CN113827974A - AI role control method and device in game - Google Patents

AI role control method and device in game Download PDF

Info

Publication number
CN113827974A
CN113827974A CN202111138858.0A CN202111138858A CN113827974A CN 113827974 A CN113827974 A CN 113827974A CN 202111138858 A CN202111138858 A CN 202111138858A CN 113827974 A CN113827974 A CN 113827974A
Authority
CN
China
Prior art keywords
character
role
target point
virtual
move
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202111138858.0A
Other languages
Chinese (zh)
Inventor
梁苍
罗曜舟
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202111138858.0A priority Critical patent/CN113827974A/en
Publication of CN113827974A publication Critical patent/CN113827974A/en
Pending legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating 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

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The embodiment of the invention provides an AI character control method and device in a game, wherein the method comprises the following steps: acquiring a plurality of following point positions corresponding to the positions of the virtual roles; determining target point positions corresponding to the at least one AI role respectively from the plurality of following point positions, and distributing the target point positions to the at least one AI role; respectively determining motion influence factor information corresponding to the at least one AI role; and controlling the at least one AI role to move to the target point location according to the motion influence factor information. The general degree of the AI roles is high, the AI roles can be expanded to a plurality of AI roles from a single AI role, the AI roles can move together in an attractive and reasonable formation, and the station positions of the AI roles can be adjusted according to the positions of teammates and players. And by determining the motion influence factor information corresponding to at least one AI character, the AI character can intelligently avoid obstacles and the like in a player character, a teammate character or the environment when moving.

