CN114712858A - A decision-making method, device, electronic device and computer program product for NPC behavior - Google Patents

A decision-making method, device, electronic device and computer program product for NPC behavior Download PDF

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CN114712858A
CN114712858A CN202210341603.2A CN202210341603A CN114712858A CN 114712858 A CN114712858 A CN 114712858A CN 202210341603 A CN202210341603 A CN 202210341603A CN 114712858 A CN114712858 A CN 114712858A
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behavior
parameter
probability
npc
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赵男
胡婷婷
包炎
林越浩
刘超
李鑫培
师锐
施一东
杨雯
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Mihoyo Technology Shanghai Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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Abstract

The invention relates to the technical field of online games, in particular to a NPC behavior decision method, a device, electronic equipment and a computer program product, wherein the NPC behavior decision method comprises the steps of reading a current time parameter and a current position parameter, and forming and acquiring a behavior set matched with the current time parameter and the current position parameter according to the current time parameter and the current position; calculating the occurrence probability of each behavior in the behavior set according to the current time parameter and the current environment to form a behavior probability parameter; the behavior matched with the maximum value of the behavior probability parameter is triggered as a target behavior.

Description

一种NPC行为的决策方法、装置、电子设备及计算机程序产品A decision-making method, device, electronic device and computer program product for NPC behavior

技术领域technical field

本发明涉及网络游戏技术领域,具体为一种NPC行为的决策方法、装置、电子设备及计算机程序产品。The invention relates to the technical field of online games, in particular to a decision-making method, device, electronic device and computer program product for NPC behavior.

背景技术Background technique

NPC泛指一切游戏中不受玩家控制的角色。随着计算机游戏的不断发展,对于NPC的智能性也提出了更高的要求,需要考虑NPC在战术、战略、决策方法的智能行为,以增强游戏的可玩性。目前,在游戏引擎中多采用引入人工智能方式来增强NPC的智能,这些引入了人工智能技术的游戏引擎,虽然在一定程度上增强了虚拟人物的智能表现,但仍存在许多不足之处。由于这些游戏引擎需要开发人员事先编制好行为规则,不但开发任务繁重,而且非玩家角色的行为模式也十分有限,玩家容易在游戏中预测其行为,使游戏很快就丧失了趣味性与新颖性;此外,这些游戏引擎不能有效地让虚拟人物呈现与游戏交互情境相一致的动作表现,破坏了游戏玩家游戏时的沉浸感。NPC generally refers to all characters in the game that are not controlled by the player. With the continuous development of computer games, higher requirements are also put forward for the intelligence of NPCs. It is necessary to consider the intelligent behavior of NPCs in tactics, strategies, and decision-making methods to enhance the playability of the game. At present, the introduction of artificial intelligence is often used in game engines to enhance the intelligence of NPCs. Although these game engines introduced artificial intelligence technology have enhanced the intelligent performance of virtual characters to a certain extent, there are still many deficiencies. Because these game engines require developers to prepare behavioral rules in advance, not only is the development task arduous, but the behavioral patterns of non-player characters are also very limited. Players can easily predict their behavior in the game, which makes the game quickly lose interest and novelty. In addition, these game engines cannot effectively make the virtual characters present the action performance consistent with the game interaction situation, which destroys the immersion of the game player in the game.

发明内容SUMMARY OF THE INVENTION

针对现有技术的不足,本发明提供一种NPC行为的决策方法、装置、电子设备及计算机程序产品,其中,In view of the deficiencies of the prior art, the present invention provides a decision-making method, device, electronic device and computer program product for NPC behavior, wherein,

一种NPC行为的决策方法,其中,包括:A decision-making method for NPC behavior, which includes:

读取当前的时间参数和当前的位置参数,根据当前的时间参数和当前的位置形成获取与当前时间参数、位置参数匹配的行为集合;Read the current time parameter and the current location parameter, and form a behavior set that matches the current time parameter and location parameter according to the current time parameter and the current location;

根据当前的时间参数、当前环境计算所述行为集合中每个行为的发生概率以形成一行为概率参数;Calculate the occurrence probability of each behavior in the behavior set according to the current time parameter and the current environment to form a behavior probability parameter;

与所述行为概率参数最大值匹配的行为作为目标行为被触发。A behavior matching the maximum value of the behavior probability parameter is triggered as a target behavior.

