CN109731332B - Method, device, equipment and storage medium for controlling non-player character - Google Patents

Method, device, equipment and storage medium for controlling non-player character Download PDF

Info

Publication number
CN109731332B
CN109731332B CN201811570265.XA CN201811570265A CN109731332B CN 109731332 B CN109731332 B CN 109731332B CN 201811570265 A CN201811570265 A CN 201811570265A CN 109731332 B CN109731332 B CN 109731332B
Authority
CN
China
Prior art keywords
player character
path
determining
game
resource
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.)
Active
Application number
CN201811570265.XA
Other languages
Chinese (zh)
Other versions
CN109731332A (en
Inventor
曹红阳
耿奕廷
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 CN201811570265.XA priority Critical patent/CN109731332B/en
Publication of CN109731332A publication Critical patent/CN109731332A/en
Application granted granted Critical
Publication of CN109731332B publication Critical patent/CN109731332B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Abstract

The invention provides a method, a device, equipment and a storage medium for controlling a non-player character. The method comprises the following steps: and determining resource points of the non-player character participating in game activities in the game scene by acquiring the current demand information of the non-player character. And determining a path for the non-player character to go to the resource point according to the resource point of the non-player character participating in the game activity in the game scene. And controlling the non-player character to go to the corresponding resource point to participate in the game activity according to the path, thereby realizing the complex human-like decision behavior of the non-player character.