Description

AI role control method and device in game
Technical Field
The present invention relates to the field of routing control technology, and in particular, to an AI character control method in a game and an AI character control device in a game.
Background
Currently, in many RPG (Role-Playing Game) games, there are often some AI (Artificial Intelligence) characters accompanying the player, which are different from other characters the player encounters in the Game world, can fight, interact with the player, provide help when the player needs, and play roles in some key scenarios. The existence of the AI characters enables the player to better integrate the player into the game and reduces the player's loneliness in the game.
These AI characters also need to follow the player's movements at all times during the course of the player's movements. How the AI character follows the player is a problem worthy of research, and a good following strategy can lead the AI character to smoothly and naturally follow the player, generate various interesting changes and interactions in the following process and finally improve the reality and the interestingness of the game. However, AI characters in the prior art do not represent really enough when following a player, and the following movement is mechanical, hard, silly and the like.
Disclosure of Invention
In view of the above problems that the AI character is not really true enough when following a player, and following movement is mechanical, hard, silly, and the like, embodiments of the present invention are provided to provide a method for controlling an AI character in a game and a corresponding device for controlling an AI character in a game, which overcome or at least partially solve the above problems.
The embodiment of the invention discloses an AI role control method in a game, which provides a graphical user interface through terminal equipment, wherein the content displayed by the graphical user interface comprises at least part of game scenes, and the game scenes comprise at least one virtual role and at least one AI role corresponding to the virtual role, and the method comprises the following steps:
acquiring a plurality of following point positions corresponding to the positions of the virtual roles;
determining target point positions corresponding to the at least one AI role respectively from the plurality of following point positions, and distributing the target point positions to the at least one AI role;
respectively determining motion influence factor information corresponding to the at least one AI role;
and controlling the at least one AI role to move to the target point location according to the motion influence factor information.
Optionally, the motion influencing factor information includes any one of:
an obstacle between the at least one AI character and the target site; a distance between the at least one AI character and the virtual character; the terrain environment and the direction of movement of the virtual character.
Optionally, when the motion-affecting factor information is an obstacle between the at least one AI character and the target spot location, the controlling, according to the motion-affecting factor information, the at least one AI character to move to the target spot location includes:
controlling the at least one AI character to move linearly to the target point location when no obstacle exists between the at least one AI character and the target point location;
when an obstacle exists between the at least one AI character and the target point location, a path finding path is determined through a path finding interface of a game engine, and the at least one AI character is controlled to move to the target point location according to the path finding path.
Optionally, the controlling the at least one AI character to move straight to the target point location when there is no obstacle between the at least one AI character and the target point location includes:
and emitting a detection ray to the target point according to the current position of the at least one AI character, and controlling the at least one AI character to move linearly to the target point when the detection ray does not collide with the virtual object in the game scene.
Optionally, when the motion-affecting factor information is a distance between the at least one AI character and the virtual character, the controlling, according to the motion-affecting factor information, the at least one AI character to move to the target point location includes:
determining the current movement speed of the at least one AI role according to the distance and the original movement speed of the at least one AI role;
and controlling at least one AI role to move to the target point position according to the current moving speed.
Optionally, when the distance between the at least one AI character and the virtual character is greater than a first preset threshold, the current movement speed is greater than the original movement speed;
when the distance between the at least one AI character and the virtual character is less than a second preset threshold, the current moving speed is less than the original moving speed.
Optionally, when the motion-affecting factor information is a terrain environment and a moving direction in which the virtual character is located, the controlling, according to the motion-affecting factor information, the at least one AI character to move to the target point location includes:
if the terrain environment where the virtual character is located is a narrow environment, determining a position which is a preset distance away from the front of the virtual character to be a target position according to the moving direction of the virtual character;
controlling the at least one AI character to move to the target location.
Optionally, the method further comprises:
when the position of the virtual role changes, controlling the at least one AI role to keep the current motion state to move within a preset time;
and after the preset time, re-determining a target point location according to the position of the virtual character after the change, and controlling the at least one AI character to move to the target point location according to the motion influence factor information.
Optionally, before the step of controlling the at least one AI character to move to the target point location according to the motion influencing factor information, the method further includes:
adding a collision volume to the at least one AI character.
Optionally, the following point locations have corresponding weight values, and the determining, from the plurality of following point locations, target point locations to which the at least one AI role respectively corresponds includes:
and determining target point positions corresponding to the at least one AI role from the plurality of following point positions according to the weight values.
Optionally, after the step of obtaining a plurality of following point locations corresponding to the position of the virtual character, the method further includes:
sequentially determining a currently operated point location from the plurality of following point locations, and emitting a detection ray to the currently operated point location according to the position of the virtual role;
and when the detection ray collides with a virtual object in the game scene, removing the currently operated point location from the plurality of following point locations.
The embodiment of the invention also discloses an AI character control device in a game, which provides a graphical user interface through terminal equipment, wherein the content displayed by the graphical user interface comprises at least part of game scenes, and the game scenes comprise at least one virtual character and at least one AI character corresponding to the virtual character, and the AI character control device comprises:
the point location acquisition module is used for acquiring a plurality of following point locations corresponding to the positions of the virtual roles;
a point location allocation module, configured to determine, from the plurality of following point locations, target point locations corresponding to the at least one AI role respectively, and allocate the target point locations to the at least one AI role;
the factor information determining module is used for respectively determining motion influence factor information corresponding to the at least one AI role;
and the AI role movement control module is used for controlling the at least one AI role to move to the target point location according to the motion influence factor information.
The embodiment of the invention also discloses an electronic device, which comprises:
a processor and a storage medium storing machine-readable instructions executable by the processor, the processor executing the machine-readable instructions to perform a method according to any one of the embodiments of the invention when the electronic device is operated.
