System and method for modifying actions of a group of characters via group interactions
AssigneeSony Computer Entertainment America LLC
InventorEd Annunziata
Life of this patent
Estimating the term…
Abstract
Character behavior and action in a video game are driven by a character's gene attributes and modified by a character's emotional attributes. The character's gene attributes are classified as static attributes, dynamic attributes, and meta attributes. A subset of the dynamic attributes include the character's emotional attributes expressed as numerical hate/love (H/L) values stored in H/L tables. Game interactions modify a group of characters' H/L values and subsequent behavior.
Claims17
A method for modifying actions of a group of characters, comprising:
- displaying behavior based on static attributes and emotional attributes, wherein the emotional attributes comprise, from a quantified range of emotions, emotions spanning the range of hatred to neutrality to unconditional love;
- generating game interactions between at least two characters from the group of characters;
- adjusting the emotional attributes within the quantified range of emotions of the at least two characters based upon the game interactions;
- and
- using the adjusted emotional attributes in conjunction with the static attributes to modify the behavior of the at least two characters, wherein the adjustment to the emotional attributes of the at least two characters contributes to how the at least two characters respond to instruction provided by a user.
A machine-readable storage medium having embodied thereon a program, the program being executable by a machine to perform a method for modifying actions of a group of characters, the method comprising:
- displaying behavior based on static attributes and emotional attributes, wherein the emotional attributes comprise, from a quantified range of emotions, spanning the range of hatred to neutrality to unconditional love;
- generating game interactions between at least two characters from the group of characters;
- adjusting the emotional attributes within the quantified range of emotions of the at least two characters based upon the game interactions;
- and
- using the adjusted emotional attributes in conjunction with the static attributes to modify the behavior of the at least two characters, wherein the adjustment to the emotional attributes of the at least two characters contributes to how the at least two characters behave in response to instruction provided by a user.
An electronic entertainment system for modifying actions of a group of characters, comprising:
- a processor;
- a data storage coupled to the processor for storing static attributes and emotional attributes, wherein the emotional attributes comprise, from a quantified range of emotions, emotions spanning the range of hatred to neutrality to unconditional love;
- an action generator executable by the processor for generating interactions between at least two characters from the group of characters, wherein the action generator uses the emotional attributes and static attributes of the at least two characters from the group of characters to determine behavior of the at least two characters from the group of characters, wherein an adjustment to the emotional attributes of the at least two characters contributes to how the at least two characters behave in response to instruction provided by a user;
- and
- a data table adjuster executable by the processor for adjusting the emotional attributes within the quantified range of emotions of the at least two characters from the group of characters based upon the interactions.
A system for modifying actions of a group of characters, comprising:
- means for displaying behavior based on static attributes and emotional attributes, wherein the emotional attributes comprise, from a quantified range of emotions, emotions spanning the range of hatred to neutrality to unconditional love;
- means for generating interactions between at least two characters from the group of characters;
- means for adjusting the emotional attributes within the quantified range of emotions of the at least two characters based upon the interactions;
- and
- means for using the adjusted emotional attributes in conjunction with the static attributes to modify the behavior of the at least two characters, wherein the adjustment to the emotional attributes of the at least two characters contributes to how the at least two characters behave in response to instruction provided by a user.
Dependencies are inferred from the claim text.