiment of the present application.
- FIG. 9 is a schematic diagram of an optional role configuration apparatus according to an embodiment of the present application.
- FIG. 10 is a structural block diagram of an electronic device according to an embodiment of the present application.
- a method embodiment of a role configuration method is provided.
- the configuration method of the foregoing role may be applied to a hardware environment formed by the server 302 and the terminal 304 as shown in FIG. 3.
- the server 302 is connected to the terminal 304 through a network.
- the network includes but is not limited to a wide area network, a metropolitan area network, or a local area network.
- the terminal 304 is not limited to a PC, a mobile phone, a tablet, or the like.
- the method of the embodiment of the present application may be performed by the server 302, may be performed by the terminal 304, or may be jointly performed by the server 302 and the terminal 304.
- the method in which the terminal 304 performs the embodiment of the present application may also be performed by a client installed thereon.
- FIG. 4 is a flowchart of an optional role configuration method according to an embodiment of the present application. As shown in FIG. 4, the method may include the following steps:
- Step S402 detecting a target event associated with the first character in the game, the first character is a non-player character generated by the artificial intelligence and the player character pair generated in the game, and the target event is used to indicate that the target attribute of the first character is modified. value;
- Step S404 Obtain configuration information corresponding to the target event, where the configuration information is used to configure the second role, so that when the configured second role responds to the target event, the target event has less modification to the target attribute value of the second role.
- the degree of modification of the target attribute value of the first character in response to the target event, and the second role is the non-player character to be generated in the game;
- Step S406 when the second role is generated, the second role is configured using the configuration information.
- the configuration information corresponding to the target event is acquired, and the generated second role is configured through the configuration information, so that the configuration is performed.
- the second role reduces the degree of modification of the target attribute value of the second character in response to the target event, so that as the non-player character evolves, each new character born has the same initial shape, but There will be new skill attributes.
- the skill attributes are different, and the skill attributes used in dealing with the same events are also different, making the game characters
- the skill attribute of the non-player character in dealing with the fixed event can be determined, which can solve the technical problem that the operation mechanism of the artificial intelligence character can be known in the related art, thereby avoiding the operation mechanism of the artificial intelligence character being avoided. Know the technical effects.
- the above game may be any type of game; the first character is a non-player character attacked by a target event, the second character is a next-generation (or next-level) born non-player character; the target event is capable of causing the first character.
- AI can be used to initially train players to familiarize themselves with various operational skills, or to interact with players when online players are not enough to attract more real players.
- the current AI may cause poor interaction due to various reasons.
- the present application implements a game AI (non-player character using artificial intelligence) evolution method based on the basic principles of biological evolution, and by giving the game AI system the ability to self-evolve by simulating the principle of biological evolution, thereby enabling the game AI to acquire over time.
- the intelligence that is enhanced by natural development and various skill attributes.
- the design idea of this method is to evolve the entire game AI group instead of just a single AI individual.
- the specific implementation method is that when the game AI individual is killed by the real player, the evolution logic of the group is triggered, and the evolution logic will be based on the value of the current generation of the killed AI (the default is from the first generation or the first level). Get the probability that this generation can evolve an attribute property (such as a skill) and determine whether the evolution is successful. If the evolution is successful, the AI born after this time will default to the next generation or next level, and this next generation AI is inherently equipped with this attribute. Over time, game AI will have increasingly sophisticated intelligence and skill attributes.
- detecting a target event associated with the first character in the game includes: detecting a target event generated by the player character initiating an attack on the first character when the first character plays with the player character; When the character is in the target position in the map of the game, the target event in which the target environment value of the first character is modified is detected.
- the above target attribute may be an attribute for indicating life, skill, weapon, defense, etc.
- the target event is an event for reducing the attribute value of the life attribute
- the target event is Used to capture the skill attribute of the first character, or to reduce the damage of the skill attribute to the player character
- the target event is used to capture the weapon of the first character and reduce the damage caused by the weapon. Or the event that damages the weapon.
- this application does not enumerate one by one.
- the weapon attribute when the first character plays against the player character, it is detected that the player character attacks the first character to capture the target event generated by the weapon, and if the weapon of the first character is successfully captured, the new event is triggered.
- the birth of the character evolves, allowing the newly born character to escape or counterattack in time when the player captures his weapon, specifically by configuring the escape character or defensive skill attribute of the newly born character.
- the above-mentioned target events generated by detecting that the player character attacks the first character mainly include the following two types: detecting the first event in which the player character attacks the first character, and the first event is used to reduce the target attribute of the first character.
- the value is to the first value, the first value is smaller than the target attribute maximum value of the first role (ie, the maximum value allowed for the attribute), and is not less than the minimum value of the target attribute of the first role (ie, the attribute is allowed to be configured)
- the minimum value is detected;
- the second event is detected by the player character to attack the first character, and the second event is used to lower the target attribute value of the first character by a second value, the second value being a positive number.