优选地,上述的一种NPC行为的决策方法,其中:根据当前的时间参数计算每个行为的发生概率以形成一行为概率参数具体包括:Preferably, the above-mentioned decision-making method for NPC behavior, wherein: calculating the occurrence probability of each behavior according to the current time parameter to form a behavior probability parameter specifically includes:

读取NPC角色的行为参数集合以及NPC角色当前的状态参数;所述行为参数集包含每一个行为以及与该行为匹配的行为基础概率;Read the behavior parameter set of the NPC character and the current state parameters of the NPC character; the behavior parameter set includes each behavior and the behavior base probability matching the behavior;

于所述状态参数发生变化的状态下,读取与变化后状态参数匹配的行为参数调整值;In the state where the state parameter changes, read the behavior parameter adjustment value that matches the state parameter after the change;

根据所述参数调整值、行为基础概率调整当前的每个行为发生的概率以形成所述行为概率参数。According to the parameter adjustment value and the behavior base probability, the current probability of each behavior occurring is adjusted to form the behavior probability parameter.

优选地,上述的一种NPC行为的决策方法,其中:变化后状态参数的形成具体包括:Preferably, the above-mentioned decision-making method for NPC behavior, wherein: the formation of the state parameters after the change specifically includes:

于获取到触发事件的状态下,获取所述触发事件的类型;In the state of obtaining the trigger event, obtain the type of the trigger event;

于所述触发事件的类型匹配预设类型的状态下调整所述状态参数。The state parameter is adjusted in a state that the type of the trigger event matches a preset type.

优选地,上述的一种NPC行为的决策方法,其中:根据所述参数调整值、行为基础概率调整当前的每个行为发生的概率以形成所述行为概率参数,具体地:Preferably, the above-mentioned decision-making method for NPC behavior, wherein: according to the parameter adjustment value and the behavior basic probability, the current probability of each behavior occurrence is adjusted to form the behavior probability parameter, specifically:

根据所述参数调整值、行为基础概率形成每个行为基础概率的第一初始值;forming a first initial value of the basic probability of each behavior according to the parameter adjustment value and the behavior basic probability;

根据所述第一初始值读取与所述第一初始值匹配的目的地;Reading a destination matching the first initial value according to the first initial value;

根据当前位置信息和目的地形成第二调整值;forming a second adjustment value according to the current location information and the destination;

根据所述第二调整值、所述第一初始值形成所述行为概率参数。The behavior probability parameter is formed according to the second adjustment value and the first initial value.

优选地,上述的一种NPC行为的决策方法,其中:还包括:Preferably, the above-mentioned decision-making method for NPC behavior, wherein: also includes:

于当前处于可视环境中,根据所述目标行为播放与所述目标行为匹配的动画数据;In the current visual environment, play animation data matching the target behavior according to the target behavior;

于当前处于不可视环境中,根据所述目标行为形成一特征数据,建立所述特征数据与NPC角色的关联关系,直至所述特征数据被显示。In the currently invisible environment, a feature data is formed according to the target behavior, and an association relationship between the feature data and the NPC character is established until the feature data is displayed.

