CN103116685A - Interaction method of game player and non-player character (NPC) in network games - Google Patents
Interaction method of game player and non-player character (NPC) in network games Download PDFInfo
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- CN103116685A CN103116685A CN2011103643023A CN201110364302A CN103116685A CN 103116685 A CN103116685 A CN 103116685A CN 2011103643023 A CN2011103643023 A CN 2011103643023A CN 201110364302 A CN201110364302 A CN 201110364302A CN 103116685 A CN103116685 A CN 103116685A
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Abstract
The invention relates to an interaction method of a game player and a non-player character (NPC) in network games. The interaction method of the game player and the NPC in the network games comprise the following steps: at first, identifying an action of the game player to translate the action which is registered in a system to a special information code; afterwards, sending the information code to a NPC response module; enabling the NPC to receive and send the information code to analyze according to a module rule to generate a data response; then storing and managing data generated after responding the NPC data to decay and cancel the data; at last through a NPC action reaction module, enabling the NPC to do different responses. Through the game player continues interacting with the NPC, a gratitude and resentment system can be formed in a world outlook of the games, and the action of the game player influences the interaction judgment of the NPC to the game player. By the adoption of the interaction method, the interaction degree of the game is improved, and lives are given to the NPC in the network games to enable the NPC to have more problem treatment capability and reaction capability in a network world.
Description
Technical field
The present invention relates to a kind of NPC exchange method, relate in particular to player and NPC interactive approach in a kind of online game.
Background technology
The purpose of online game is to build a virtual world, allows player institute role live inside.In this virtual world except player institute role, also has the non-player's figure of NPC(miscellaneous), these NPC exist in gaming world, mainly contain two purposes: one, for game function provides window, comprise shop, task, repairing, manufacturing etc.; Two, the gaming world atmosphere sets off by contrast.
Traditional network game is because of the reason of technology and user's request, and the function of NPC only can satisfy the demand, and these NPC have the scope of activities of some common characteristics: NPC smaller, can not move freely walking.And the logic of NPC is very simple, can not change according to player's identity or behavior generation.The function of NPC is very single, can only realize the limited function of prearranging.
Summary of the invention
Purpose of the present invention is exactly in order to solve the above-mentioned problems in the prior art, and player and NPC interactive approach in a kind of online game are provided.
Purpose of the present invention is achieved through the following technical solutions:
Player and NPC interactive approach in online game, it comprises the following steps: step 1., employing behavior identification and translation module, identification player's behavior, special-purpose message code is translated in the behavior that system registry is crossed; 2. step adopts information sending module, after the message code that player's behavior is produced according to established rule filters, message code is sent to the NPC respond module; 3. step by the NPC respond module, makes NPC receive the message code that sends over, and resolves according to rule module, produces the data response; 4. step by the NPC data processing module, carries out storage and management to the data that produce after the response of NPC data, and data are decayed and delete; 5. step by NPC behavior feedback module, makes NPC make different reactions to the player.
Player and NPC interactive approach in above-mentioned online game, wherein: the step 1. described system registry behavior of crossing comprises that the player controls personage's language, action.
Further, player and NPC interactive approach in above-mentioned online game, wherein: step 2. described established rule is, game design is served as master and is first provided which behavior code and can be sent to respond module, with the form storage of these rules with configuration file, after the program file reading, according to the indication of configuration, message code is filtered.The purpose of this step is to increase extendability and the configurability of system.
Further, player and NPC interactive approach in above-mentioned online game, wherein: step 3. described rule module is, after NPC receives message code, can according to the exclusive configuration of self, message code be responded, the configuration of different N PC is different, and response mode also can be different.For example to " fight " this behavior, the operation of some NPC is " fear ", and what have is " detest ".
Further, player and NPC interactive approach in above-mentioned online game, wherein: step is described decay and deletion 4., for realizing by the mathsort method, the interactive data that produce of player and NPC, can be recorded in the memory space of NPC, exist with the form of integer, absolute value means that more greatly map is more deep; Every through after a while, games system can allow data in the memory space of NPC all divided by 2, simulates amnesia on the basis that does not change sequence, as time goes by, these data finally can fail to 1, and trigger deleting mechanism this moment, reach the purpose of removing memory.This memory character " is forgotten " in this functional simulation.
Again further, player and NPC interactive approach in above-mentioned online game, wherein: step 5. NPC is made different reactions and is comprised language feedback, action feedback.
The advantage of technical solution of the present invention is mainly reflected in: by the player constantly and NPC carry out interaction, can consist of a resentment system in the world outlook of game, player's behavior will affect NPC constantly to player's interaction judgement.NPC changes in the past set active rule, can move freely walking, identity or behavior generation variation according to the player have improved the interactive degree of game, give the NPC in online game all life-giving, make it have more issue handling and adaptability to changes in gaming world.