Description

Method, device, equipment and storage medium for controlling non-player character
Technical Field
The present invention relates to the field of control technologies, and in particular, to a method, an apparatus, a device, and a storage medium for controlling a non-player character.
Background
With the development of the AI (Artificial Intelligence) technology of games, hundreds of Non-Player characters (NPCs) in the virtual game world can move like real human beings, creating a richer and more realistic virtual Character social group.
At present, in order to realize the human-like decision-making behavior of the NPC in the virtual game world, an AI framework can be built by adopting a finite-state machine or a behavior decision tree method. The finite state machine method can realize NPC decision-making behavior by defining a plurality of states and trigger conditions for switching between the states, and simultaneously uses a node graph tool to edit and dynamically debug. The behavior decision tree method can select the NPC decision behaviors in different states by defining a huge decision tree, and simultaneously edit the decision tree by means of a node editing tool and debug the behavior tree.
However, because human behaviors are complex and changeable, huge workload is required no matter by means of a finite state machine or a behavior decision tree, NPC complex human-like decision behaviors cannot be achieved, and game experience of users is reduced.
Disclosure of Invention
The invention provides a method, a device, equipment and a storage medium for controlling a non-player character, which aim to solve the problem that complicated human-like decision-making behaviors of the non-player character cannot be realized in the prior art.
In a first aspect, the present invention provides a method for controlling a non-player character, comprising:
determining resource points of the non-player characters participating in game activities in a game scene by acquiring current demand information of the non-player characters;
determining a path from the non-player character to a resource point according to the resource point of the non-player character participating in game activities in a game scene;
and controlling the non-player character to go to the corresponding resource point according to the path to participate in the game activity.
Optionally, determining a resource point of the non-player character participating in the game activity in the game scene by acquiring the current demand information of the non-player character includes:
determining an initial satisfying state and a current demand weight according to the current demand information of the non-player character;
obtaining an average happiness value according to the current demand weight and the initial satisfaction state;
predicting the participation satisfaction state of the non-player character after participating in the game activity corresponding to each resource point in the game scene;
determining game activity distances between the positions of the non-player characters and the positions of the resource points respectively;
obtaining total joy gain according to the game activity distance, the current demand weight, the initial satisfying state, the participation satisfying state and the current gain coefficient;
and determining resource points of the non-player character participating in game activities in a game scene according to the total happiness gain and the average happiness value.
Optionally, the resource point is a resource point meeting a preset condition, where the preset condition is that the current time is within an open time period of the resource point and the resource point is in an idle state.
Optionally, the elements of the resource point include: content of a gaming activity, area of a gaming activity, interaction point of a gaming activity, gain or expenditure in participating in a gaming activity, open time period of a gaming activity.
Optionally, determining, according to a resource point where the non-player character participates in a game activity in a game scene, a path from the non-player character to the resource point, includes:
judging whether the game activity distance between the position of the non-player character and the position of the resource point is smaller than a preset distance or not;
if so, determining a path for the non-player character to go to the resource point by adopting a first algorithm;
if not, determining the path of the non-player character to the resource point by adopting a first algorithm and a second algorithm.
Optionally, when the game activity distance between the position of the non-player character and the position of the resource point is greater than or equal to a preset distance, determining a path from the non-player character to the resource point by using a first algorithm and a second algorithm, including:
determining a first region nearest to the position of the non-player character and a second region nearest to the position of the resource point;
determining a route between the position of the non-player character and any point in the first area as a first path according to the first algorithm;
determining a second path according to the second algorithm and a preset deviation;
determining a route between the position of the resource point and any point in the second area as a third path according to the first algorithm;
determining a path from the non-player character to the resource point according to the first path, the second path, the third path and a preset condition, wherein the preset condition is that included angles of joints of the second path and the first path and the third path are all obtuse angles.
Optionally, determining a first region nearest to the position of the non-player character and a second region nearest to the position of the resource point comprises:
determining N preset areas with the minimum distance between the position of the non-player character and any point on each preset area, wherein N is a positive integer;
determining M preset regions with the minimum distance between the position of the resource point and any point on each preset region, wherein M is a positive integer;
selecting the first region from the N regions;
selecting the second region from the M regions.
Optionally, determining a second path according to the second algorithm and a preset deviation includes:
determining a path between a center of the first region and a center of the second region according to the second algorithm;
and determining the second path according to the path between the center of the first area and the center of the second area and the preset deviation.
Optionally, the method further comprises:
and when the distance between the non-player character and any non-player character meets a preset distance, controlling the non-player character to execute social operation.
In a second aspect, the present invention provides a control device for a non-player character, comprising:
the system comprises a first determining module, a second determining module and a third determining module, wherein the first determining module is used for determining resource points of non-player characters participating in game activities in a game scene by acquiring current demand information of the non-player characters;
the second determining module is used for determining a path from the non-player character to a resource point according to the resource point of the non-player character participating in game activities in a game scene;
and the control module is used for controlling the non-player character to go to the corresponding resource point to participate in game activities according to the path.
Optionally, the first determining module is specifically configured to determine an initial satisfaction state and a current demand weight according to the current demand information of the non-player character; obtaining an average happiness value according to the current demand weight and the initial satisfaction state; predicting the participation satisfaction state of the non-player character after participating in the game activity corresponding to each resource point in the game scene; determining game activity distances between the positions of the non-player characters and the positions of the resource points respectively; obtaining total joy gain according to the game activity distance, the current demand weight, the initial satisfying state, the participation satisfying state and the current gain coefficient; and determining resource points of the non-player character participating in game activities in a game scene according to the total happiness gain and the average happiness value.
Optionally, the resource point is a resource point that meets a preset condition, where the preset condition is that the current time is within an open time period of the resource point and the resource point is in an idle state.
Optionally, the elements of the resource point include: content of a gaming activity, area of a gaming activity, interaction point of a gaming activity, gain or expenditure in participating in a gaming activity, open time period of a gaming activity.
Optionally, the second determining module is specifically configured to determine whether a game activity distance between the position of the non-player character and the position of the resource point is smaller than a preset distance; when the game activity distance between the position of the non-player character and the position of the resource point is smaller than a preset distance, determining a path from the non-player character to the resource point by adopting a first algorithm; and when the game activity distance between the position of the non-player character and the position of the resource point is greater than or equal to a preset distance, determining a path from the non-player character to the resource point by adopting a first algorithm and a second algorithm.
Optionally, when a game activity distance between the position of the non-player character and the position of the resource point is greater than or equal to a preset distance, the second determining module is configured to determine a first region closest to the position of the non-player character and a second region closest to the position of the resource point; determining a route between the position of the non-player character and any point in the first area as a first path according to the first algorithm; determining a second path according to the second algorithm and a preset deviation; determining a route between the position of the resource point and any point in the second area as a third path according to the first algorithm; determining a path from the non-player character to the resource point according to the first path, the second path, the third path and a preset condition, wherein the preset condition is that included angles of joints of the second path and the first path and the third path are all obtuse angles.
Optionally, the second determining module is configured to determine N preset regions where a distance between the position of the non-player character and any point on each preset region is the smallest, where N is a positive integer; determining M preset regions with the minimum distance between the position of the resource point and any point on each preset region, wherein M is a positive integer; selecting the first region from the N regions; selecting the second region from the M regions.