The embodiment of the invention also discloses a computer readable storage medium, wherein a computer program is stored on the storage medium, and when the computer program is executed by a processor, the method of any one of the embodiments of the invention is executed.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, a plurality of following point positions corresponding to the positions of the virtual roles are obtained; determining a target point position corresponding to at least one AI role from the plurality of following point positions, and distributing the target point position to the at least one AI role; respectively determining motion influence factor information corresponding to at least one AI role; and controlling at least one AI role to move to the target point according to the motion influence factor information. A plurality of following point positions corresponding to the positions of the virtual roles are generated through pre-design, and the following point positions are allocated to different AI roles, so that the common degree of the AI roles is high, the AI roles can be expanded to a plurality of AI roles from a single AI role, the AI roles can move together in an attractive and reasonable formation, and the station positions of the AI roles can be adjusted according to the positions of teammates and players at all times. Moreover, by determining the motion influence factor information corresponding to at least one AI character, the AI character can intelligently avoid the player character or teammate character or the obstacles in the environment when moving, for example, the AI character may perceive changes in the surrounding terrain environment, and avoid it ahead of time before it will hit an obstacle, or, the movement of the AI character does not ignore the collision between the player character and the teammate character, does not interpenetrate the player character and the teammate character, or, the AI can predict the moving direction of the virtual character operated by the player and make a corresponding response in time, to avoid hindering the movement of the virtual character operated by the player, or, when the player controls the virtual character to start and stop repeatedly, the AI character can identify the behavior according to a certain algorithm and make a more reasonable reaction, so that the walking and stopping caused by repeated brainless following are avoided.
Drawings
In order to more clearly illustrate the technical solution of the present invention, the drawings needed to be used in the description of the present invention will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive exercise.
Fig. 1 is a flowchart illustrating steps of an AI character control method in a game according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of a following point location provided by an embodiment of the present invention;
FIG. 3 is a schematic diagram of the following point position shown in FIG. 2 being blocked by an obstacle according to an embodiment of the present invention;
fig. 4 is a block diagram illustrating an AI character control apparatus in a game according to an embodiment of the present invention;
FIG. 5 is a block diagram of an electronic device of the present invention;
fig. 6 is a block diagram of a computer-readable storage medium of the present invention.
Detailed Description
In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below. It is to be understood that the embodiments described are only a few embodiments of the present invention, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
In the prior art, the AI role in many games has only realized the function of automatic following, nevertheless follows the authenticity of removing to the AI role, and the smoothness, the rationality requirement is lower, then can often appear following several kinds of problems:
AI role is when following the removal, and the change of unable perception terrain environment and barrier leads to AI role can be lifelike following the in-process and collide the barrier and avoid again to give the very silly sensation of AI role for the player.
And 2, the collision between the player character and other NPC characters is ignored when the AI character moves along with the player character, so that various interpenetration can be generated between the AI character and the player character or other NPC characters in the following process, and the player can feel rough by the AI character.
And 3, the AI character cannot sense the movement of the player character or other teammate characters in the following movement process, so that the AI character often blocks the movement of the player character or other teammate characters in the following process and cannot form an aesthetic and natural formation type co-movement impression, thereby providing a hard feeling for the AI character.
The inability of the AI character to predict the direction of the player character's action during the following movement results in the AI character only being able to move and stop at all times during the following process, thereby giving the player a mechanical feel to the AI character.
For example, The reality and rationality Of single person following are realized in The AI role following scheme Of The Last Of Us, but The customization degree Of The AI role following scheme is extremely high, The universality is poor, and The following movement Of multiple AI roles cannot be expanded. As in the AI character following scheme of final fantasy XV, reality and fluency of multi-user following are realized, but the scheme has random control over the movement logic of the AI character, and cannot enable the whole AI character to form an attractive and natural formation to move together, and the movement track of a player is not predicted.
In order to solve the problems that the AI character is not really true enough when following the player, the following movement is mechanical, hard and silly, and the like, in the embodiment of the invention, a plurality of following point positions corresponding to the positions of the virtual character are obtained; determining a target point position corresponding to at least one AI role from the plurality of following point positions, and distributing the target point position to the at least one AI role; respectively determining motion influence factor information corresponding to at least one AI role; and controlling at least one AI role to move to the target point according to the motion influence factor information. A plurality of following point positions corresponding to the positions of the virtual roles are generated through pre-design, and the following point positions are allocated to different AI roles, so that the common degree of the AI roles is high, the AI roles can be expanded to a plurality of AI roles from a single AI role, the AI roles can move together in an attractive and reasonable formation, and the station positions of the AI roles can be adjusted according to the positions of teammates and players at all times. Moreover, by determining the motion influence factor information corresponding to at least one AI character, the AI character can intelligently avoid the player character, the teammate character or the obstacles in the environment when moving, for example, the AI character can sense the change of the surrounding terrain environment and avoid in advance before the AI character collides with the obstacles, or the AI character can not move to neglect the collision with the player character and the teammate character and not to interleave with the player character and the teammate character, or the AI character can predict the moving direction of the player and timely make corresponding reactions to avoid obstructing the movement of the player, or when the player character repeatedly starts and stops, the AI character can recognize the behaviors according to a certain algorithm and make more reasonable reactions to avoid the stop and go caused by repeated brain-free following.
The AI character control method in a game in one embodiment of the present invention may be executed in a local terminal device or a server. When the AI character control method in the game is run on the server, the AI character control method in the game may be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, a running main body of a game program and a game picture presenting main body are separated, the storage and the running of an AI role control method in the game are finished on a cloud game server, and a client device is used for receiving and sending data and presenting a game picture, for example, the client device can be a display device which is close to a user side and has a data transmission function, such as a first terminal device, a television, a computer, a palm computer and the like; but the cloud game server of the cloud is used for carrying out the AI role control method in the game. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
Referring to fig. 1, a flowchart illustrating steps of an embodiment of an AI character control method in a game according to an embodiment of the present invention is provided, where a graphical user interface is provided through a terminal device. The terminal device may be the aforementioned local terminal device, and may also be a client device in the cloud game system. The content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes at least one virtual character and at least one AI character corresponding to the virtual character, and the method specifically includes the following steps:
step 101, acquiring a plurality of following point positions corresponding to the positions of the virtual roles;
the game of the embodiment of the present invention may be executed in a terminal device, and the terminal device may be a portable mobile terminal, such as a smart phone, a wearable device, a Personal Digital Assistant (PDA), a Point of Sales (POS), a vehicle-mounted computer, and the like, or may be an electronic device such as a notebook computer, a tablet computer, and an IPAD. The terminal device may be provided with a touch screen, and for convenience in operation, the touch screen may be used instead of a mouse or a keyboard. The touch screen is composed of a touch detection part and a touch screen controller, wherein the touch detection part is arranged in front of the display screen and used for detecting the touch position of a user and then transmitting related information to the touch screen controller. The touch screen controller is mainly used for receiving touch information from the touch point detection device, converting the touch information into touch point coordinates and transmitting the touch point coordinates to a Central Processing Unit (CPU); it can receive and execute the command from CPU. When a finger, stylus or other operating medium applies pressure (or force) to a touch screen mounted on the front end of the display, the touched position is detected by the touch screen controller and sent to the CPU through an interface (e.g., RS-232 serial port, USB, etc.).