Purpose of the present invention, advantage and disadvantage will make an explanation by the non-limitative illustration of following preferred embodiment.These embodiment are only the prominent examples of using technical solution of the present invention, and all technical schemes of taking to be equal to replacement or equivalent transformation and forming are within all dropping on the scope of protection of present invention.
Embodiment
Player and NPC interactive approach in online game, its special feature is to comprise the following steps: at first, and employing behavior identification and translation module, identification player's behavior is translated into special-purpose message code with the behavior that system registry is crossed.Afterwards, adopt information sending module, after the message code that player's behavior is produced according to established rule filters, message code is sent to the NPC respond module.Then, by the NPC respond module, make NPC receive the message code that sends over, resolve according to rule module, produce the data response.Then, by the NPC data processing module, the data that produce after the response of NPC data are carried out storage and management, data are decayed and delete.In other words, in time the interaction feedback of memory to the player, adjust relevant feedback according to player's behavior simultaneously.At last, by NPC behavior feedback module, the personage who makes NPC control for the player makes different reactions.
With regard to the better embodiment of the present invention one, consider effective collection of players overall being controlled information, to be convenient to follow-up NPC and to make the correct mutual-action behavior that coincide, the behavior that system registry is crossed comprises that the player controls personage's language, action.
Established rule is that game design is served as master and first provided those behavior codes and can be sent to respond module specifically, with the form storage of these rules with configuration file, after the program file reading, according to the indication of configuration, message code is filtered.The purpose of this step is to increase extendability and the configurability of system.Specific rules is exactly " define in configuration file, which behavior code will be sent out, and the probability that sends ".
Bodily form formula following (being configured to the form of form by procedure identification):
" behavior code ",
" whether permit and be passed " (represent to permit with 1,0 expression disapproves),
" transmission probability " (come into force when license is transmitted, fill in number percent),
Above 3 data consist of 1 row of allocation list, the configuration file of the whole rule of several rows data formation.
Further, rule module is after NPC receives message code, can message code be responded according to the exclusive configuration of self, and the configuration of different N PC is different, and response mode also can be different.For example to " fight " this behavior, the operation of some NPC is " fear ", and what have is " detest ".
When practical application, the respond module rule of NPC is also to be realized by a configuration file, concrete form following (being configured to the form of form by procedure identification):
" behavior code ",
" NPC responds license " (1 expression license, 0 expression disapproves),
" NPC response mode " (fill in the NPC behavior code herein, control the action of NPC),
" NPC numerical value increase and decrease configuration " (filling in the variable value of NPC map parameter herein),
Above 4 data consist of 1 row of allocation list, the configuration file of the whole rule of several rows data formation.
Consider the memory character that to realize smoothly NPC, decay and the deletion adopted are specially: realize by the mathsort method, the interactive data that produce of player and NPC can be recorded in the memory space of NPC, form with integer exists, and absolute value means that more greatly map is more deep.Every through after a while, games system can allow data in the memory space of NPC all divided by 2, simulates amnesia on the basis that does not change sequence, as time goes by, these data finally can fail to 1, and trigger deleting mechanism this moment, reach the purpose of removing memory.This memory character " is forgotten " in this functional simulation.
Again further, in order to improve game performance, promote interactive link, NPC makes different reactions and comprises language feedback, action feedback.
In conjunction with actual operating position of the present invention, player's operation-roles is made behavior in gaming world, and meeting finally can be with the store and management that carries out of resolving by the NPC data processing module.Like this, mutual in the next time of player and NPC in, according to the difference of data, control NPC and make different reactions.Like this, not only realized NPC and player's in time interaction fast.Simultaneously, make the memory function of player's behavior that NPC has.Specifically, be everlasting during such as the role of player operation and carry out transaction, NPC runs into the language feedback that can carry out transaction-based requirements after the player.Perhaps, the role's of player's operation movement meets the noble code of ethics that builds in game, and NPC runs into the language feedback that the action feedback that can salute after the player is accompanied with greeting simultaneously.
Can find out by above-mentioned character express, after adopting the present invention, by the player constantly and NPC carry out interaction, can consist of a resentment system in the world outlook of game, player's behavior will affect NPC constantly to player's interaction judgement.NPC changes in the past set active rule, can move freely walking, identity or behavior generation variation according to the player have improved the interactive degree of game, give the NPC in online game all life-giving, make it have more issue handling and adaptability to changes in gaming world.
Claims (7)
1. player and NPC interactive approach in online game is characterized in that comprising the following steps:
Step 1., employing behavior identification and translation module, identification player's behavior, special-purpose message code is translated in the behavior that system registry is crossed;
2. step adopts information sending module, after the message code that player's behavior is produced according to established rule filters, message code is sent to the NPC respond module;
3. step by the NPC respond module, makes NPC receive the message code that sends over, and resolves according to rule module, produces the data response;
4. step by the NPC data processing module, carries out storage and management to the data that produce after the response of NPC data, and data are decayed and delete;
5. step by NPC behavior feedback module, makes NPC make different reactions to the player.