Optionally, the second determining module is configured to determine, according to the second algorithm, a path between the center of the first area and the center of the second area; and determining the second path according to the path between the center of the first area and the center of the second area and the preset deviation.
Optionally, the control module is further configured to control the non-player character to perform a social operation when a distance between the non-player character and any non-player character satisfies a preset distance.
In a third aspect, the present invention provides a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the method of controlling a non-player character of the first aspect.
In a fourth aspect, the present invention provides an electronic device comprising: input and output equipment, a memory and a processor; the input and output equipment and the memory are respectively connected with the processor;
the memory to store program instructions;
the processor is configured to, when the program instructions are executed, implement the method for controlling a non-player character in a game for previewing a map according to the first aspect.
According to the control method, the control device, the control equipment and the control storage medium for the non-player character, the resource points of the non-player character participating in the game activities in the game scene are determined according to the acquired current demand information of the non-player character, and the path from the non-player character to the resource points is determined according to the resource points of the non-player character participating in the game activities in the game scene, so that the non-player character is controlled to go to the corresponding resource points to participate in the game activities according to the path. According to the invention, the human-like decision of the non-player character is realized, so that the non-player character can perform human-like decision behaviors in the virtual game, the problem that the complex human-like decision behaviors of the non-player character cannot be realized in the prior art is solved, and the game experience of a user is improved.
Drawings
In order to more clearly illustrate the technical solutions of the present invention or the prior art, the following briefly introduces the drawings needed to be used in the description of the embodiments or the prior art, and obviously, the drawings in the following description are some embodiments of the present invention, and those skilled in the art can obtain other drawings according to the drawings without inventive labor.
FIG. 1 is a flow chart of a method for controlling a non-player character in accordance with the present invention;
FIG. 2 is a flow chart of a method for controlling a non-player character according to the present invention;
FIG. 3 is a flow chart of a method for controlling a non-player character in accordance with the present invention;
FIG. 4 is a flow chart of a method for controlling a non-player character according to the present invention;
FIG. 5 is a schematic structural diagram of a control device for a non-player character according to the present invention;
fig. 6 is a schematic diagram of a hardware structure of the electronic device provided by the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings, and it is obvious that the described embodiments are some, but not all embodiments of the present invention. All other embodiments, which can be obtained by a person skilled in the art without making any creative effort based on the embodiments in the present invention, belong to the protection scope of the present invention.
It should be noted that the terms "first", "second", third "and the like in the various parts of the embodiments and drawings of this application are used for distinguishing similar objects and not necessarily for describing a particular order or sequence. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or described herein. Moreover, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The method flow diagrams referred to in the following embodiments of the present application are merely exemplary, and do not necessarily include all of the contents and steps, nor do they necessarily have to be performed in the order described. For example, some steps may be broken down and some steps may be combined or partially combined, so that the order of actual execution may be changed according to actual situations.
The functional blocks in the block diagrams referred to in the embodiments described below are only functional entities and do not necessarily correspond to physically separate entities. I.e. these functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processors and/or microcontrollers.
The following describes a method, an apparatus, a device, and a storage medium for controlling a non-player character according to embodiments of the present application with reference to a plurality of examples.
Fig. 1 is a flowchart of a method for controlling a non-player character according to the present invention. The control method of the non-player character can be realized by executing corresponding software codes by a processing device of the terminal installed by game software/client, such as a processor, or can be realized by executing corresponding software codes by the processing device of the terminal and combining other hardware entities. Examples of the terminal include a desktop computer, a notebook, a Personal Digital Assistant (PDA), a smart phone, a tablet computer, and a game machine. In this embodiment, a terminal is used as an execution main body for description, and the execution manner of the server is similar, which is not described herein again.
A game scene may be generated on a processor of the terminal by executing a game application and rendering on a display device of the terminal, the game scene including at least one NPC, a resource point, and a path. The resource points represent the dynamic environment of the NPC, and the virtual environment of the NPC can be abstracted into one or more resource points, such as a social resource point in a park, a meal resource point in a restaurant, a home of the NPC, a sweeping work resource point, and the like. The path is a map preset in the virtual game, and can also be a preset path for the movement of the NPC, so that the NPC can move on the path.
Specifically, a user can download a game application program or a web page program of a browser and install the game application program or the web page program on the terminal, if the game application runs on the terminal, a game scene can be rendered and generated on display equipment of the terminal, and the game scene comprises at least one NPC, a resource point and a path, so that the NPC can determine the resource point needing to participate in game activities and the path going to the resource point according to the requirements of the NPC, the NPC is controlled to move to the resource point and participate in the game activities, and virtual games are enriched. Meanwhile, the requirement state of each NPC, the condition of each resource point and the path condition of the virtual game in the running game scene can be displayed.
The roles of the NPC include, but are not limited to, various virtual roles such as traders, lawyers, doctors, farmers, children, and the like. The requirements of the NPC include, but are not limited to, physical requirements such as physical strength and money, and mental requirements such as entertainment, and the requirements of the NPC may also include special requirements such as alcohol and belief according to the setting of the character. The resource points include but are not limited to places corresponding to various activities such as hotels, shops, squares, cafes, racetracks, parks, and the like. The path may be the best path for the NPC to go to the resource point, where the best path refers to the path that best fits human decision-making behavior.
The control method of the non-player character can be applied to electronic equipment containing game application, in a virtual game corresponding to the game application, any NPC can move to a resource point and participate in game activities according to self requirements, complex human-like decision behaviors are achieved, and therefore a richer and fuller virtual game is constructed. As shown in fig. 1, the method for controlling a non-player character of the present embodiment may include:
s101, determining resource points of the non-player characters participating in game activities in a game scene by acquiring current demand information of the non-player characters.
Similar to the reality of human decision-making behavior, human can choose to participate in the activity according to their own needs, and after participating in the activity, can change their own needs. For example, people can realize their own monetary demands by making work and money. People go to a library to read and read newspapers so as to meet the mental requirements of the people. Thus, in this embodiment, one NPC has multiple requirements, which may include material requirements such as energy and money, and mental requirements such as reading and listening to music.
In addition, in this embodiment, a plurality of resource points may be further provided, and each resource point corresponds to one game activity, so that a dynamic change of the resource point may construct a constantly changing virtual environment for the NPC to bear a specific behavior of the NPC, and thus, in this embodiment, different types of game activities may be provided to the NPC through the resource points.
Furthermore, because the NPC has various requirements and the game activities provided by the resource points are rich and colorful, the NPC can meet the requirements of the users by participating in the game activities, and can be closer to the real life of the human beings. Because the NPC has at least one requirement, each game activity can meet one or more requirements of the NPC, and the resource points can include multiple resource points, each resource point corresponding to one game activity, therefore, according to the current requirement information of the NPC, any one resource point from among one or more resource points at which the NPC can participate in the game activity can be selected as a resource point at which the NPC participates in the game activity in the embodiment.
The present embodiment does not limit the specific implementation form of the resource point. Optionally, the elements of the resource point include: content of the gaming activity, area of the gaming activity, revenue or consumption of participation in the gaming activity, open time period of the gaming activity.
Wherein the game activity content refers to the flow of the game activity, the area of the game activity refers to the position of the game activity or the range of the game activity, the game or the interaction point comprises the maximum number of people participating in the game activity and the position and the orientation of each participating in the game activity, the gain or consumption of the participating in the game activity refers to the increase or consumption of the NPC requirement after participating in the game activity, and the orientation refers to the direction of the NPC station requirement, such as the NPC facing the screen when the NPC is at the movie theater resource point.