The method comprises the steps of running a game application on the terminal device and rendering a graphical user interface on a touch screen of the terminal device, wherein the content displayed on the graphical user interface comprises at least part of a game scene, and the game scene can comprise at least one virtual character which can be a game virtual unit controlled by a player through the terminal device. In addition, the game scene may further include at least one AI character corresponding to the virtual character, where the AI character is a character accompanying around the virtual character controlled by the player, and may assist the virtual character controlled by the player to perform combat or interaction, and the like.
The AI character should be in a reasonable position relative to the virtual character being manipulated by the player during the course of following. In the embodiment of the present invention, following points of some AI characters can be generated by pre-design, as shown in fig. 2, a series of points can be obtained by defining a distance and an angle behind a player character. Because the formation often has a plurality of AI characters in the removal process, so need a plurality of following points, and the spatial position behind the player character is limited, in order to avoid the station position of a plurality of AI characters too concentrated, can design following point position and the distance between the player character has a variety, according to following the distance length between point position and the player character, can also divide into different levels following the point position, as in fig. 2, contain the following point position of two levels, wherein, first floor point position has 3, second floor point position has 2.
In an actual game scene, some expected positions cannot be reached due to the influence of obstacles, so that the environment between the virtual character and the following point location needs to be sensed, and the obstacle is prevented from existing between the positions where the following point location is located or existing between the virtual character and the following point location. In a specific implementation, sensing the environment may be performed by emitting a detection ray, which is not limited in this embodiment of the present invention.
In a preferred embodiment of the present invention, after the step 101, the method may further include the steps of:
sequentially determining a currently operated point location from the plurality of following point locations; emitting a detection ray to the currently operated point location according to the position of the virtual role; and when the detection ray collides with a virtual object in the game scene, removing the currently operated point location from the plurality of following point locations.
Specifically, the currently operated point location is determined from the plurality of following point locations in sequence, a detection ray is emitted to the currently operated point location according to the position of the virtual character, and when the detection ray collides with a virtual object in a game scene, the currently operated point location can be removed from the plurality of following point locations; and when the detection ray does not collide with the virtual object in the game scene, returning to the step of determining the currently operated point location from the plurality of following point locations, determining the next following point location as the currently operated point location, and continuing to execute the step of transmitting the detection ray to the currently operated point location according to the position of the virtual character until all the following point locations are traversed.
As an example, as shown in fig. 3, for the following point locations shown in fig. 2, since an obstacle exists between the virtual character and the following point locations, the obstacle blocks the two following point locations, namely, the first-layer point location and the second-layer point location on the right side, the two following point locations may be eliminated, so as to avoid assigning the two following point locations to the AI character.
In addition, after a plurality of following points corresponding to the positions of the virtual characters are acquired, weights may be set for the following points, for example, "following point closest to the player takes precedence", "following point behind the player takes precedence", and the like, points equal to the AI number are selected by the weights, and are assigned to the AI characters through subsequent steps.
Step 102, determining target point positions corresponding to the at least one AI role from the plurality of following point positions, and allocating the target point positions to the at least one AI role;
specifically, the target of allocating the following point location may be that each AI character has a small possible moving distance, and the moving distance of each AI character is preferably uniform, so that the visual array adjustment amplitude is small. In a specific implementation, a scheme of assigning following point locations to all AI roles may be given by way of enumeration, a sum of distances between all AI roles and their following point locations in each scheme is calculated, and then a scheme with the smallest sum of distances is selected as a final scheme, so as to determine target point locations corresponding to at least one AI role respectively, and assign the target point locations to at least one AI role.
103, respectively determining motion influence factor information corresponding to the at least one AI role;
the motion influencing factor information may be some information capable of influencing the motion state of the AI character, including an obstacle between the AI character and the target point, a distance between the AI character and the virtual character, a terrain environment and a moving direction in which the virtual character is located, and the like.
In a specific implementation, for each AI character, the corresponding motion influencing factor information may be one or more, for example, an obstacle may exist between the AI character and the target site, and meanwhile, the AI character is far away from the virtual character, in this case, a routing path needs to be re-planned for the AI character, and the AI character is controlled to move at an accelerated speed to quickly catch up with the virtual character.
And 104, controlling the at least one AI role to move to the target point location according to the motion influence factor information.
In the embodiment of the invention, after the movement influence factor information corresponding to each AI character is determined, at least one AI character can be controlled to move to the target point according to the movement influence factor information, so that the AI character can intelligently avoid obstacles and the like in a player character, a teammate character or the environment when moving.
In a preferred embodiment of the present invention, the motion influencing factor information includes any one of:
an obstacle between the at least one AI character and the target site; a distance between the at least one AI character and the virtual character; the terrain environment and the direction of movement of the virtual character.
In a specific implementation, whether an obstacle exists between the AI character and the target point may be detected through a ray detection method, and when the obstacle exists, the AI character needs to avoid the obstacle when moving to the target point. And calculating the distance between the AI character and the virtual character through a distance formula between the two points, controlling the moving speed of the AI character according to the distance between the two points, increasing the moving speed of the AI character when the distance between the two points is longer, and reducing the moving speed of the AI character when the distance between the two points is closer. In addition, the movement of the AI character may also be affected by the terrain environment in which the virtual character is located, and when the environment in which the virtual character is located is narrow, in order to avoid the AI character blocking the movement of the virtual character, the AI character needs to be controlled according to the terrain environment and the movement direction in which the virtual character is located.
It should be noted that the motion-affecting factor information may also be set as some other information as needed, and the embodiment of the present invention is not limited to this.
In a preferred embodiment of the present invention, when the motion-affecting factor information is an obstacle between the at least one AI character and the target point location, the step 104 includes:
controlling the at least one AI character to move linearly to the target point location when no obstacle exists between the at least one AI character and the target point location; when an obstacle exists between the at least one AI character and the target point location, a path finding path is determined through a path finding interface of a game engine, and the at least one AI character is controlled to move to the target point location according to the path finding path.