另一方面,本申请再提供一种NPC行为的决策系统,其中:包括,On the other hand, the present application provides a decision-making system for NPC behavior, including:

读取单元,读取当前的时间参数和当前的位置参数,根据当前的时间参数和当前的位置形成获取与当前时间参数、位置参数匹配的行为集合;The reading unit reads the current time parameter and the current position parameter, and forms a behavior set matching the current time parameter and the position parameter according to the current time parameter and the current position;

行为概率参数形成单元,根据当前的时间参数、当前环境计算所述行为集合中每个行为的发生概率以形成一行为概率参数;a behavior probability parameter forming unit, which calculates the occurrence probability of each behavior in the behavior set according to the current time parameter and the current environment to form a behavior probability parameter;

目标行为形成单元,与所述行为概率参数最大值匹配的行为作为目标行为被触发。A target behavior forming unit, a behavior matching the maximum value of the behavior probability parameter is triggered as a target behavior.

优选地,上述的一种NPC行为的决策系统,其中:行为概率参数形成单元,具体包括:Preferably, the above-mentioned decision-making system for NPC behavior, wherein: the behavior probability parameter forming unit specifically includes:

基础概率装置,读取NPC角色的行为参数集合以及NPC角色当前的状态参数;所述行为参数集包含每一个行为以及与该行为匹配的行为基础概率;The basic probability device reads the behavior parameter set of the NPC character and the current state parameters of the NPC character; the behavior parameter set includes each behavior and the behavior basic probability matching the behavior;

计算装置,于所述状态参数发生变化的状态下,读取与变化后状态参数匹配的行为参数调整值;根据所述参数调整值、行为基础概率调整当前的每个行为发生的概率以形成所述行为概率参数。The computing device reads the behavior parameter adjustment value matching the state parameter after the change when the state parameter changes; adjusts the current probability of each behavior occurrence according to the parameter adjustment value and the behavior basic probability to form all the behavior parameters. The described behavior probability parameter.

优选地,上述的一种NPC行为的决策系统,其中:还包括:Preferably, the above-mentioned decision-making system for NPC behavior, wherein: also includes:

显示装置,于当前处于可视环境中,根据所述目标行为播放与所述目标行为匹配的动画数据;于当前处于不可视环境中,根据所述目标行为形成一特征数据,建立所述特征数据与NPC角色的关联关系,直至所述特征数据被显示。The display device, in the current visible environment, plays animation data matching the target behavior according to the target behavior; in the currently invisible environment, forms a characteristic data according to the target behavior, and establishes the characteristic data The association with the NPC character until the feature data is displayed.

另一方面,本发明再提供一种计算机可读存储介质,其上存储有计算机程序,其中,该程序被处理器执行时实现如上述中任一项NPC行为的决策方法。In another aspect, the present invention further provides a computer-readable storage medium on which a computer program is stored, wherein when the program is executed by a processor, the decision-making method for any of the above-mentioned NPC behaviors is implemented.

最后,本申请再提供一种电子设备,包括存储器、处理器及存储在存储器上并可在处理器运行的计算机程序,其中,所述处理器执行所述计算机程序时实现上述任一项NPC行为的决策方法。Finally, the present application further provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements any of the above-mentioned NPC behaviors when executing the computer program decision-making method.

通过设置不同时间、不同位置中每个行为发生的概率,根据每个时间、地点获取发生概率最大的目标行为。实现调整NPC行为动作的目的以使得NPC的行为处于随机状态,具有类似人类的思维方式和行为动作。增强了游戏的新颖性与趣味性,使游戏玩家能够产生更好的游戏体验,增加了玩家游戏过程中的体验感。By setting the probability of each behavior occurring at different times and different locations, the target behavior with the highest occurrence probability is obtained according to each time and place. The purpose of adjusting the behavior of the NPC is realized so that the behavior of the NPC is in a random state, and it has a human-like way of thinking and behavior. It enhances the novelty and fun of the game, enables gamers to have a better game experience, and increases the player's sense of experience during the game.