For example, when the current demand information of the NPC determines that the current demand is a hunger demand, the NPC may go to a eating resource point corresponding to a restaurant. Because the restaurant can provide food to the NPC, the NPC's hunger needs are satisfied after the NPC finishes eating within the food resource point. And when the current demand is determined to be the money demand by the current demand information of the NPC, the NPC can go to a corresponding treasure resource point in the field. Because the treasure can be provided for the NPC in the field, the money requirement of the NPC can be met after the NPC finishes searching the treasure in the treasure resource point.
S102, determining a path from the non-player character to a resource point according to the resource point of the non-player character participating in the game activity in the game scene.
S103, controlling the non-player character to go to the corresponding resource point according to the path to participate in the game activity.
In order to implement the process of the NPC participating in the game activity, the present embodiment may determine a path from the NPC to the resource point according to the resource point of the NPC participating in the game activity, where the path is a path closer to the movement of the human. Furthermore, the embodiment can control the NPC to go to the corresponding resource point according to the path, and participate in the game activity, thereby realizing the human-like decision-making behavior of the NPC.
For example, when the current demand of the NPC is a hungry demand, the embodiment may select a resource point providing energy, such as a restaurant resource point, and determine a path from the current location to the restaurant resource point, so that the NPC may go to the restaurant resource point according to the path in the game scene, and the NPC may satisfy the hungry demand by eating. When the current demand of the NPC is a money demand, the embodiment may select a resource point providing money, such as a restaurant resource point, and determine a path from the current location to the restaurant resource point, so that the NPC may go to the restaurant resource point according to the path in the game scene, and the NPC may meet the money demand by participating in service activities such as dish washing.
According to the control method of the non-player character, the resource points of the non-player character participating in the game activity in the game scene are determined according to the acquired current requirement information of the non-player character, and the path from the non-player character to the resource points is determined according to the resource points of the non-player character participating in the game activity in the game scene, so that the non-player character is controlled to participate in the game activity according to the path from the non-player character to the corresponding resource points. In the embodiment, the human-like decision of the non-player character is realized, so that the non-player character can perform human-like decision behaviors in the virtual game, the problem that the complex human-like decision behaviors of the non-player character cannot be realized in the prior art is solved, and the game experience of a user is improved.
On the basis of the embodiment of fig. 1, a detailed description is given, with reference to fig. 2, of a specific implementation process in S101 for determining resource points of the non-player character participating in the game activity in the game scene by acquiring the current requirement information of the non-player character.
Fig. 2 is a flowchart of a method for controlling a non-player character according to the present invention, and as shown in fig. 2, the method for controlling a non-player character according to the present embodiment may include:
s201, determining an initial satisfying state and a current demand weight according to the current demand information of the non-player character.
S202, obtaining a current happiness value according to the current demand weight and the initial satisfaction state.
S203, predicting the participation satisfaction state after the non-player character participates in the game activity corresponding to each resource point in the game scene.
S204, determining the game activity distance between the position of the non-player character and the position of each resource point.
And S205, obtaining the total joy gain according to the game activity distance, the current demand weight, the initial satisfaction state, the participation satisfaction state and the current gain coefficient.
S206, determining resource points of the non-player character participating in the game activity in the game scene according to the total joy gain and the current joy value.
Specifically, since the resource point includes a plurality of resource points, and each resource point may satisfy one or more requirements of the NPC, there may be a plurality of resource points that may satisfy the requirements of the NPC. In this embodiment, a model can be built for the NPC decision-making behavior, and how much demand gain can be brought to the NPC by calculating different game activities, so as to select a resource point more suitable for the human decision-making behavior.
Further, the present embodiment may determine the initial satisfaction state h and the current demand weight according to the current demand information of the NPC. The current requirement information may include various requirements of the NPC. The satisfaction status of each demand can be represented by a specific numerical value, and generally the larger the numerical value, the more the NPC demand is satisfied. The initial satisfied state h represents the current state that the NPC needs to satisfy the current demand or demands. The demand weight for any one of the current demand weights may represent the importance of the demand in each demand. Generally, the greater the weight of a demand, the greater the importance of the corresponding demand.
Further, in this embodiment, the average happiness value T may be obtained according to the current demand weight and the initial satisfaction state h, that is, T = ∑ demand weight = h, so that the average happiness value may serve as a reference standard for meeting the demand after the NPC participates in each game activity.
In particular, since one gaming activity may satisfy one or more requirements of the NPC, for example, when the NPC travels to a restaurant resource point, the NPC may both eat to satisfy energy requirements and also may serve to satisfy monetary requirements through labor, etc. Therefore, the present embodiment may also predict the participation satisfaction state after the non-player character participates in the game activity corresponding to the resource point in the game scene. Wherein, the participation satisfaction degree is the satisfaction state of the NPC after participating in the game activity corresponding to the resource point.
Further, since the current requirement information includes one or more requirements, the embodiment may calculate a difference between the participation satisfaction state and the initial satisfaction state to obtain f. Wherein, f can represent the change situation of the happy value corresponding to each demand after the NPC participates in the game activity. When f is positive, it may indicate that the NPC is willing to participate in gaming activities; when f is a negative value, it may indicate that the NPC is very contradicting to the participation in the gaming activity.
Specifically, in order to better conform to human decision behaviors, game activities closer to the NPC are usually selected as much as possible to participate, so in this embodiment, the game activity distance g between the position of the non-player character and the position of each resource point in the game scene can be determined by the formula g = 3000/(distance + 3000), and further, according to the game activity distance, game activities closer to each other can be selected from the same type of game activities. Wherein, the distance is the distance between the NPC in the game scene and the resource point corresponding to each game activity. And the game play distance g of the present embodiment is not limited to be obtained by using the above formula.
Further, the present embodiment may sum the current demand weight, f, and the current gain coefficient to obtain a total happy value of each game activity, and then multiply the total happy value of each game activity by the corresponding game activity distance g to obtain a total happy gain, that is, s = g Σ [ current demand weight (participation satisfying state — initial satisfying state) × current gain coefficient ].
The current gain coefficient may represent the ability or the talent height of the corresponding role of the NPC to meet any one of the requirements. In general, the larger the gain factor, the higher the capacity or talent. For example, when the role corresponding to the NPC is a merchant and the current demand is a monetary demand, since the merchant usually has the ability to earn money, the embodiment may set a larger gain coefficient to reflect that the NPC increases or consumes the monetary demand faster.
Further, the embodiment may obtain the probability function p = e for deciding the NPC to select the game activity according to the total happy gain and the average happy value s/T 1, the probability function p sufficiently and comprehensively expresses the total joy gain brought to the NPC by each game activity and the distance of resource points corresponding to each game activity, namely the selection probability of each game activity, so that the willingness of the NPC to participate in the game activity can be evaluated according to the probability function p, and any game activity can be randomly selected, so that the game activity is closer to the decision of human beings.
Since each resource point has its own open time slot, the resource point may be in an open state or a non-open state at the current time. Because the maximum number of persons participating in the game activity is different at each resource point, and the current number of NPCs in each resource point is different, the resource points can be in an idle state or a non-idle state. Based on the above description, when determining resource points for NPC to participate in a game activity in the embodiment of fig. 1 or fig. 2, a resource point that satisfies that the current time is within the open period of the resource point and the resource point is in an idle state may be selected from all resource points as a resource point for NPC to participate in the activity.
According to the control method of the non-player character, a large number of non-player characters with different personalities are created by means that each non-player character has different requirements, a plurality of resource points are created by means that each resource point corresponds to one game activity, virtual games are enabled to be more vivid and vivid, each game activity can meet one or more requirements of the non-player character, behavior expression in a game scene is enabled to be richer and close to human decision, the non-player character can well complete complex human-like decision behaviors, and game experience of users is improved.
On the basis of the embodiment of fig. 1, a specific implementation process of determining a path from a non-player character to a resource point according to the resource point where the non-player character participates in a game activity in a game scene in S102 is described in detail with reference to fig. 3.