In the embodiment of the invention, when no barrier exists between the AI role and the target point, the AI role can be directly controlled to linearly move to the target point; when an obstacle exists between the AI role and the target point, the AI role needs to avoid the obstacle so as to avoid the situation of crossing the module, a path-finding path can be determined through a path-finding interface of the game engine, and the AI role is controlled to move to the target point according to the path-finding path.
Specifically, after a target point corresponding to an AI character is set, each AI character needs to move to the target point, which relates to the problem of moving a path, and in most cases, the AI character is closer to the target point, so that a mode of emitting a ray from the current position of the AI character to the target point is tried to judge whether the AI character can move to the target point in a straight line, and if an obstacle is encountered, a game engine routing interface is called to obtain the path.
In a preferred embodiment of the present invention, the controlling the at least one AI character to move straight to the target point location when there is no obstacle between the at least one AI character and the target point location includes:
and emitting a detection ray to the target point according to the current position of the at least one AI character, and controlling the at least one AI character to move linearly to the target point when the detection ray does not collide with the virtual object in the game scene.
Specifically, for each AI character, a detection ray may be emitted to the target point according to the current position of the AI character, and when the detection ray does not collide with a virtual object in the game scene, it indicates that there is no obstacle in the obstacle between the AI character and the target point, and at this time, the AI character may be directly controlled to move linearly to the target point.
In a preferred embodiment of the present invention, when the motion-affecting factor information is a distance between the at least one AI character and the virtual character, the step 104 includes:
determining the current movement speed of the at least one AI role according to the distance and the original movement speed of the at least one AI role; and controlling at least one AI role to move to the target point position according to the current moving speed.
Because the AI character inevitably encounters an obstacle during the movement process, the movement route is likely to be longer than the movement path of the player character, so that the movement speed of the AI character needs to be increased at an appropriate time to ensure that the AI character can keep up with the virtual character controlled by the player, otherwise, the distance between the AI character and the virtual character is increased; meanwhile, when the AI role approaches to the following point position, the moving speed needs to be reduced to keep the moving state, so that the situations of stop and go are avoided. In the embodiment of the present invention, the current movement speed of the AI character may be determined according to the distance between the virtual character and the AI character and the original movement speed of the AI character, and the character may be controlled to move to the target point location according to the current movement speed.
Specifically, the rate (speed _ rate) can be calculated by the following formula:
Figure BDA0003283029790000131
wherein r is1Is a first preset threshold for limiting the movement of the virtual character when the distance between the virtual character and the AI character is close, r2And a second preset threshold, which is used for limiting the movement when the virtual character is far away from the AI character, wherein S is a preset distance length, and distance is the distance between the virtual character and the AI character. As an example, r1=2,r27, s 15. After the velocity is calculated, a current moving speed may be calculated according to the velocity and the original moving speed, wherein the current moving speed is equal to a product of the original moving speed and the velocity.
In the embodiment of the present invention, when the distance between the at least one AI character and the virtual character is greater than a first preset threshold, the current moving speed is greater than the original moving speed; when the distance between the at least one AI character and the virtual character is less than a second preset threshold, the current moving speed is less than the original moving speed.
The first preset threshold may be a preset maximum distance threshold, and when the distance between the AI character and the virtual character is greater than the first preset threshold, it indicates that the distance between the AI character and the virtual character is relatively long, and at this time, the moving speed of the AI character needs to be increased, so that the AI character can catch up with the virtual character as soon as possible. The second preset threshold may be a preset minimum distance threshold, and when the distance between the AI character and the virtual character is smaller than the second preset threshold, it indicates that the distance between the AI character and the virtual character is short, and at this time, the moving speed of the AI character needs to be reduced to prevent the AI character from moving too close to the virtual character to block the movement of the virtual character. In addition, when the distance between the AI character and the virtual character is between the first preset threshold and the second preset threshold, the AI character can be controlled to move to the target point at a constant speed according to the original moving speed.
In a preferred embodiment of the present invention, when the motion influencing factor information is the terrain environment and the moving direction of the virtual character, the step 104 includes:
if the terrain environment where the virtual character is located is a narrow environment, determining a position which is a preset distance away from the front of the virtual character to be a target position according to the moving direction of the virtual character; controlling the at least one AI character to move to the target location.
In the embodiment of the present invention, if the terrain environment in which the virtual character is located is a narrow environment, the position away from the front of the virtual character by a preset distance is determined as the target position according to the moving direction of the virtual character, and the AI character is controlled to move to the target position.
Specifically, in order to prevent the interpenetration between characters, physical capsules are added on both the player character and the AI character, so that the virtual character and the AI character controlled by the player can be blocked mutually. To improve the game experience, the AI character needs to dodge the movement of the player character. In open areas, the AI role can successfully avoid the virtual role only by adding a certain offset according to the moving direction of the virtual role. However, in narrow terrain, the AI character does not have as much space available for avoidance. For example, the player character can not move continuously in a formation mode by leading the AI characters to pass through a single-rail bridge, and the method that the AI characters temporarily do not keep the formation but seek a path to a certain distant position in the moving direction of the virtual character is adopted, so that the AI characters and the virtual character move in the same direction, and the virtual character is not blocked.
In the implementation, the environment where the virtual character is located needs to be detected in real time, and whether the terrain environment where the virtual character is located is a narrow environment is detected by presetting a narrow zone detection mode. As an example, the detection rays are emitted to the periphery of the virtual character by emitting the detection rays, rays shorter than a certain distance are barrier rays, rays longer than the certain distance are non-barrier rays, a ratio value of the barrier rays to the total number of rays is counted, and if the ratio value is higher than a certain preset threshold (a preset value, for example, 0.8), it is indicated that the virtual character is in a narrow zone, that is, whether the terrain environment where the virtual character is located is a narrow environment.
In a preferred embodiment of the present invention, the method may further comprise the steps of:
when the position of the virtual role changes, controlling the at least one AI role to keep the current motion state to move within a preset time; and after the preset time, re-determining a target point location according to the position of the virtual character after the change, and controlling the at least one AI character to move to the target point location according to the motion influence factor information.
In the embodiment of the present invention, the preset time may be a preset time length, which is used to control an AI character to delay response, and when the position of the virtual character changes, the AI character is controlled to keep moving in a current motion state within the preset time; and after the preset time, re-determining the target point location according to the position of the virtual character after the change, and controlling at least one AI character to move to the target point location according to the motion influence factor information.