附图说明Description of drawings

图1为本发明提供的一种NPC行为的决策方法流程示意图;1 is a schematic flowchart of a decision-making method for NPC behavior provided by the present invention;

图2为本发明提供的一种NPC行为的决策方法中NPC行为参数表示意图;2 is a schematic diagram of a table of NPC behavior parameters in a decision-making method for NPC behavior provided by the present invention;

图3为本发明提供的一种NPC行为的决策方法流程示意图;3 is a schematic flowchart of a decision method for NPC behavior provided by the present invention;

图4为本发明提供的一种NPC行为的决策方法流程示意图;4 is a schematic flowchart of a decision-making method for NPC behavior provided by the present invention;

图5为本发明提供的一种电子设备的结构示意图。FIG. 5 is a schematic structural diagram of an electronic device provided by the present invention.

具体实施方式Detailed ways

下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, but not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.

实施例一Example 1

本实施例提供一种NPC行为的决策方法,其中:每个NPC角色均有一个与NPC角色匹配的行为参数表,例如图2所示,该表格中记录有NPC角色所有可执行的行为,例如包括起床、吃饭、喝酒、钓鱼、睡觉、摔倒,每个行为在不同的时间、不同的位置设置有不同的发生概率,包括,This embodiment provides a decision method for NPC behavior, wherein: each NPC role has a behavior parameter table matching the NPC role, such as shown in FIG. 2, the table records all executable behaviors of the NPC role, such as Including getting up, eating, drinking, fishing, sleeping, falling, each behavior has different probability of occurrence at different times and different locations, including,

步骤S110、读取当前的时间参数和当前的位置参数,根据当前的时间参数和当前的位置形成获取与当前时间参数、位置参数匹配的行为集合。Step S110: Read the current time parameter and the current location parameter, and form a behavior set that matches the current time parameter and the location parameter according to the current time parameter and the current location.

当前的时间参数为上述的决策方法被执行时的时间,例如游戏环境中当前的时间点为8:03分,那么此时的时间参数即为8:03。位置参数可以通过游戏环境中的定位系统实现。The current time parameter is the time when the above decision method is executed. For example, the current time point in the game environment is 8:03, then the time parameter at this time is 8:03. Positional parameters can be achieved through a positioning system in the game environment.

步骤S120、根据当前的时间参数、当前环境计算所述行为集合中每个行为的发生概率以形成一行为概率参数。Step S120: Calculate the occurrence probability of each behavior in the behavior set according to the current time parameter and the current environment to form a behavior probability parameter.

行为集合记录有NPC角色可执行的全部行为,但是每个行为方式的概率未非固定的。例如当前的NPC角色可执行的动作为:起床、吃饭、喝酒、钓鱼、睡觉、摔倒,那么该NPC角色不会执行上述行为之外的动作,例如抽烟。The behavior set records all the behaviors that the NPC character can perform, but the probability of each behavior is not fixed. For example, the actions that the current NPC character can perform are: getting up, eating, drinking, fishing, sleeping, and falling, then the NPC character will not perform actions other than the above actions, such as smoking.

每个时间行为在不同的时间和不同位置,不同的行为被设置有不同的发生概率,例如,当前九点钟,NPC角色A在小河边上,此时NPC角色A原计划要有100%的概率徒步去酒店上班、徒步回家换衣服的概率为10%,但是由于天气突变,开始下起瓢泼大雨,NPC角色A从当前的位置到酒店的距离为2千米,NPC角色A从当前的位置到家的距离为0.2千米,NPC角色A徒步去酒店的概率降低为20%,徒步回家避雨的概率由10%提升为100%。Each time behavior is at a different time and at a different location, and different behaviors are set with different probability of occurrence. For example, at nine o'clock, NPC character A is by the river, and NPC character A originally planned to have 100% at this time. The probability of walking to the hotel to work and walking home to change clothes is 10%. However, due to the sudden change in the weather, it began to rain heavily. The distance from the current location of NPC character A to the hotel is 2 kilometers. The distance from the location to home is 0.2 kilometers, the probability of NPC character A walking to the hotel is reduced to 20%, and the probability of walking home to avoid the rain is increased from 10% to 100%.