- the first value mentioned above is a trigger point for triggering the evolution of the non-player character
- the attribute value of the target attribute is within a certain range (ie, between the attribute maximum value and the attribute minimum value), and the first value is the value in the range.
- detecting that the first event of the player character attacking the first character may be detecting a first event initiated by the player character and used to reduce the target attribute value of the first character to the minimum value of the target attribute, ie, specifying
- the occurrence of an evolution event is triggered when the attribute value of the attribute is reduced to a minimum value.
- the target attribute takes the life attribute as an example.
- the first value can be 50% of the value of the life attribute.
- the life value is reduced to 50% or less, the non-player character is triggered. Evolution occurs, and the skill attribute against the first event is evolved to avoid or reduce the damage caused by the first event to the first character when the first event is encountered again.
- the second value above indicates that when an event causes a fixed damage to the first character (ie, causes the attribute value to decrease by a second value), the new born non-player character is triggered to evolve for the event to avoid the event. Damage caused or reduced damage to the event.
- the second value can be 30% of the value of the life attribute.
- the life value is reduced by 30% or more, the non-player character is triggered. Evolution occurs, and the skill attribute of the second event is evolved to avoid or reduce the damage of the first event to the first character when the second event is encountered next time.
- the method adopted is similar to the above, and the present application does not describe them one by one.
- step S404 before the acquisition of the configuration information corresponding to the target event, if each encounter attack event can bring evolution to the non-player character, then the non-player character is too powerful, and the game player character is When playing against a non-player character, the game is too difficult, which affects the experience of the game player and reduces the interest in playing the game. Therefore, evolution can be carried out in a random manner as follows.
- the evolution probability is a probability of allowing the second character to acquire an attribute for responding to the target event; and the case where the evolution probability is greater than the preset probability
- the step of obtaining configuration information corresponding to the target event is performed.
- a function for acquiring a random number between 0 and 1 may be configured in the game, and each time the evolution probability corresponding to the level of the first character is acquired, the function may be executed once, the first character is The rank parameter is used as an input parameter of the function, and the obtained random value is used as an evolution probability corresponding to the rank of the first character, and then the evolution probability is compared with a threshold (ie, a preset probability, such as 0.5, 0.6, 0.9, etc.). If it is greater than the threshold, it will evolve the next-generation non-player character, otherwise it will not evolve.
- a threshold ie, a preset probability, such as 0.5, 0.6, 0.9, etc.
- the method may be implemented to: determine a first attribute for the target event, and determine configuration information according to the first attribute, where the first attribute is used to indicate that the target event occurs, the target The modification degree of the target attribute value of the second role is smaller than the modification degree of the target attribute value of the first role, the configuration information is used to configure each parameter of the first attribute, and the second attribute determined for responding to the target event is determined according to the second
- the attribute determines the configuration information, and the second attribute is used to indicate that a defense event for avoiding the occurrence of the target event is performed in the case that the target event is about to occur, and the configuration information is used to configure each parameter of the second attribute.
- whether the first attribute or the second attribute is configured according to actual needs may be determined, and may be determined according to a specific target event. For example, for an attack event initiated by a player (which may cause a non-player character to drop blood), then the user's defense attribute (ie, the first attribute) can be configured to avoid losing blood or reducing blood loss when attacked; For the target event of the user-initiated robbing weapon, the non-player character's escape attribute (ie, the second attribute) may be configured to trigger the non-player when it is determined by some behavior of the player character that it is about to initiate a target event for robbing the weapon.
- the escape attribute of the character escapes away from the player character (ie, the defense event); for example, when the non-player character touches the obstacle (that is, the target event in which the game environment modifies the target attribute value of the first character) It affects certain attributes of the player (such as health). At this time, it may trigger the evolution of the second attribute. Before the new non-player character touches the obstacle, it actively detects the position of the obstacle and avoids the obstacle in real time. Objects (ie, performing defensive events to avoid target events) to avoid obstacle damage.
- the foregoing configuring the first attribute and the second attribute may refer to adding the first attribute or the second attribute, or reconfiguring the attribute parameter of the first attribute or the second attribute, so that the corresponding defense skill is further Strong, such as speeding up the escape.
- the player character when determining the first attribute or the second attribute for responding to the target event, reference may be made to the processing manner in which other players encounter the same event, thereby determining which attributes are the first attribute or the second attribute.
- the specific method is as follows: when detecting that the target event associated with the player character is executed, the player character is saved if the target event has a modification degree to the target character value of the player character less than the modification degree of the target attribute value of the first character.
- the attribute used in response to the target event is the first attribute and holds various parameters of the attribute used by the player character.
- the game developer may also define the skill attribute for the target event.
- configuring the second role by using the configuration information includes: configuring the attributes of the plurality of second roles generated at the same time by using the configuration information when generating the second role Wherein the plurality of second characters belong to the same level, and the plurality of second characters are used to supplement to the game.