Fig. 3 is a flowchart of a method for controlling a non-player character according to the present invention, and as shown in fig. 3, the method for controlling a non-player character according to the present embodiment may include:
s301, judging whether the game activity distance between the position of the non-player character and the position of the resource point is smaller than a preset distance. If yes, S3021 is performed. If not, executing S3022.
S3021, determining a path for the non-player character to go to the resource point by adopting a first algorithm.
And S3022, determining a path for the non-player character to go to the resource point by adopting the first algorithm and the second algorithm.
Specifically, after determining the resource point of the NPC participating in the game activity, the NPC may select various paths to travel to the resource point, and in order to satisfy the actual situation of the virtual time, the embodiment needs to select a path closer to the human decision-making behavior.
Further, the embodiment may first determine whether the game activity distance between the NPC position and the resource point position is smaller than a preset distance. The preset distance may be set according to an empirical value, which is not limited in this embodiment.
Further, when the game activity distance is less than the preset distance, the embodiment may determine the path from the NPC to the resource point by using a first algorithm. When the game activity distance is greater than or equal to the preset distance, the present embodiment may jointly determine the path from the NPC to the resource point by using the first algorithm and the second algorithm.
The embodiment does not limit the specific implementation manners of the first algorithm and the second algorithm. For example, the first algorithm may be a heuristic search algorithm (Astar algorithm for short) and the second algorithm may be Dijkstra algorithm for short.
In the game scene, a pipe of the trunk path is set in advance. And the path from the NPC to the resource point is obtained based on the pipeline of the trunk path, so that optionally, when the game activity distance is greater than or equal to the preset distance, a specific implementation process of determining the path from the non-player character to the resource point by using the first algorithm and the second algorithm in S3022 is described in detail with reference to fig. 4.
Fig. 4 is a flowchart of a method for controlling a non-player character according to the present invention, and as shown in fig. 4, the method for controlling a non-player character according to the present embodiment may include:
s401, a first area closest to the position of the non-player character and a second area closest to the position of the resource point are determined.
In this embodiment, a plurality of preset areas may be set in advance around the NPC in the game scene, where the shape and size of the preset area are not limited in this embodiment. For example, in the existing game scene, the pipe is composed of a plurality of circles and the connection relationship between the circles. Usually, two circles and the connection between the two circles form a pipeline, and the shortest path between the centers of any two circles is calculated in advance by using the Floyd-Warshall algorithm, so that each preset area is a plurality of circles.
Therefore, in this embodiment, a preset zone closest to the NPC position needs to be selected from the preset zones, specifically, one preset zone may be selected from N preset zones with the smallest distance from the NPC position to an edge point on any one preset zone, where N is a positive integer.
For example, when the predetermined area is a circle, the radius of the circle may be subtracted from the distance between the position of the NPC and the center of any circle, and the circle with the smallest difference may be used as the first circle, that is, any one of the N circles with the smallest distance from the position of the NPC to the point on any circle.
Correspondingly, a plurality of preset regions are also arranged around the resource point in advance, a preset region closest to the position of the resource point needs to be selected from the preset regions, specifically, any one of M preset regions with the smallest distance from the position of the resource point to the edge point on any one preset region can be selected from the preset regions, and M is a positive integer.
For example, when the preset region is a circle, the radius of the circle may be subtracted from the distance between the location of the resource point and the center of any circle, and the circle with the smallest difference may be used as the second circle, that is, any one of M circles with the smallest distance from the location of the resource point to the point on any circle.
Furthermore, the present embodiment roughly divides the path from the NPC to the resource point into three parts, where the first part is a first path from the current location to the first zone, the second part is a second path from the first zone to the second zone, and the third part is a third path from the second zone to the location of the resource point. In order to make the behavior of the NPC closer to the human decision-making behavior, the present embodiment needs to ensure that the sum of the distances of the first path, the second path, and the third path is minimum.
The first path and the third path may be set in the same manner, see steps S402 and S404, respectively, and the specific implementation process of the second path may be see step S403.
S402, according to a first algorithm, determining a route between the position of the non-player character and any point in the first area as a first path.
Specifically, when the position of the NPC is linearly reachable from the first zone, the distance between the position of the NPC and the first zone is a linear distance, and the first path is a linear route. When the position of the NPC and the first area are not reachable in a straight line, the distance between the position of the NPC and the first area is set to be 2 times the root of the straight line distance, the actual distance between the position of the NPC and the first area is conveniently and efficiently estimated, and the first path is not a straight line.
Further, since the distance between the position of the NPC and the first area is relatively short, the present embodiment may use a first algorithm, such as the Astar algorithm, to find a corresponding path from the position of the NPC to any point in the first area as the first path, that is, the starting point of the first path is the position of the NPC, and the end point of the first path is any point in the first area.
And S403, determining a second path according to a second algorithm and a preset deviation.
Specifically, since the game play distance between the position of the NPC and the position of the resource point is greater than or equal to the preset distance, and the first path is only a small part of the path from the NPC to the resource point, the distance between the first area and the second area is relatively large, so that the second algorithm, such as Dijkstra algorithm, may be adopted in this embodiment to determine the path between the center of the first area and the center of the second area.
When the shape of the first area is a regular shape, the center of the first area is the geometric center of the first area; when the shape of the first region is not a regular shape, the center of the first region is an arbitrary position therein. Correspondingly, when the shape of the second area is a regular shape, the center of the second area is the geometric center of the second area; when the shape of the second region is not a regular shape, the center of the second region is an arbitrary position therein.
In addition, since it cannot be guaranteed that the NPC goes from the center of the first area to the center of the second area each time in practical situations, the second path may be determined according to the path between the center of the first area and the center of the second area and a preset deviation, so that the second path is closer to human decision-making behavior.
In this embodiment, the preset deviation is not limited, and the preset deviation may be a fixed value or a dynamically changing value.
S404, determining a route between the position of the resource point and any point in the second area as a third path according to the first algorithm.
Specifically, when the position of the resource point and the second region are linearly reachable, the distance between the position of the resource point and the second region is a linear distance, and the third path is a linear route. When the position of the resource point and the second region are not reachable in a straight line, the distance between the position of the resource point and the second region is set to be 2 times the root number of the straight line distance, so that the actual distance between the position of the resource point and the second region can be conveniently and efficiently estimated, and the third path is not a straight line.
Further, since the distance between the resource point location and the second region is short, the present embodiment may use a first algorithm, such as the Astar algorithm, to find a corresponding path from the resource point location to any point in the second region as a third path, that is, the starting point of the third path is the resource point location, and the ending point of the third path is any point in the first region.
S405, determining a path for the non-player character to go to the resource point according to the first path, the second path, the third path and a preset condition, wherein the preset condition is that included angles between the second path and joints of the first path and the third path are obtuse angles.
In particular, a human is not usually in a sharp turn while moving. In order to avoid this situation, this embodiment may optimize the joint between the first path and the second path and the joint between the second path and the third path according to a preset condition, and ensure that an included angle of the joint between the first path and the second path is an obtuse angle and an included angle of the joint between the second path and the third path is an obtuse angle, so that the NPC may go closer to the human behavior to the resource point.
It should be noted that there is no chronological sequence between S402 and S404, and S402 and S404 may be executed simultaneously or sequentially.
Further, in a game scene, each NPC can go to the corresponding resource point according to the current requirement and the path set in the process to participate in the game activity, so that each NPC can travel in a game in a staggered manner.
In addition, after the NPC successfully participates in the game activity, the NPC needs to perform self-feedback because the game activity can change the requirement satisfaction degree of the NPC and influence the next decision-making behavior of the NPC. Typically, the required satisfaction of the NPC decays slowly over time.
Further, since the free resource point attracts the NPC to go to participate in the game activity, after the NPC goes to the resource point to participate in the game activity, the free resource point becomes a non-free resource point, and after the maximum number of people participating in the game activity at the resource point is received, other NPCs cannot select the resource point, so that the resource point needs to perform self-feedback.