2. player and NPC interactive approach in online game according to claim 1 is characterized in that: the step 1. described system registry behavior of crossing comprises that the player controls personage's language, action.
3. player and NPC interactive approach in online game according to claim 1, it is characterized in that: step 2. described established rule is, game design is served as master and is first provided which behavior code and can be sent to respond module, with the form storage of these rules with configuration file, after the program file reading, according to the indication of configuration, message code is filtered.
4. player and NPC interactive approach in online game according to claim 1, it is characterized in that: step 3. described rule module is, after NPC receives message code, can be according to the exclusive configuration of self, message code is responded, the configuration of different N PC is different, and response mode also can be different.
5. for example to " fight " this behavior, the operation of some NPC is " fear ", and what have is " detest ".
6. player and NPC interactive approach in online game according to claim 1, it is characterized in that: step is described decay and deletion 4., for passing through the mathsort method, with player and the interactive data that produce of NPC, be recorded in the memory space of NPC, form with integer exists, absolute value means that more greatly map is more deep, every through after a while, games system can allow data in the memory space of NPC all divided by 2, simulate amnesia on the basis that does not change sequence, as time goes by, these data finally can fail to 1, trigger deleting mechanism this moment, reach the purpose of removing memory.
7. player and NPC interactive approach in online game according to claim 1 is characterized in that: step 5. NPC is made different reactions and is comprised language feedback, action feedback.
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Cited By (8)
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CN103577704A (en) * | 2013-11-13 | 2014-02-12 | 北京像素软件科技股份有限公司 | Event handling method and device through NPC in game system |
CN103729435A (en) * | 2013-12-27 | 2014-04-16 | 北京像素软件科技股份有限公司 | Method for cloning player characters in online game |
CN104225918A (en) * | 2013-06-06 | 2014-12-24 | 苏州蜗牛数字科技股份有限公司 | NPC autonomous feedback interaction method based on online games |
CN104978488A (en) * | 2015-06-26 | 2015-10-14 | 广州华多网络科技有限公司 | Game role behavior analyzing method and apparatus |
CN106621334A (en) * | 2016-09-27 | 2017-05-10 | 网易(杭州)网络有限公司 | Control method and device of non-player-controlled character |
CN109646959A (en) * | 2018-12-05 | 2019-04-19 | 深圳市迷你玩科技有限公司 | Method and relevant device based on state machine management non-player role NPC |
CN113440839A (en) * | 2021-07-19 | 2021-09-28 | 网易(杭州)网络有限公司 | Method, device, equipment and storage medium for controlling non-player game role |
CN114681919A (en) * | 2022-03-29 | 2022-07-01 | 米哈游科技(上海)有限公司 | NPC (network processor core) performance method, device, medium and electronic equipment based on NPC mutual behavior influence |
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Cited By (11)
Publication number | Priority date | Publication date | Assignee | Title |
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CN104225918A (en) * | 2013-06-06 | 2014-12-24 | 苏州蜗牛数字科技股份有限公司 | NPC autonomous feedback interaction method based on online games |
CN103577704A (en) * | 2013-11-13 | 2014-02-12 | 北京像素软件科技股份有限公司 | Event handling method and device through NPC in game system |
CN103729435A (en) * | 2013-12-27 | 2014-04-16 | 北京像素软件科技股份有限公司 | Method for cloning player characters in online game |
CN104978488A (en) * | 2015-06-26 | 2015-10-14 | 广州华多网络科技有限公司 | Game role behavior analyzing method and apparatus |
CN104978488B (en) * | 2015-06-26 | 2018-01-12 | 广州华多网络科技有限公司 | The behavior analysis method and device of game role |
CN106621334A (en) * | 2016-09-27 | 2017-05-10 | 网易(杭州)网络有限公司 | Control method and device of non-player-controlled character |
CN106621334B (en) * | 2016-09-27 | 2020-03-20 | 网易(杭州)网络有限公司 | Method and device for controlling non-player control role |
CN109646959A (en) * | 2018-12-05 | 2019-04-19 | 深圳市迷你玩科技有限公司 | Method and relevant device based on state machine management non-player role NPC |
CN109646959B (en) * | 2018-12-05 | 2022-03-08 | 深圳市迷你玩科技有限公司 | Method for managing NPC (non-player character) based on state machine and related equipment |
CN113440839A (en) * | 2021-07-19 | 2021-09-28 | 网易(杭州)网络有限公司 | Method, device, equipment and storage medium for controlling non-player game role |
CN114681919A (en) * | 2022-03-29 | 2022-07-01 | 米哈游科技(上海)有限公司 | NPC (network processor core) performance method, device, medium and electronic equipment based on NPC mutual behavior influence |
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