- the evolutionary ideas in the related art are all based on the design of AI individuals.
- Each AI entity has the same skill attributes at birth, and the AI individuals are promoted during the training process.
- the appearance and the like will also be correspondingly changed, so that the user can judge the information such as the combat power of the individual AI according to the appearance and the like, thereby adopting a targeted processing method.
- each generation of newly born AI individuals evolves the corresponding skill attributes with reference to the experience of dead AIs (or attacked AIs), which results in different skill attributes for each generation of AI.
- the design of the evolution of the AI population is realized, so that when the game player plays against the AI, it is impossible to judge the level of the AI skill.
- the game of Snake is described in detail as an example.
- the usual design is to make the intelligence of the game AI grow with the length or value of the player.
- the change is either based on the length or value of the game AI itself. This makes the longer the snake's intelligence higher, the newborn snake is very mentally retarded, the entire AI snake group has no probability of evolution, and the overall difficulty does not increase with time.
- the technical solution of the present application can be used for improvement.
- the intelligent AI snake consists of a head and a body.
- the head area is a separate circle, which can support a variety of skins and styles.
- the collision detection area of the body is composed of multiple circles. It is made up of multiple rectangles. The advantage of this type of composition is that the shape and position of the body can be accurately described with the least amount of geometry.
- the concept of the head hot zone is added to each intelligent AI snake. By controlling the AI snake to actively attack other snake's head hot zone, the attack on the player or other snakes is realized.
- the schematic diagram of the head hot zone is shown in Fig. 6.
- the above-mentioned head hot zone refers to a certain range in which the snake's head is located in the Snake Game.
- the intelligent AI snake will actively accelerate through this area to achieve the purpose of letting other snakes' heads hit their bodies and kill each other.
- the head hot zone is in the front part of the head. If it passes through the hot zone of other players' heads at a certain speed, if the opponent does not avoid it in time, it will be killed.
- the intelligent AI snake will actively attack the head hot zone of other snake heads according to its own attributes (mainly controlled by attack detection frequency, field of view, etc.).
- the intelligence of the intelligent AI snake also includes:
- the driving speed is related to the level of the vehicle, specifically the speed at which the snake moves under normal conditions;
- the frequency of the steering which is related to the level of the position, specifically refers to the time interval during which the snake adjusts the direction of movement under normal conditions
- the maximum angle of the steering is related to the level of the seat, specifically the maximum angle at which the snake adjusts the direction under normal conditions;
- Accelerating the driving speed which is related to the level of the vehicle, specifically refers to the speed at which the snake moves in an accelerated state
- the size of the field of view related to the level of the place, specifically refers to the size of the snake can detect (including food and other snakes within the detection range);
- the probability of actively accelerating the competition for high-energy foods is related to the level of the occupation, specifically the probability of accelerating the competition for the death of other snakes;
- the frequency of finding ordinary foods is related to the level of the food, specifically the time interval for detecting ordinary food.
- an AI snake has a certain trait within a certain probability range, then its descendants will naturally have this trait, not a probability event.
- Different generations of AI are unknown to the player, and the difference in AI intelligence can only be felt during the confrontation process. Therefore, the technical solution of the present application is applicable to various games that require players and game AI to play against each other. Scenes.
- the development and verification environment may be a development tool software (such as WebStorm) used on a machine such as Windows (such as Win7), Linux (such as Mac OSX, Ubuntu, Debian, etc.), and the development used.
- the language can be JavaScript, C++, Java, etc.
- the game engine used can be cocos2d-js and so on.
- the evolutionary logic will be based on the current level of the killed AI.
- the AI management module obtains the probability of a certain feature (skill) that can be evolved at this level, and the evolutionary system (ie, the Evolution System) determines whether the evolution is successful.
- AI Config Data some of the attributes of the AI are shown in Figure 8, for example, the current level of the snake, the initial movement speed of the snake, the initial corner speed of the snake, and so on.
- the various attributes in the AI configuration information are transformed with the update of the AI snake generation, which defines the birth attribute of the intelligent AI snake. These attributes only define some values at the time of birth.
- the intelligent AI snake will continue to grow, become longer and faster, and thus have more powerful aggression. For example, determine if the snake is turning, avoiding, or looking for food during the move.
- the intelligent AI snake can judge whether to avoid the body of the snake in front according to its own attribute, and if it needs to avoid, then first decelerate, and then switch the moving direction.
- the intelligent AI snake intelligently accelerates the grabbing of food and avoids collisions, and wanders in the game to eat food under normal conditions, which is very similar to the operation of a real player.
- an AI individual is killed or injured, thereby triggering an evolutionary probability event of the population, and the probability of population evolution is determined by the attribute of the killed AI.
- the population has this phase attribute by default or raises the value above the existing attribute. Offspring born after the evolution of the population will have such attributes and corresponding values.