Further, since the resource point is occupied by the NPC, other NPCs cannot select the resource point, and thus feedback is required between the NPCs. And when the distance between any two NPCs meets the preset distance, the embodiment may control the NPCs to perform a social operation. For example, two NPCs may be socially conversing, exchanging goods, and so on.
Based on the above process, the embodiment can comprehensively and completely realize the autonomous intelligent behavior of the NPC in the game scene, so that the behavior of the NPC is closer to the human decision behavior.
It should be noted that: in order to facilitate the testing of the above process by an operator, the embodiment may provide an offline visual testing function, and may accelerate or decelerate the running of the configured virtual world, so as to support the testing of any link in the virtual world. In addition, the embodiment also provides a function of counting the related information of the virtual world, so that an operator can conveniently observe the decision-making behavior of each NPC, the service condition of the resource point and the like.
Fig. 5 is a schematic structural diagram of a control device for a non-player character according to the present invention, and as shown in fig. 5, the control device 10 for a non-player character of the present embodiment may include:
the first determining module 11 is configured to determine resource points of the non-player character participating in the game activity in the game scene by acquiring current demand information of the non-player character;
the second determining module 12 is configured to determine, according to a resource point where the non-player character participates in a game activity in a game scene, a path from the non-player character to the resource point;
and the control module 13 is used for controlling the non-player character to go to the corresponding resource point according to the path to participate in the game activity.
Optionally, the first determining module 11 is specifically configured to determine an initial satisfaction state and a current demand weight according to current demand information of the non-player character; obtaining an average happiness value according to the current demand weight and the initial satisfaction state; predicting the participation satisfaction state of the non-player character after participating in the game activity corresponding to each resource point in the game scene; determining game activity distances between the positions of the non-player characters and the positions of the resource points respectively; obtaining the total joy gain according to the game activity distance, the current demand weight, the initial satisfaction state, the participation satisfaction state and the current gain coefficient; and determining resource points of the non-player characters participating in game activities in the game scene according to the total joy gain and the average joy value.
Optionally, the resource point is a resource point that meets a preset condition, where the preset condition is that the current time is within an open time period of the resource point and the resource point is in an idle state.
Optionally, the elements of the resource point include: content of the gaming activity, area of the gaming activity, interaction points of the gaming activity, gains or costs of participating in the gaming activity, open time periods of the gaming activity.
Optionally, the second determining module 12 is specifically configured to determine whether a game activity distance between the position of the non-player character and the position of the resource point is smaller than a preset distance; when the game activity distance between the position of the non-player character and the position of the resource point is smaller than a preset distance, determining a path from the non-player character to the resource point by adopting a first algorithm; and when the game activity distance between the position of the non-player character and the position of the resource point is greater than or equal to a preset distance, determining a path for the non-player character to go to the resource point by adopting a first algorithm and a second algorithm.
Optionally, when the game activity distance between the position of the non-player character and the position of the resource point is greater than or equal to the preset distance, the second determining module 12 is configured to determine a first area closest to the position of the non-player character and a second area closest to the position of the resource point; determining a route between the position of the non-player character and any point in the first area as a first path according to a first algorithm; determining a second path according to a second algorithm and a preset deviation; determining a route between the position of the resource point and any point in the second area as a third path according to a first algorithm; determining a path from the non-player character to the resource point according to the first path, the second path, the third path and a preset condition, wherein the preset condition is that included angles of joints of the second path and the first path and the third path are obtuse angles.
Optionally, the second determining module 12 is configured to determine N regions where the distance between the position of the non-player character and any point on each preset region is the smallest, where N is a positive integer; determining M regions with the minimum distance between the position of the resource point and any point on each preset region, wherein M is a positive integer; selecting a first region from the N regions; a second region is selected from the M regions.
Optionally, a second determining module 12, configured to determine a path between the center of the first area and the center of the second area according to a second algorithm; and determining a second path according to the path between the center of the first area and the center of the second area and the preset deviation.
Optionally, the control module 13 is further configured to control the non-player character to perform a social operation when a distance between the non-player character and any non-player character satisfies a preset distance.
The control device for a non-player character provided in this embodiment may be used to execute the control method for a non-player character shown in fig. 1 to fig. 4, and the implementation manner and the technical effects are similar, which are not described herein again.
In the present invention, the control device of the non-player character may be divided into function modules according to the above method examples, for example, each function module may be divided for each function, or two or more functions may be integrated into one processing module. The integrated module can be realized in a hardware mode, and can also be realized in a software functional module mode. It should be noted that, the division of the modules in the embodiments of the present invention is schematic, and is only one logic function division, and there may be another division manner in actual implementation.
Fig. 6 is a schematic diagram of a hardware structure of the electronic device provided by the present invention. As shown in fig. 6, the electronic device 20 is configured to implement the operation corresponding to the terminal in any of the method embodiments described above, and the electronic device 20 of this embodiment may include: an input output device 21, a memory 22 and a processor 23. The input/output device 21 and the memory 22 are connected to the processor 23 via a bus 24.
A memory 22 for storing a computer program;
and a processor 23 for executing the computer program stored in the memory 22 to implement the control method of the non-player character in the above-described embodiment. Reference may be made in particular to the description relating to the method embodiments described above.
Alternatively, the memory 22 may be separate or integrated with the processor 23.
The input/output device 21 may be connected to the processor 23 via a bus 24. The processor 23 may control the input output device 21 to implement the above-described receiving and transmitting functions of the electronic device 20.
The electronic device provided in this embodiment can be used to execute the above-mentioned control method for a non-player character, and its implementation manner and technical effect are similar, and this embodiment is not described herein again.
The present invention also provides a computer-readable storage medium including a computer program for implementing the control method of a non-player character as in the above embodiments.
In the embodiments provided in the present invention, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, a division of modules is only one type of division of logical functions, and other divisions may be realized in practice, for example, a plurality of modules may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or modules, and may be in an electrical, mechanical or other form.
Modules described as separate parts may or may not be physically separate, and parts displayed as modules may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of the present embodiment.
In addition, functional modules in the embodiments of the present invention may be integrated into one processing unit, or each module may exist alone physically, or two or more modules are integrated into one unit. The unit formed by the modules can be realized in a hardware form, and can also be realized in a form of hardware and a software functional unit.
The integrated module implemented in the form of a software functional module may be stored in a computer-readable storage medium. The software functional module is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to execute some steps of the methods according to the embodiments of the present application.
It should be understood that the Processor may be a Central Processing Unit (CPU), other general purpose Processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), etc. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the present invention may be embodied directly in a hardware processor, or in a combination of the hardware and software modules within the processor.
The memory may comprise a high speed RAM memory, and may further comprise a non-volatile storage NVM, such as at least one magnetic disk memory, and may also be a usb disk, a removable hard disk, a read-only memory, a magnetic or optical disk, or the like.
The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended ISA (EISA) bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, the buses in the figures of the present application are not limited to only one bus or one type of bus.
The computer-readable storage medium may be implemented by any type or combination of volatile or non-volatile memory devices, such as Static Random Access Memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic or optical disk. A storage media may be any available media that can be accessed by a general purpose or special purpose computer.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The foregoing program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present invention.