Specifically, if the behavior of the AI character is the same as that of the virtual character controlled by the player, that is, the virtual character moves one step, the AI character moves one step, the virtual character stops, and the AI character stops instantaneously, and meanwhile, the AI character and the virtual character move in the same trend, the behavior is similar to that of "being and even, the look and feel are affected, and the nature is not sufficient. Therefore, a delay response and inertia following mechanism is adopted, namely, after the position of the virtual character is changed, the AI character system does not immediately refresh the following point position, but has a certain time delay; meanwhile, due to delayed response, the AI character sometimes has the situation that the trackable point positions do not exist, and the AI character continues to move in the current motion state for a certain time. The mechanism can effectively relieve the phenomenon that the AI role is both a and b, and the expression is more natural.
In a preferred embodiment of the present invention, before the step 104, the method further includes:
adding a collision volume to the at least one AI character.
In the embodiment of the invention, the collision body can be added to the AI role, so that the AI role can intelligently avoid the obstacles in the environment in the moving process.
In a preferred embodiment of the present invention, the following point locations have corresponding weight values, and the determining, from the plurality of following point locations, target point locations respectively corresponding to the at least one AI character includes:
and determining target point positions corresponding to the at least one AI role from the plurality of following point positions according to the weight values.
In the embodiment of the present invention, the following point locations may be set to have corresponding weight values, and when determining the target point locations, the target point locations corresponding to each AI role are determined from the plurality of following point locations according to the weight values.
It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the illustrated order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments of the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no particular act is required to implement the invention.
Referring to fig. 4, a block diagram of a structure of an AI character control apparatus in a game according to an embodiment of the present invention is shown, where a terminal device provides a graphical user interface, content displayed by the graphical user interface includes at least part of a game scene, and the game scene includes at least one virtual character and at least one AI character corresponding to the virtual character, where the apparatus specifically includes the following modules:
a point location obtaining module 401, configured to obtain a plurality of following point locations corresponding to the positions of the virtual roles;
a point location allocating module 402, configured to determine target point locations corresponding to the at least one AI role from the plurality of following point locations, and allocate the target point locations to the at least one AI role;
a factor information determining module 403, configured to determine motion influence factor information corresponding to the at least one AI character respectively;
an AI character movement control module 404, configured to control the at least one AI character to move to the target point location according to the motion influencing factor information.
In a preferred embodiment of the present invention, the motion influencing factor information includes any one of:
an obstacle between the at least one AI character and the target site; a distance between the at least one AI character and the virtual character; the terrain environment and the direction of movement of the virtual character.
In a preferred embodiment of the present invention, when the motion-affecting factor information is an obstacle between the at least one AI character and the target point location, the AI character movement control module 404 includes:
a first movement control sub-module for controlling the at least one AI character to move linearly to the target point location when there is no obstacle between the at least one AI character and the target point location;
and the second movement control sub-module is used for determining a path finding path through a path finding interface of a game engine when an obstacle exists between the at least one AI character and the target point location, and controlling the at least one AI character to move to the target point location according to the path finding path.
In a preferred embodiment of the present invention, the first movement control sub-module includes:
and the obstacle detection unit is used for emitting a detection ray to the target point according to the current position of the at least one AI character, and controlling the at least one AI character to move to the target point in a straight line when the detection ray does not collide with the virtual object in the game scene.
In a preferred embodiment of the present invention, when the motion-affecting factor information is a distance between the at least one AI character and the virtual character, the AI character movement control module 404 includes:
a current movement speed determination submodule, configured to determine a current movement speed of the at least one AI character according to the distance and an original movement speed of the at least one AI character;
and the third movement control submodule is used for controlling at least one AI role to move to the target point position according to the current movement speed.
In a preferred embodiment of the present invention, when the distance between the at least one AI character and the virtual character is greater than a first preset threshold, the current moving speed is greater than the original moving speed;
when the distance between the at least one AI character and the virtual character is less than a second preset threshold, the current moving speed is less than the original moving speed.
In a preferred embodiment of the present invention, when the motion-affecting factor information is the terrain environment and the moving direction of the virtual character, the AI character movement control module 404 includes:
the target position determining submodule is used for determining a position which is a preset distance away from the front of the virtual character as a target position according to the moving direction of the virtual character if the terrain environment where the virtual character is located is a narrow environment;
a fourth movement control sub-module for controlling the at least one AI character to move to the target position.
In a preferred embodiment of the present invention, the method further comprises:
the motion state keeping submodule is used for controlling the at least one AI role to keep the current motion state to move within the preset time when the position of the virtual role changes;
and the target point location refreshing submodule is used for re-determining the target point location according to the position of the virtual character after the change after the preset time, and controlling the at least one AI character to move to the target point location according to the motion influence factor information.
In a preferred embodiment of the present invention, the method further comprises:
and the collision body adding module is used for adding a collision body to the at least one AI role.
In a preferred embodiment of the present invention, the point location allocating module 402 includes:
and the target point location determining submodule is used for determining the target point location corresponding to the at least one AI role from the plurality of following point locations according to the weight values.
In a preferred embodiment of the present invention, the apparatus further comprises:
the point location detection module is used for sequentially determining a currently operated point location from the plurality of following point locations and transmitting a detection ray to the currently operated point location according to the position of the virtual role;
and the point location removing module is used for removing the currently operated point location from the plurality of following point locations when the detection ray collides with the virtual object in the game scene.
For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.
An embodiment of the present invention further provides an electronic device, as shown in fig. 5, including:
a processor 501 and a storage medium 502, wherein the storage medium 502 stores machine-readable instructions executable by the processor 501, and when the electronic device runs, the processor 501 executes the machine-readable instructions to perform the method according to any one of the embodiments of the present invention. The specific implementation and technical effects are similar, and are not described herein again.
An embodiment of the present invention further provides a computer-readable storage medium, as shown in fig. 6, where the storage medium stores a computer program 601, and the computer program 601 is executed by a processor to perform the method according to any one of the embodiments of the present invention. The specific implementation and technical effects are similar, and are not described herein again.
The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.
As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.
The detailed description of the method for controlling an AI character in a game and the device for controlling an AI character in a game provided by the present invention are provided above, and the principle and the implementation of the present invention are explained herein by applying specific examples, and the description of the above examples is only used to help understanding the method of the present invention and the core idea thereof; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