- Players will continue to kill which slow-moving, weak skill attributes, which is similar to the elimination mechanism of the survival of the fittest in nature.
- the properties of the game AI will increase as the player's basic attributes increase, and this promotion is determined by the player's growth based on the difficulty of the game object he killed, rather than all pre-set, so that Let players get a similar battle fun with real players. Since there is no need to use complex state machines, there is no need to enumerate a large amount of event logic, and the development effort is greatly reduced.
- the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
- the technical solution of the present application which is essential or contributes to the related art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk, CD-ROM).
- the instructions include a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
- the apparatus may include one or more processors, and one or more memory storing program units, wherein The program unit is executed by a processor, and the program unit includes a detecting unit 92, a first obtaining unit 94, and a configuration unit 96.
- the detecting unit 92 is configured to detect a target event associated with the first character in the game, wherein the first character is a non-player character generated by the artificial intelligence and the player character pair generated in the game, and the target event is used to indicate the modification.
- the first obtaining unit 94 is configured to acquire configuration information corresponding to the target event, where the configuration information is used to configure the second role, so that the configured second role is in response to the target event, and the target event is in the second role
- the degree of modification of the target attribute value is less than the degree of modification of the target attribute value of the first character when the first character responds to the target event, and the second role is the non-player character to be generated in the game;
- the configuration unit 96 is configured to configure the second role using the configuration information when the second role is generated.
- the detecting unit 92 in this embodiment may be configured to perform step S402 in the foregoing embodiment of the present application
- the first obtaining unit 94 in this embodiment may be configured to perform the foregoing embodiment in the present application
- the configuration unit 96 in this embodiment may be configured to perform step S406 in the above embodiment of the present application.
- the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 3 as part of the device, and may be implemented by software or by hardware.
- the configuration information corresponding to the target event is acquired, and the generated second role is configured by the configuration information, so that the configured second role is configured.
- reduce the degree of modification of the target attribute value of the second character by the target event so that as the non-player character evolves, each new character born has the same initial shape, but will have a new one.
- Skill attribute for a large number of non-player characters in the game, due to different birth time, the skill attributes are different, and the skill attributes used in dealing with the same event are different, so that the game character cannot pass multiple times.
- determining the skill attributes adopted by the non-player character in response to the fixed event can solve the technical problem that the operating mechanism of the artificial intelligence character can be known in the related art, thereby achieving the technical effect of avoiding the operation mechanism of the artificial intelligence character being known. .
- the above game may be any type of game; the first character is a non-player character attacked by a target event, the second character is a next-generation (or next-level) born non-player character; the target event is capable of causing the first character.
- AI can be used to initially train players to familiarize themselves with various operational skills, or to interact with players when online players are not enough to attract more real players.
- the current AI may cause poor interaction due to various reasons.
- the present application implements a game AI (non-player character using artificial intelligence) evolution device based on the basic principles of biological evolution, by giving the game AI system the ability to self-evolve by simulating the principle of biological evolution, thereby enabling the game AI to acquire over time.
- the intelligence that is enhanced by natural development and various skill attributes.
- the design idea of this method is to evolve the entire game AI group instead of just a single AI individual.
- the specific implementation method is that when the game AI individual is killed by the real player, the evolution logic of the group is triggered, and the evolution logic will be based on the value of the current generation of the killed AI (the default is from the first generation or the first level). Get the probability that this generation can evolve an attribute property (such as a skill) and determine whether the evolution is successful. If the evolution is successful, the AI born after this time will default to the next generation or next level, and this next generation AI is inherently equipped with this attribute. Over time, game AI will have increasingly sophisticated intelligence and skill attributes.
- AI will also trigger the attribute enhancement of the existing skills, which is also the probability acquisition.
- the next generation AI born after the birth will have this attribute value by default.
- each AI grows in a different curve, so the experience of each game will be different.
- the detecting unit includes: a first detecting module configured to detect a target event generated by the player character initiating an attack on the first character when the first character plays with the player character; the second detecting module is When the first character is in the target position in the map of the game, the target event in which the target environment value of the first character is modified is detected.
- the above target attribute may be an attribute for indicating life, skill, weapon, defense, etc.
- the target event is an event for reducing the attribute value of the life attribute
- the target event is Used to capture the skill attribute of the first character, or to reduce the damage of the skill attribute to the player character
- the target event is used to capture the weapon of the first character and reduce the damage caused by the weapon. Or the event that damages the weapon.
- this application does not enumerate one by one.
- the weapon attribute when the first character plays against the player character, it is detected that the player character attacks the first character to capture the target event generated by the weapon, and if the weapon of the first character is successfully captured, the new event is triggered.
- the birth of the character evolves, allowing the newly born character to escape or counterattack in time when the player captures his weapon, specifically by configuring the escape character or defensive skill attribute of the newly born character.