步骤S130、与所述行为概率参数最大值匹配的行为作为目标行为被触发。所述目标行为即为NPC角色A执行的行为。Step S130, the behavior matching the maximum value of the behavior probability parameter is triggered as the target behavior. The target behavior is the behavior performed by the NPC character A.

上述的一种NPC行为的决策方法,通过设置不同时间、不同位置中每个行为发生的概率,根据每个时间、地点获取发生概率最大的目标行为。实现调整NPC行为动作的目的以使得NPC的行为处于随机状态,具有类似人类的思维方式和行为动作。增强了游戏的新颖性与趣味性,使游戏玩家能够产生更好的游戏体验,增加了玩家游戏过程中的体验感。In the above-mentioned decision-making method for NPC behavior, by setting the probability of occurrence of each behavior at different times and different locations, the target behavior with the highest occurrence probability is obtained according to each time and place. The purpose of adjusting the behavior of the NPC is realized so that the behavior of the NPC is in a random state, and it has a human-like way of thinking and behavior. It enhances the novelty and fun of the game, enables gamers to have a better game experience, and increases the player's sense of experience during the game.

作为进一步优选实施方案,步骤S120中,根据当前的时间参数计算每个行为的发生概率以形成一行为概率参数具体包括:As a further preferred embodiment, in step S120, calculating the occurrence probability of each behavior according to the current time parameter to form a behavior probability parameter specifically includes:

步骤S1201、读取NPC角色的行为参数集合以及NPC角色当前的状态参数;所述行为参数集包含每一个行为以及与该行为匹配的行为基础概率;Step S1201, read the behavior parameter set of the NPC character and the current state parameters of the NPC character; the behavior parameter set includes each behavior and the behavior basic probability matching the behavior;

其中当前的状态参数是根据NPC角色当前的状态确定,例如当前NPC角色捡到金子,那么NPC角色处于兴奋状态,当前NPC角色摔了一跤,那么NPC角色处于失落状态。该状态参数直接影响行为发生的概率。The current state parameter is determined according to the current state of the NPC character. For example, if the current NPC character picks up gold, then the NPC character is in an excited state, and if the current NPC character falls, then the NPC character is in a lost state. This state parameter directly affects the probability of an action occurring.

该技术概率为当前行为列表中记录的概率值,概率值可为初始的概率值,也可以为上一个触发行为调整的后的概率值,此处不做具体限制。The technical probability is the probability value recorded in the current behavior list, and the probability value may be the initial probability value or the adjusted probability value of the last trigger behavior, which is not specifically limited here.

步骤S1202、于所述状态参数发生变化的状态下,读取与变化后状态参数匹配的行为参数调整值;例如NPC角色原本的状态为兴奋状态,由于摔了一跤,由原来的兴奋状态变成失落状态,则此时认定为状态参数发生了变化。Step S1202, in the state where the state parameter changes, read the behavior parameter adjustment value that matches the state parameter after the change; for example, the original state of the NPC character is the excited state, and the original excited state changes from the original excited state due to a fall. If it becomes a lost state, it is considered that the state parameters have changed at this time.

需要说明的,状态参数的变化是基于动作或事件发生改变。在未有动作或事件触发的状态下,状态参数发生变化的概率较低。It should be noted that the change of the state parameter is based on the change of the action or event. In a state where no action or event is triggered, the probability of state parameters changing is low.

状态参数发生变化后,状态参数结合NPC角色的性格参数会形成变化后的行为调整值。After the state parameter changes, the state parameter combined with the character parameter of the NPC character will form the changed behavior adjustment value.

例如NPC角色当前处于兴奋状态,突然摔倒了,但是由于该NPC角色的行为属于开朗乐观型,摔倒行为虽然影响了状态参数,但是影响能力相对较弱,进而与变化后状态参数匹配的行为参数调整值的调整范围相对较小。For example, an NPC character is currently in a state of excitement and suddenly falls down, but because the NPC character's behavior is cheerful and optimistic, although the fall behavior affects the state parameters, the influence ability is relatively weak, and the behavior matches the changed state parameters. The adjustment range of the parameter adjustment value is relatively small.