Claims (14)

1. An AI character control method in a game, wherein a terminal device provides a graphical user interface, a content displayed by the graphical user interface includes at least a part of a game scene, the game scene includes at least one virtual character and at least one AI character corresponding to the virtual character, and the method comprises the following steps:
acquiring a plurality of following point positions corresponding to the positions of the virtual roles;
determining target point positions corresponding to the at least one AI role respectively from the plurality of following point positions, and distributing the target point positions to the at least one AI role;
respectively determining motion influence factor information corresponding to the at least one AI role;
and controlling the at least one AI role to move to the target point location according to the motion influence factor information.
2. The method of claim 1, wherein the motion influencing factor information comprises any one of:
an obstacle between the at least one AI character and the target site; a distance between the at least one AI character and the virtual character; the terrain environment and the direction of movement of the virtual character.
3. The method of claim 2, wherein when the motion-affecting factor information is an obstacle between the at least one AI character and the target spot location, the controlling the at least one AI character to move to the target spot location according to the motion-affecting factor information comprises:
controlling the at least one AI character to move linearly to the target point location when no obstacle exists between the at least one AI character and the target point location;
and when an obstacle exists between the at least one AI role and the target point location, controlling the at least one AI role to move to the target point location according to a preset routing path.
4. The method of claim 3, wherein controlling the at least one AI character to move linearly to the target point location when no obstacle is present between the at least one AI character and the target point location comprises:
and emitting a detection ray to the target point according to the current position of the at least one AI character, and controlling the at least one AI character to move linearly to the target point when the detection ray does not collide with the virtual object in the game scene.
5. The method of claim 2, wherein when the motion-affecting factor information is a distance between the at least one AI character and the virtual character, the controlling the at least one AI character to move to the target point location according to the motion-affecting factor information comprises:
determining the current movement speed of the at least one AI role according to the distance and the original movement speed of the at least one AI role;
and controlling at least one AI role to move to the target point position according to the current moving speed.
6. The method of claim 5,
when the distance between the at least one AI character and the virtual character is greater than a first preset threshold value, the current moving speed is greater than the original moving speed;
when the distance between the at least one AI character and the virtual character is less than a second preset threshold, the current moving speed is less than the original moving speed.
7. The method of claim 2, wherein when the motion-affecting factor information is a terrain environment and a moving direction of the virtual character, the controlling the at least one AI character to move to the target point location according to the motion-affecting factor information comprises:
if the terrain environment where the virtual character is located is a narrow environment, determining a position which is a preset distance away from the front of the virtual character to be a target position according to the moving direction of the virtual character;
controlling the at least one AI character to move to the target location.
8. The method of claim 1, further comprising:
when the position of the virtual role changes, controlling the at least one AI role to keep the current motion state to move within a preset time;
and after the preset time, re-determining a target point location according to the position of the virtual character after the change, and controlling the at least one AI character to move to the target point location according to the motion influence factor information.
9. The method of claim 1, further comprising, prior to the step of controlling the at least one AI character to move to the target point location based on the motion-affecting factor information:
adding a collision volume to the at least one AI character.
10. The method of claim 1, wherein the follower point points have corresponding weight values, and wherein determining the target point from the plurality of follower point points to which the at least one AI character respectively corresponds comprises:
and determining target point positions corresponding to the at least one AI role from the plurality of following point positions according to the weight values.
11. The method of claim 1, wherein after the step of obtaining a plurality of following point locations corresponding to the position of the virtual character, further comprising:
sequentially determining a currently operated point location from the plurality of following point locations, and emitting a detection ray to the currently operated point location according to the position of the virtual role;
and when the detection ray collides with a virtual object in the game scene, removing the currently operated point location from the plurality of following point locations.
12. An AI character control apparatus in a game, wherein a terminal device provides a graphical user interface, a content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes at least one virtual character and at least one AI character corresponding to the virtual character, the AI character control apparatus comprising:
the point location acquisition module is used for acquiring a plurality of following point locations corresponding to the positions of the virtual roles;
a point location allocation module, configured to determine, from the plurality of following point locations, target point locations corresponding to the at least one AI role respectively, and allocate the target point locations to the at least one AI role;
the factor information determining module is used for respectively determining motion influence factor information corresponding to the at least one AI role;
and the AI role movement control module is used for controlling the at least one AI role to move to the target point location according to the motion influence factor information.
13. An electronic device, comprising:
a processor and a storage medium storing machine-readable instructions executable by the processor, the processor executing the machine-readable instructions to perform the method of any one of claims 1-11 when the electronic device is run.
14. A computer-readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when being executed by a processor, carries out the method according to any one of claims 1-11.
CN202111138858.0A 2021-09-27 2021-09-27 AI role control method and device in game Pending CN113827974A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111138858.0A CN113827974A (en) 2021-09-27 2021-09-27 AI role control method and device in game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111138858.0A CN113827974A (en) 2021-09-27 2021-09-27 AI role control method and device in game