- the first detecting module includes: a first detecting submodule, configured to detect a first event in which the player character attacks the first character, where the first event is used to reduce the target attribute value of the first character to a first value, the first value is smaller than a target attribute maximum value of the first character, and is not smaller than a target attribute minimum value of the first character; and the second detecting submodule is configured to detect that the player character attacks the first character The second event, wherein the second event is used to lower the target attribute value of the first character by a second value, the second value being a positive number.
- the above target attribute may be an attribute for indicating life, skill, weapon, defense, etc.
- the target event is an event for reducing the attribute value of the life attribute
- the target event is Used to capture the skill attribute of the first character, or to reduce the damage of the skill attribute to the player character
- the target event is used to capture the weapon of the first character and reduce the damage caused by the weapon. Or the event that damages the weapon.
- this application does not enumerate one by one.
- the weapon attribute when the first character plays against the player character, it is detected that the player character attacks the first character to capture the target event generated by the weapon, and if the weapon of the first character is successfully captured, the new event is triggered.
- the birth of the character evolves, allowing the newly born character to escape or counterattack in time when the player captures his weapon, specifically by configuring the escape character or defensive skill attribute of the newly born character.
- the second value above indicates that when an event causes a fixed damage to the first character (ie, causes the attribute value to decrease by a second value), the new born non-player character is triggered to evolve for the event to avoid the event. Damage caused or reduced damage to the event.
- attack events can bring evolution to the non-player character before acquiring the configuration information corresponding to the target event, then the non-player character is too powerful, and the game player character is When playing against a non-player character, the game is too difficult, which affects the experience of the game player and reduces the interest in playing the game.
- the foregoing apparatus of the present application may further include: a second acquiring unit, configured to acquire an evolution probability corresponding to a level of the first role before the first acquiring unit acquires configuration information corresponding to the target event, where The evolution probability is a probability that the second character is allowed to acquire an attribute for responding to the target event; wherein, in a case where the evolution probability is greater than the preset probability, the first obtaining unit is instructed to acquire configuration information corresponding to the target event.
- the first obtaining unit includes: a first determining module, configured to determine a first attribute for responding to the target event, and determining configuration information according to the first attribute, wherein the first attribute is used to indicate In the case that the target event occurs, the target event has a modification degree to the target attribute value of the second role less than the modification degree of the target attribute value of the first role, and the configuration information is used to configure each parameter of the first attribute; the second determining module And being configured to determine a second attribute for responding to the target event, and determining configuration information according to the second attribute, wherein the second attribute is used to indicate that a defense event for avoiding occurrence of the target event is performed if the target event is about to occur, The configuration information is used to configure various parameters of the second attribute.
- a first determining module configured to determine a first attribute for responding to the target event, and determining configuration information according to the first attribute, wherein the first attribute is used to indicate In the case that the target event occurs, the target event has a modification degree to the target attribute value of the second role less
- whether the first attribute or the second attribute is configured according to actual needs may be determined, and may be determined according to a specific target event. For example, for an attack event initiated by a player (which may cause a non-player character to drop blood), then the user's defense attribute (ie, the first attribute) can be configured to avoid losing blood or reducing blood loss when attacked; For the target event of the user-initiated robbing weapon, the non-player character's escape attribute (ie, the second attribute) may be configured to trigger the non-player when it is determined by some behavior of the player character that it is about to initiate a target event for robbing the weapon.
- the escape attribute of the character escapes away from the player character (ie, the defense event); for example, when the non-player character touches the obstacle (that is, the target event in which the game environment modifies the target attribute value of the first character) It affects certain attributes of the player (such as health). At this time, it may trigger the evolution of the second attribute. Before the new non-player character touches the obstacle, it actively detects the position of the obstacle and avoids the obstacle in real time. Objects (ie, performing defensive events to avoid target events) to avoid obstacle damage.
- the foregoing configuring the first attribute and the second attribute may refer to adding the first attribute or the second attribute, or reconfiguring the attribute parameter of the first attribute or the second attribute, so that the corresponding defense skill is further Strong, such as speeding up the escape.
- the processing manner in which other players encounter the same event may be referred to, thereby determining which attributes are the first attribute or the second attribute.
- the first determining module is further configured to: when detecting that the target event associated with the player character is executed, the target attribute value of the target event is modified to be less than the first character. In the case of the degree of modification of the target attribute value, the attribute used by the player character in responding to the target event is saved as the first attribute, and each parameter of the attribute used by the player character is saved.
- the game developer may also define the skill attribute for the target event.
- the configuration unit is further configured to configure, when the second role is generated, the attributes of the plurality of second roles that are simultaneously generated, by using the configuration information, where the plurality of second roles belong to the same level, and multiple The second role is used to add to the game.
- the evolutionary ideas in the related art are all based on the design of AI individuals.
- Each AI entity has the same skill attributes at birth, and the AI individuals are promoted during the training process.