又例如,NPC角色当前同样处于兴奋状态,突然摔倒了,但是由于该NPC角色的行为属于抑郁悲观型,摔倒行为直接影响了状态参数,且影响能力相对较大,进而与变化后状态参数匹配的行为参数调整值的调整范围相对较大。For another example, the NPC character is also in a state of excitement and suddenly falls down. However, since the NPC character's behavior is of the depressed and pessimistic type, the falling behavior directly affects the state parameters, and the influence ability is relatively large, which is further related to the state parameters after the change. The adjustment range of the matching behavior parameter adjustment value is relatively large.

其中变化后状态参数的形成方法具体地:The formation method of the state parameters after the change is specifically:

步骤S12021、于获取到触发事件的状态下,获取所述触发事件的类型;其中触发事件可被理解为能够改变状态参数的事件或行为。该触发事件可为预先设置的,也可为随机的。触发事件的类型至少包括敏感或者无感。Step S12021 , in the state where the trigger event is obtained, obtain the type of the trigger event; wherein the trigger event can be understood as an event or behavior that can change state parameters. The trigger event can be preset or random. The types of trigger events include at least sensitive or insensitive.

例如NPC角色对某些事件比较敏感,某些事件比较无感,例如NPC角色对“被撞倒”是比较无感的,对自己“失足落水”比较敏感,那么当触发事件是“被撞倒”时,NPC的状态参数发生较大改变的概率不大,当触发事件为“失足落水”时,NPC的状态参数发生较大改变的概率较大。For example, NPC characters are more sensitive to certain events, and some events are relatively insensitive. For example, NPC characters are relatively insensitive to "being knocked down", but are more sensitive to their "falling into the water", then when the trigger event is "being knocked down" ", the probability of the NPC's state parameters changing greatly is small, and when the trigger event is "falling into the water", the probability of the NPC's state parameters changing greatly is high.

步骤S12022、于所述触发事件的类型匹配预设类型的状态下调整所述状态参数。根据不同类型的触发事件形成不同的调整状态参数。Step S12022: Adjust the state parameter in a state that the type of the trigger event matches a preset type. Different adjustment state parameters are formed according to different types of trigger events.

步骤S1203、根据所述参数调整值、行为基础概率调整当前的每个行为发生的概率以形成所述行为概率参数。具体地:Step S1203: Adjust the current probability of each behavior according to the parameter adjustment value and the behavior basic probability to form the behavior probability parameter. specifically:

步骤S12031、根据所述参数调整值、行为基础概率形成每个行为基础概率的第一初始值;Step S12031, forming the first initial value of the basic probability of each behavior according to the parameter adjustment value and the basic probability of the behavior;

步骤S12032、根据所述第一初始值读取与所述第一初始值匹配的目的地;Step S12032: Read the destination matching the first initial value according to the first initial value;

步骤S12033、根据当前位置信息和目的地形成第二调整值;Step S12033, forming a second adjustment value according to the current location information and the destination;

步骤S12034、根据所述第二调整值、所述第一初始值形成所述行为概率参数。Step S12034: Form the behavior probability parameter according to the second adjustment value and the first initial value.