Publications (1)

Publication Number Publication Date
CN113827974A true CN113827974A (en) 2021-12-24

Family

ID=78970658

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202111138858.0A Pending CN113827974A (en) 2021-09-27 2021-09-27 AI role control method and device in game

Country Status (1)

Country Link
CN (1) CN113827974A (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114307171A (en) * 2021-12-29 2022-04-12 完美世界(重庆)互动科技有限公司 Information processing method and device for electronic pet in game and electronic equipment
CN115814404A (en) * 2022-09-14 2023-03-21 广州三七极耀网络科技有限公司 Method, device, equipment and medium for controlling movement of virtual object

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1940948A (en) * 2005-09-30 2007-04-04 腾讯科技(深圳)有限公司 Method and device for tracking in three-dimensional game scene
CN101151076A (en) * 2005-03-30 2008-03-26 科乐美数码娱乐株式会社 Character control device, character control method, recording medium, and program
CN107185242A (en) * 2017-04-27 2017-09-22 腾讯科技(深圳)有限公司 Many unit method for searching and device
JP2019209115A (en) * 2018-06-04 2019-12-12 任天堂株式会社 Game program, information processing system, information processor, and information processing method
CN112807681A (en) * 2021-02-25 2021-05-18 腾讯科技(深圳)有限公司 Game control method, device, electronic equipment and storage medium

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101151076A (en) * 2005-03-30 2008-03-26 科乐美数码娱乐株式会社 Character control device, character control method, recording medium, and program
CN1940948A (en) * 2005-09-30 2007-04-04 腾讯科技(深圳)有限公司 Method and device for tracking in three-dimensional game scene
CN107185242A (en) * 2017-04-27 2017-09-22 腾讯科技(深圳)有限公司 Many unit method for searching and device
JP2019209115A (en) * 2018-06-04 2019-12-12 任天堂株式会社 Game program, information processing system, information processor, and information processing method
CN112807681A (en) * 2021-02-25 2021-05-18 腾讯科技(深圳)有限公司 Game control method, device, electronic equipment and storage medium

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
游资网: "《The Last Of Us》的同伴AI(一):非战斗跟随AI", pages 1 - 7, Retrieved from the Internet <URL:https://www.gameres.com/811733.html> *

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114307171A (en) * 2021-12-29 2022-04-12 完美世界(重庆)互动科技有限公司 Information processing method and device for electronic pet in game and electronic equipment
CN115814404A (en) * 2022-09-14 2023-03-21 广州三七极耀网络科技有限公司 Method, device, equipment and medium for controlling movement of virtual object
CN115814404B (en) * 2022-09-14 2023-08-11 广州三七极耀网络科技有限公司 Method, device, equipment and medium for controlling movement of virtual object

Similar Documents

Publication Publication Date Title
US8405656B2 (en) Method and system for three dimensional interaction of a subject
EP3266507B1 (en) Location-based experience with interactive merchandise
US9421461B2 (en) Player avatar movement assistance in a virtual environment
US9050538B2 (en) Collision detection and motion simulation in game virtual space
US9498718B2 (en) Altering a view perspective within a display environment
US11097189B2 (en) Contextually aware communications system in video games
CN113827974A (en) AI role control method and device in game
JP7127107B2 (en) Interactive input control in simulated three-dimensional (3D) environments
CN110292771B (en) Method, device, equipment and medium for controlling tactile feedback in game
US20210268381A1 (en) Method and apparatus for dynamic management of formations in a video game
CN110585731B (en) Method, device, terminal and medium for throwing virtual article in virtual environment
Andrews et al. Hapticast: a physically-based 3D game with haptic feedback
KR20220163452A (en) Interaction processing method of virtual props, device, electronic device and readable storage medium
CN112755516A (en) Interaction control method and device, electronic equipment and storage medium
CN113680065A (en) Map processing method and device in game
CN114570017A (en) Game object position synchronization method and device in game and electronic equipment
US11024094B2 (en) Methods and apparatus to map a virtual environment to a physical environment
US10402045B2 (en) Controlling an image displayed on a user interface of a computer device
CN111862345A (en) Information processing method and device, electronic equipment and computer readable storage medium
KR102170825B1 (en) Apparatus and method for controlling game
WO2018228888A1 (en) Method for controlling movement of a virtual object
CN112188922A (en) Virtual camera placement system
CN118059497A (en) Virtual object control method, device, equipment, medium and product
CN118079393A (en) Game interaction method and device, electronic equipment and readable storage medium
JP2020151477A (en) Method for providing assisted travel along cover path in video game

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination