# US 8,771,075 B2 · Method for providing on-line game which systematically maintains monster's aggro points against player character and system thereof

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- Number: US 8,771,075 B2
- Document ID: US8771075B2
- Status: Granted
- Kind: B2
- Application number: 11/571,742
- Filed: 2005-07-13
- Published: 2008-02-21
- Granted: 2014-07-08
- Earliest claimed: 2004-07-14
- Assignees: NHN Entertainment Corporation
- Applicants: Dong Eun Kim
- Inventors: Dong Eun Kim
- Web page: https://patentgrep.com/patent/US8771075B2

## CPC

- A63F 13/56: 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
- A63F 13/45: Controlling the progress of the video game
- G07F 17/32: for games, toys, sports, or amusements
- G07F 17/3232: {wherein the operator is informed}
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G07F: COIN-FREED OR LIKE APPARATUS (coin sorting G07D3/00; coin testing G07D5/00; {handling coins or paper currencies apart from payment activated apparatus G07D; payment architectures, schemes or protocols G06Q20/00})

## Abstract

Disclosed is a method for providing an online game, comprising the steps of: maintaining an event database recording an aggressive point generation function corresponding to each predetermined event; receiving a particular event from a player character; identifying an aggressive point generation function corresponding to the particular event by referring to the event database; generating aggressive point information according to receipt of the particular event, on the basis of the identified aggressive point generation function; recording the generated aggressive point information in a predetermined monster information database in association with the player character; and determining a target for attack of a monster on the basis of the aggressive point information recorded in the monster information database, and a system thereof.

## Claims

### Claim 1

A method for providing an online game using a processor, the method comprising:
receiving a plurality of events from a plurality of player characters, each event being specified by an event identifier and each event having a designated respective aggressive point generation functions and channels;
generating, by the processor, an aggressiveness point information by accumulating aggressiveness points for each channel performed by each player character, the aggressiveness point information corresponding to each event, wherein a database is configured to record the accumulated aggressiveness point information corresponding to the respective player characters, wherein
the aggressiveness point information is provided to determine a target associated with attacking non-player characters of the online game, and
the channels have different time lapse rates for decrease of the accumulated aggressiveness points, each event is associated with at least one of the channels, and the accumulated aggressiveness points decrease at different time lapse rates according to the channels.

### Claim 2 (depends on 1)

The method of claim 1, wherein providing information associated with the online game further comprises:
extracting aggressiveness point information associated with the plurality of player characters from the database; and
determining, by the processor, a player character comprising the largest aggressiveness point information among the plurality of the player characters to be information of a target for an attack.

### Claim 3 (depends on 1)

The method of claim 1, wherein the plurality of events comprise an attack trial event, an attack success event, a debuff trial event, and a debuff success event against the monster.

### Claim 4 (depends on 1)

The method of claim 1, wherein the plurality of events comprise a heal event and a buff event associated with one of the player characters.

### Claim 5 (depends on 1)

The method of claim 1, wherein the aggressiveness point generation function comprises an increase rate of Hit Point (HP) of one of the player characters or a decrease rate of Hit Point (HP) of the monster in response to receipt of the each event.

### Claim 6 (depends on 1)

The method of claim 1, wherein the plurality of events comprise an approach event within the predetermined distance of the visual field associated with a game character.

### Claim 7 (depends on 1)

The method of claim 1, wherein
the database comprises a first channel, a second channel, and a third channel, wherein a first aggressiveness point, a second aggressiveness point, and a third aggressiveness point are recorded in the respective first channel, the second channel, and the third channel, and each event is associated with at least one of the first channel, the second channel, and the third channel, and
the aggressiveness point information is the total of the first aggressiveness point, the second aggressiveness point, and the third aggressiveness point.

### Claim 8 (depends on 7)

The method of claim 7, wherein
the first aggressiveness point decreases in accordance with a first decreasing function of time,
the second aggressiveness point decreases in accordance with a second decreasing function of time,
the third aggressiveness point is maintained to be regular, and
a decrease rate of the first decreasing function is greater than that of the second decreasing function.

### Claim 9 (depends on 8)

The method of claim 8, wherein
the events comprise at least one of an attack trial event, an attack success event, a debuff trial event, and a debuff success event against a game character, and a heal event and a buff event for one of the player characters, and wherein
the attack trial event or the debuff trial event is associated with the first channel,
the heal event or the buff event is associated with the second channel, and
the attack success event or the debuff success event is associated with the third channel.

### Claim 10

A non-transitory computer readable storage medium comprising an executable program, which when executed, performs the steps of:
receiving a plurality of events from a plurality of player characters, each event being specified by an event identifier and each event having a designated respective aggressive point generation functions and channels;
generating, by the processor, an aggressiveness point information by accumulating aggressiveness points for each channel performed by each player character, the aggressiveness point information corresponding to each event, wherein a database is configured to record the accumulated aggressiveness point information corresponding to the respective player characters, wherein
the aggressiveness point information is provided to determine a target associated with attacking non-player characters of the online game, and
the channels have different time lapse rates for decrease of the accumulated aggressiveness points, each event is associated with at least one of the channels, and the accumulated aggressiveness points decrease at different time lapse rates according to the channels.

### Claim 11

A system comprising at least one processor and at least one database causing the system for providing an online game, the system comprising:
a user event input unit to receive a plurality of events from a plurality of player characters, each event being specified by an event identifier and each event having a designated respective aggressive point generation functions and channels;
an aggressiveness point information generation unit coupled to one of the processor to identify one of the aggressiveness point generation functions and to generate an aggressiveness point information corresponding to one of the events by accumulating aggressiveness points performed by each player character by referring to the database in response to receipt of the one of the events based on the identified aggressiveness point generation function; and
a database to record the generated aggressiveness point information in association with one of the plurality of player characters,
wherein the channels have different time lapse rates for decrease of the accumulated aggressiveness points, each event is associated with at least one of the channels, and the accumulated aggressiveness points decrease at different time lapse rates according to the channels.

### Claim 12 (depends on 11)

The system of claim 11, further comprising:
an attack target determination unit to determine a target for attack of a monster on the basis of the aggressiveness aggressive point information recorded in the database.

### Claim 13 (depends on 11)

The system of claim 11, further comprising:
an experience point distribution unit to distribute an experience point associated with a monster to a plurality of player characters on the basis of the aggressiveness point information recorded in the database.

### Claim 14 (depends on 11)

The system of claim 11, further comprising:
a drop item processing unit to connect a drop item associated with a monster with a particular player character on the basis of the aggressiveness point information recorded in the database.

### Claim 15 (depends on 2)

The method of claim 2, wherein the extracting aggressive point information is performed according to the plurality of player characters approaching within a predetermined distance of a visual field associated with the non-player characters.

### Claim 16 (depends on 2)

The method of claim 2, wherein the extracting aggressive point information is performed according to the plurality of player characters participating in the attacking non-player characters associated with disappearance of the non-player characters.