- the appearance and the like will also be correspondingly changed, so that the user can judge the information such as the combat power of the individual AI according to the appearance and the like, thereby adopting a targeted processing method.
- each generation of newly born AI individuals evolves the corresponding skill attributes with reference to the experience of dead AIs (or attacked AIs), which results in different skill attributes for each generation of AI.
- the design of the evolution of the AI population is realized, so that when the game player plays against the AI, it is impossible to judge the level of the AI skill.
- the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 3 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
- an electronic device for implementing the configuration method of the above character is also provided.
- FIG. 10 is a structural block diagram of an electronic device according to an embodiment of the present application.
- the electronic device may include: one or more (only one shown) processor 1001, memory 1003, and transmission.
- the device 1005, as shown in FIG. 10, may further include an input and output device 1007.
- the memory 1003 can be configured to store a computer program and a module, such as a configuration method of a character and a program instruction/module corresponding to the device in the embodiment of the present application, and the processor 1001 is configured to run a computer program stored in the memory 1003. And modules to perform various functional applications and data processing, that is, to implement the above-described role configuration method.
- the memory 1003 may include a high speed random access memory, and may also include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
- memory 1003 can further include memory remotely located relative to processor 1001, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
- the transmission device 1005 described above is arranged to receive or transmit data via a network, and may also be configured as a data transmission between the processor and the memory. Specific examples of the above network may include a wired network and a wireless network.
- the transmission device 1005 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers via a network cable to communicate with the Internet or a local area network.
- NIC Network Interface Controller
- transmission device 1005 is a radio frequency (RF) module that is configured to communicate with the Internet wirelessly.
- RF radio frequency
- the memory 1003 is configured to store an application.
- the processor 1001 may invoke the application stored in the memory 1003 through the transmission device 1005 to perform the steps of detecting a target event associated with the first character in the game, wherein the first character is artificial intelligence generated in the game.
- the target character is used to play the non-player character
- the target event is used to indicate that the target attribute value of the first character is modified
- the configuration information corresponding to the target event is obtained, wherein the configuration information is used to configure the second role, so that the configured second
- the degree of modification of the target attribute value of the target event to the second character is smaller than the modification degree of the target attribute value of the first character when the target character responds to the target event, and the second role is to be generated in the game.
- Non-player character when generating the second character, configure the second character using the configuration information.
- the configuration information corresponding to the target event is acquired, and the generated second role is configured through the configuration information, so that the configured
- the second character reduces the degree of modification of the target attribute value of the second character in response to the target event, so that as the non-player character evolves, each new character born has the same initial shape, but will have The new skill attribute, for a large number of non-player characters in the game, has different skill attributes due to different birth time. The skill attributes used in dealing with the same event are also different, making the game character unable to pass.
- determining the skill attributes adopted by the non-player character in response to the fixed event can solve the technical problem that the operation mechanism of the artificial intelligence character can be known in the related art, thereby avoiding the knowledge that the operation mechanism of the artificial intelligence character is known.
- Technical effects can solve the technical problem that the operation mechanism of the artificial intelligence character can be known in the related art, thereby avoiding the knowledge that the operation mechanism of the artificial intelligence character is known.
- the structure shown in FIG. 10 is only illustrative, and the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palm computer, and a mobile Internet device (MID). Terminal equipment such as PAD.
- FIG. 10 does not limit the structure of the above electronic device.
- the terminal may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 10, or have a different configuration than that shown in FIG.
- Embodiments of the present application also provide a storage medium.
- a computer program is stored in the storage medium, wherein the computer program is set as a configuration method of a runtime execution role.
- the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
- the storage medium is arranged to store program code for performing the following steps:
- the first character is a non-player character generated by the artificial intelligence and the player character pair generated in the game, and the target event is used to indicate that the target attribute value of the first character is modified.
- S2 Obtain configuration information corresponding to the target event, where the configuration information is used to configure the second role, so that when the configured second role responds to the target event, the target event changes the target attribute value of the second role to be less than the first The degree of modification of the target attribute value of the first character when the character responds to the target event, and the second character is the non-player character to be generated in the game;
- the second role is configured by using the configuration information.
- the foregoing storage medium may include, but not limited to, a USB flash drive, a Read-Only Memory (ROM), a Random Access Memory (RAM), a mobile hard disk, and a magnetic memory.
- ROM Read-Only Memory
- RAM Random Access Memory
- a mobile hard disk e.g., a hard disk
- magnetic memory e.g., a hard disk
- the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
- the technical solution of the present application may be embodied in the form of a software product, or the whole or part of the technical solution, which is stored in the storage medium, including
- the instructions are used to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in the various embodiments of the present application.
- the disclosed client may be implemented in other manners.
- the device embodiments described above are merely illustrative.
- the division of the unit is only a logical function division.
- multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
- the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
- the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
- each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
- the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
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Abstract
Description
Claims (16)
- 一种角色的配置方法,包括:检测到游戏中与第一角色关联的目标事件,其中,所述第一角色为在所述游戏中生成的采用人工智能与玩家角色对玩的非玩家角色,所述目标事件用于指示修改所述第一角色的目标属性值;获取与所述目标事件对应的配置信息,其中,所述配置信息用于配置第二角色,以使配置后的所述第二角色在应对所述目标事件时,所述目标事件对所述第二角色的目标属性值的修改程度小于所述第一角色在应对所述目标事件时对所述第一角色的目标属性值的修改程度,所述第二角色为所述游戏中待生成的非玩家角色;在生成所述第二角色时,使用所述配置信息对所述第二角色进行配置。
- 根据权利要求1所述的方法,其中,获取与所述目标事件对应的配置信息包括:确定用于应对所述目标事件第一属性,根据所述第一属性确定所述配置信息,其中,所述第一属性用于指示在所述目标事件发生的情况下,所述目标事件对所述第二角色的目标属性值的修改程度小于对所述第一角色的目标属性值的修改程度,所述配置信息用于配置所述第一属性的各个参数;和/或确定用于应对所述目标事件第二属性,根据所述第二属性确定所述配置信息,其中,所述第二属性用于指示在所述目标事件即将发生的情况下,执行用于避免所述目标事件发生的防御事件,所述配置信息用于配置所述第二属性的各个参数。
- 根据权利要求2所述的方法,其中,确定用于应对所述目标事件第一属性包括:在检测到关联于所述玩家角色的所述目标事件被执行时,在所述 目标事件对所述玩家角色的目标属性值的修改程度小于对所述第一角色的目标属性值的修改程度的情况下,保存所述玩家角色在应对所述目标事件时所使用的属性为所述第一属性,并保存所述玩家角色所使用的属性的各个参数。
- 根据权利要求1至3中任意一项所述的方法,其中,在获取与所述目标事件对应的配置信息之前,所述方法还包括:获取与所述第一角色的等级对应的进化概率,其中,所述进化概率为允许所述第二角色获取用于应对所述目标事件的属性的概率;其中,在所述进化概率大于预设概率的情况下,执行获取与所述目标事件对应的配置信息的步骤。
- 根据权利要求1所述的方法,其中,在生成所述第二角色时,使用所述配置信息对所述第二角色进行配置包括:在生成所述第二角色时,使用所述配置信息对同时生成的多个所述第二角色的属性进行配置,其中,多个所述第二角色归属于同一等级,且多个所述第二角色用于补充至所述游戏中。
- 根据权利要求1所述的方法,其中,检测游戏中第一角色关联的目标事件包括:在所述第一角色与所述玩家角色对玩时,检测到所述玩家角色对所述第一角色发起攻击产生的所述目标事件;在所述第一角色处于所述游戏的地图中的目标位置时,检测到所述目标位置的游戏环境对所述第一角色的所述目标属性值进行修改的所述目标事件。
- 根据权利要求6所述的方法,其中,检测到所述玩家角色对所述第一角色发起攻击产生的所述目标事件包括:检测到所述玩家角色对所述第一角色发起攻击的第一事件,其中,所述第一事件用于减少所述第一角色的所述目标属性值至第一数值, 所述第一数值小于所述第一角色的目标属性极大值,且不小于所述第一角色的目标属性极小值;和/或,检测到所述玩家角色对所述第一角色发起攻击的第二事件,其中,所述第二事件用于将所述第一角色的所述目标属性值降低第二数值,所述第二数值为正数。
- 根据权利要求7所述的方法,其中,检测到所述玩家角色对所述第一角色发起攻击的第一事件包括:检测由所述玩家角色发起的,且用于减少所述第一角色的所述目标属性值至所述目标属性极小值的所述第一事件。
- 一种角色的配置装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,所述程序单元由所述处理器执行,所述程序单元包括:检测单元,被设置为检测到游戏中与第一角色关联的目标事件,其中,所述第一角色为在所述游戏中生成的采用人工智能与玩家角色对玩的非玩家角色,所述目标事件用于指示修改所述第一角色的目标属性值;第一获取单元,被设置为获取与所述目标事件对应的配置信息,其中,所述配置信息用于配置第二角色,以使配置后的所述第二角色在应对所述目标事件时,所述目标事件对所述第二角色的目标属性值的修改程度小于所述第一角色在应对所述目标事件时对所述第一角色的目标属性值的修改程度,所述第二角色为所述游戏中待生成的非玩家角色;配置单元,被设置为在生成所述第二角色时,使用所述配置信息对所述第二角色进行配置。
- 根据权利要求9所述的装置,其中,所述第一获取单元包括:第一确定模块,被设置为确定用于应对所述目标事件第一属性,根据所述第一属性确定所述配置信息,其中,所述第一属性用于指示 在所述目标事件发生的情况下,所述目标事件对所述第二角色的目标属性值的修改程度小于对所述第一角色的目标属性值的修改程度,所述配置信息用于配置所述第一属性的各个参数;和/或第二确定模块,被设置为确定用于应对所述目标事件第二属性,根据所述第二属性确定所述配置信息,其中,所述第二属性用于指示在所述目标事件即将发生的情况下,执行用于避免所述目标事件发生的防御事件,所述配置信息用于配置所述第二属性的各个参数。
- 根据权利要求10所述的装置,其中,所述第一确定模块还被设置为在检测到关联于所述玩家角色的所述目标事件被执行时,在所述目标事件对所述玩家角色的目标属性值的修改程度小于对所述第一角色的目标属性值的修改程度的情况下,保存所述玩家角色在应对所述目标事件时所使用的属性为所述第一属性,并保存所述玩家角色所使用的属性的各个参数。
- 根据权利要求9至11中任意一项所述的装置,其中,所述装置还包括:第二获取单元,被设置为在所述第一获取单元获取与所述目标事件对应的配置信息之前,获取与所述第一角色的等级对应的进化概率,其中,所述进化概率为允许所述第二角色获取用于应对所述目标事件的属性的概率;其中,在所述进化概率大于预设概率的情况下,指示所述第一获取单元获取与所述目标事件对应的配置信息。
- 根据权利要求9所述的装置,其中,所述配置单元还被设置为在生成所述第二角色时,使用所述配置信息对同时生成的多个所述第二角色的属性进行配置,其中,多个所述第二角色归属于同一等级,且多个所述第二角色用于补充至所述游戏中。
- 根据权利要求9所述的装置,其中,所述检测单元包括:第一检测模块,被设置为在所述第一角色与所述玩家角色对玩时, 检测到所述玩家角色对所述第一角色发起攻击产生的所述目标事件;第二检测模块,被设置为在所述第一角色处于所述游戏的地图中的目标位置时,检测到所述目标位置的游戏环境对所述第一角色的所述目标属性值进行修改的所述目标事件。
- 一种存储介质,其中,所述存储介质中存储有计算机程序,所述计算机程序被设置为运行时执行所述权利要求1至8任一项中所述的方法。
- 一种电子装置,包括存储器和处理器,其中,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至8任一项中所述的方法。
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CN107694091A (zh) * | 2017-08-23 | 2018-02-16 | 杭州电魂网络科技股份有限公司 | 游戏数据处理方法及系统 |
CN107890675A (zh) * | 2017-11-13 | 2018-04-10 | 杭州电魂网络科技股份有限公司 | Ai行为实现方法和装置 |
CN108211357A (zh) * | 2018-01-15 | 2018-06-29 | 腾讯科技(上海)有限公司 | 虚拟控制对象的控制方法、装置、存储介质和电子装置 |
US20190385090A1 (en) * | 2018-06-14 | 2019-12-19 | Honeywell International Inc. | Systems and methods for using artificial intelligence models to identify a current threat scenario |
CN110215710B (zh) * | 2019-06-05 | 2023-04-14 | 网易(杭州)网络有限公司 | 游戏中事件确定方法及装置、电子设备和存储介质 |
CN110292773B (zh) * | 2019-07-04 | 2023-03-21 | 珠海西山居数字科技有限公司 | 一种角色运动跟随方法及装置、计算设备及存储介质 |
KR102579203B1 (ko) * | 2019-12-31 | 2023-09-15 | 한국전자통신연구원 | 게임 결과 예측 장치 및 방법 |
CN111760294B (zh) * | 2020-07-07 | 2023-10-13 | 网易(上海)网络有限公司 | 控制游戏中非玩家游戏角色的方法及装置 |
CN112774200B (zh) | 2021-01-22 | 2023-05-09 | 北京字跳网络技术有限公司 | 角色交互控制方法、装置、计算机设备以及存储介质 |
CN113952726A (zh) * | 2021-07-12 | 2022-01-21 | 海南元游信息技术有限公司 | 一种虚拟游戏对象的行为控制方法、装置、设备以及存储介质 |
US11724194B2 (en) * | 2021-07-28 | 2023-08-15 | Blizzard Entertainment, Inc. | Initial results of a reinforcement learning model using a heuristic |
CN113577781B (zh) * | 2021-07-30 | 2023-06-16 | 腾讯科技(深圳)有限公司 | 非玩家角色npc的控制方法、装置、设备及介质 |
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US11620536B2 (en) | 2023-04-04 |
JP7187460B2 (ja) | 2022-12-12 |
US20240256907A1 (en) | 2024-08-01 |
JP2020504653A (ja) | 2020-02-13 |
CN107019912A (zh) | 2017-08-08 |
KR20190097177A (ko) | 2019-08-20 |
US20230186110A1 (en) | 2023-06-15 |
US20190303769A1 (en) | 2019-10-03 |
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