Claims (10)

1. A method for controlling a non-player character, comprising:
determining an initial satisfying state and a current demand weight according to current demand information of a non-player character;
obtaining an average happiness value according to the current demand weight and the initial satisfaction state;
predicting the participation satisfaction state of the non-player character after participating in the game activity corresponding to each resource point in the game scene;
determining game activity distances between the positions of the non-player characters and the positions of the resource points respectively;
obtaining total joy gain according to the game activity distance, the current demand weight, the initial satisfaction state, the participation satisfaction state and the current gain coefficient;
determining resource points of the non-player characters participating in game activities in a game scene according to the total happiness gain and the average happiness value, wherein the resource points are resource points meeting preset conditions, and the preset conditions are that the current time is within an open time period of the resource points and the resource points are in an idle state;
determining a path from the non-player character to a resource point according to the resource point of the non-player character participating in game activities in a game scene;
and controlling the non-player character to go to the corresponding resource point to participate in the game activity according to the path.
2. The method of claim 1, wherein the elements of the resource point comprise: content of a gaming activity, area of a gaming activity, interaction point of a gaming activity, gain or expenditure in participating in a gaming activity, open time period of a gaming activity.
3. The method of claim 1, wherein determining a path for the non-player character to travel to a resource point according to the resource point where the non-player character participates in game activities in a game scene comprises:
judging whether the game activity distance between the position of the non-player character and the position of the resource point is smaller than a preset distance or not;
if so, determining a path for the non-player character to go to the resource point by adopting a first algorithm;
if not, determining the path of the non-player character to the resource point by adopting a first algorithm and a second algorithm.
4. The method of claim 3, wherein determining the path for the non-player character to travel to the resource point using a first algorithm and a second algorithm when the game play distance between the position of the non-player character and the position of the resource point is greater than or equal to a preset distance comprises:
determining a first region nearest to the position of the non-player character and a second region nearest to the position of the resource point;
determining a route between the position of the non-player character and any point in the first area as a first path according to the first algorithm;
determining a second path according to the second algorithm and a preset deviation;
determining a route between the position of the resource point and any point in the second area as a third path according to the first algorithm;
and determining a path for the non-player character to go to the resource point according to the first path, the second path, the third path and a preset condition, wherein the preset condition is that included angles of joints of the second path and the first path and the third path are obtuse angles.
5. The method of claim 4, wherein determining a first region nearest the position of the non-player character and a second region nearest the position of the resource point comprises:
determining N preset areas with the minimum distance between the position of the non-player character and any point on each preset area, wherein N is a positive integer;
determining M preset regions with the minimum distance between the position of the resource point and any point on each preset region, wherein M is a positive integer;
selecting the first region from the N preset regions;
selecting the second region from the M preset regions.
6. The method of claim 4, wherein determining a second path based on the second algorithm and a preset bias comprises:
determining a path between a center of the first region and a center of the second region according to the second algorithm;
and determining the second path according to the path between the center of the first area and the center of the second area and the preset deviation.
7. The method of claim 1, further comprising:
and when the distance between the non-player character and any non-player character meets a preset distance, controlling the non-player character to execute social operation.
8. A control apparatus for a non-player character, comprising:
a first determining module to:
determining an initial satisfying state and a current demand weight according to the current demand information of the non-player character;
obtaining an average happiness value according to the current demand weight and the initial satisfaction state;
predicting the participation satisfaction state of the non-player character after participating in the game activity corresponding to each resource point in the game scene;
determining game activity distances between the positions of the non-player characters and the positions of the resource points respectively;
obtaining a total joy gain according to the game activity distance, the current demand weight, the initial satisfaction state, the participation satisfaction state and the current gain coefficient;
determining resource points of the non-player characters participating in game activities in a game scene according to the total happiness gain and the average happiness value, wherein the resource points are resource points meeting preset conditions, and the preset conditions are that the current time is within an open time period of the resource points and the resource points are in an idle state;
the second determining module is used for determining a path from the non-player character to a resource point according to the resource point of the non-player character participating in game activities in a game scene;
and the control module is used for controlling the non-player character to go to the corresponding resource point to participate in game activities according to the path.
9. A computer-readable storage medium on which a computer program is stored, the computer program, when being executed by a processor, implementing the method for controlling a non-player character according to any one of claims 1 to 7.
10. An electronic device, comprising: input/output devices, memory, and processors; the input and output equipment and the memory are respectively connected with the processor;
the memory to store program instructions;
the processor, when the program instructions are executed, implementing the method of controlling a non-player character of any one of claims 1-7.
CN201811570265.XA 2018-12-21 2018-12-21 Method, device, equipment and storage medium for controlling non-player character Active CN109731332B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201811570265.XA CN109731332B (en) 2018-12-21 2018-12-21 Method, device, equipment and storage medium for controlling non-player character

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201811570265.XA CN109731332B (en) 2018-12-21 2018-12-21 Method, device, equipment and storage medium for controlling non-player character

Publications (2)

Publication Number Publication Date
CN109731332A CN109731332A (en) 2019-05-10
CN109731332B true CN109731332B (en) 2023-03-07

Family

ID=66360857

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201811570265.XA Active CN109731332B (en) 2018-12-21 2018-12-21 Method, device, equipment and storage medium for controlling non-player character

Country Status (1)

Country Link
CN (1) CN109731332B (en)

Families Citing this family (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109999498A (en) * 2019-05-16 2019-07-12 网易(杭州)网络有限公司 A kind of method for searching and device of virtual objects
CN111013139B (en) * 2019-11-12 2023-07-25 北京字节跳动网络技术有限公司 Role interaction method, system, medium and electronic equipment
CN111083509B (en) * 2019-12-16 2021-02-09 腾讯科技(深圳)有限公司 Interactive task execution method and device, storage medium and computer equipment
CN112337090A (en) * 2020-11-06 2021-02-09 完美世界(重庆)互动科技有限公司 Event message broadcasting method and device, storage medium and electronic device
CN113082713B (en) * 2021-03-01 2022-12-09 上海硬通网络科技有限公司 Game control method and device and electronic equipment
CN113499586B (en) * 2021-07-08 2024-04-12 网易(杭州)网络有限公司 Information prompting method and device in game, electronic equipment and storage medium

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102136025A (en) * 2010-12-31 2011-07-27 北京像素软件科技股份有限公司 Intelligent controlling method of non player characters
CN104102522A (en) * 2014-07-30 2014-10-15 厦门大学 Artificial emotion driving method of intelligent non-player character in interactive game
CN106790224A (en) * 2017-01-13 2017-05-31 腾讯科技(深圳)有限公司 The method and server of a kind of control simulated object pathfinding
CN107744663A (en) * 2017-10-19 2018-03-02 广州爱九游信息技术有限公司 The method for searching and device of artificial intelligence AI units
CN108463273A (en) * 2015-11-04 2018-08-28 Cy游戏公司 Mobile history based on player carries out the games system etc. of the path finding of non-gaming person role

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20070129126A1 (en) * 2005-10-14 2007-06-07 Leviathan Entertainment, Llc Method and System for Allocating Resources in a Video Game
CN109011588B (en) * 2018-10-16 2021-09-28 杭州电魂网络科技股份有限公司 Game scene interaction method and device

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102136025A (en) * 2010-12-31 2011-07-27 北京像素软件科技股份有限公司 Intelligent controlling method of non player characters
CN104102522A (en) * 2014-07-30 2014-10-15 厦门大学 Artificial emotion driving method of intelligent non-player character in interactive game
CN108463273A (en) * 2015-11-04 2018-08-28 Cy游戏公司 Mobile history based on player carries out the games system etc. of the path finding of non-gaming person role
CN106790224A (en) * 2017-01-13 2017-05-31 腾讯科技(深圳)有限公司 The method and server of a kind of control simulated object pathfinding
CN107744663A (en) * 2017-10-19 2018-03-02 广州爱九游信息技术有限公司 The method for searching and device of artificial intelligence AI units

Also Published As

Publication number Publication date
CN109731332A (en) 2019-05-10

Similar Documents

Publication Publication Date Title
CN109731332B (en) Method, device, equipment and storage medium for controlling non-player character
KR102219367B1 (en) Method, apparatus, and system of online virtual 3d exhibition
US20060003823A1 (en) Dynamic player groups for interest management in multi-character virtual environments
CN104978383A (en) Data interworking method and data interworking equipment
US20140194209A1 (en) Platforms for community game development and community management of game lifecycle
Predescu et al. A serious gaming approach for crowdsensing in urban water infrastructure with blockchain support
CN107409150A (en) It is automatic to invite transmission system
CN103893970A (en) Managing objectives associated with a virtual space based on characters made accessible responsive to corresponding tokens being detected
CN110298508A (en) Behavior prediction method, device and equipment
CN111078065A (en) Method, system and readable recording medium for collecting non-reply message
Camacho et al. From ephemeral computing to deep bioinspired algorithms: new trends and applications
US8628392B1 (en) Game of actual planning, task/time management, and information sharing
Shen et al. Area of simulation: Mechanism and architecture for multi-avatar virtual environments
Rane et al. Metaverse for Enhancing Customer Loyalty: Effective Strategies to Improve Customer Relationship, Service, Engagement, Satisfaction, and Experience
US20210093971A1 (en) Method, system, and non-transitory computer-readable record medium for providing content based on user response
Caivano et al. We@ Home: a gamified application for collaboratively managing a smart home
Haigh Introducing the early digital
JP7333363B2 (en) Game providing method, computer program, computer-readable recording medium, and computer device
CN112765449B (en) Application program display method, device and storage medium
Serok et al. A simulation model for intra-urban movements
Gretzel Tourism in a technology-dependent world
Ulker-Demirel Development of Digital Communication Technologies and the New Media
Manning Unusable archives: Everyday play and the everyplay archives
KR20200060140A (en) Method for providing payment analysis information in game providing apparatus and game providing apparatus
CN112999648A (en) Method and device for determining landmarks in interactive scene and electronic equipment

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
GR01 Patent grant
GR01 Patent grant