其中第一初始值旨在用于筛选NPC角色可能去的目的地,例如当NPC摔倒之后,可能去的目的地是酒吧、河边和家,那么根据酒吧、河边和家的概率值被提升,即形成酒吧第一初始值、河边第一初始值和家第一初始值。继续从当前位置分别对酒吧、河边、家做寻址操作以形成第二调整值,第二调整值用于确定最终目的地,例如酒吧离当前目的地最近,酒吧的第二调整值为90、河边离当前目的地最远,河边的第二调整值为10、家离当前目的地适中,家的第二调整值为50,进而根据所述第二调整值、所述第一初始值以及各自的权重形成概率参数。The first initial value is used to filter the possible destinations of the NPC character. For example, when the NPC falls down, the possible destinations are bars, riverside and home, then according to the probability value of bar, riverside and home Lifting, that is, forming the first initial value of the bar, the first initial value of the river, and the first initial value of the home. Continue to address the bar, the riverside, and the home from the current location to form a second adjustment value. The second adjustment value is used to determine the final destination. For example, the bar is closest to the current destination, and the second adjustment value of the bar is 90. , the riverside is the farthest from the current destination, the second adjustment value of the riverside is 10, the home is moderately far from the current destination, and the second adjustment value of the home is 50, and then according to the second adjustment value, the first initial The values and their respective weights form the probability parameters.

作为进一步优选实施方案,还包括:As a further preferred embodiment, it also includes:

步骤S140、于当前处于可视环境中,根据所述目标行为播放与所述目标行为匹配的动画数据;于当前处于不可视环境中,根据所述目标行为形成一特征数据,建立所述特征数据与NPC角色的关联关系,直至所述特征数据被显示。可视环境即为处于玩家的可视范围内,则此时播放与目标行为匹配的动画数据。例如当NPC摔倒后,就不再继续工作,而且选择去就酒吧喝酒,那么此时就播放去酒吧喝酒的动画数据。不可使环境为当前没有玩家处于NPC左右,例如NPC摔倒了,身上沾满了泥土,由于此时没有玩家在其左右,NPC摔倒的画面不会被玩家所观察到,其实在技术层面上“摔倒”、“泥土”仅为特征数据,待该NPC处于可视环境中时,该特征数据被展示。Step S140, in a currently visible environment, playing animation data matching the target behavior according to the target behavior; in a currently invisible environment, forming a feature data according to the target behavior, and establishing the feature data The association with the NPC character until the feature data is displayed. The visual environment is within the visual range of the player, and the animation data matching the target behavior is played at this time. For example, when an NPC falls down and stops working, and chooses to go to a bar to drink, then the animation data of going to a bar to drink will be played. It is not allowed to make the environment where there is no player around the NPC. For example, the NPC falls down and is covered with mud. Since there is no player around at this time, the picture of the NPC falling will not be observed by the player. In fact, on a technical level "Fall down" and "dirt" are only characteristic data, which will be displayed when the NPC is in the visible environment.

实施例二Embodiment 2

另一方面,本申请再提供一种NPC行为的决策系统,其中:包括,On the other hand, the present application provides a decision-making system for NPC behavior, including:

读取单元,读取当前的时间参数和当前的位置参数,根据当前的时间参数和当前的位置形成获取与当前时间参数、位置参数匹配的行为集合;The reading unit reads the current time parameter and the current position parameter, and forms a behavior set matching the current time parameter and the position parameter according to the current time parameter and the current position;

行为概率参数形成单元,根据当前的时间参数、当前环境计算所述行为集合中每个行为的发生概率以形成一行为概率参数;a behavior probability parameter forming unit, which calculates the occurrence probability of each behavior in the behavior set according to the current time parameter and the current environment to form a behavior probability parameter;

目标行为形成单元,与所述行为概率参数最大值匹配的行为作为目标行为被触发。A target behavior forming unit, a behavior matching the maximum value of the behavior probability parameter is triggered as a target behavior.

优选地,上述的一种NPC行为的决策方法,其中:行为概率参数形成单元,具体包括:Preferably, the above-mentioned decision-making method for NPC behavior, wherein: the behavior probability parameter forming unit specifically includes:

基础概率装置,读取NPC角色的行为参数集合以及NPC角色当前的状态参数;所述行为参数集包含每一个行为以及与该行为匹配的行为基础概率;The basic probability device reads the behavior parameter set of the NPC character and the current state parameters of the NPC character; the behavior parameter set includes each behavior and the behavior basic probability matching the behavior;

计算装置,于所述状态参数发生变化的状态下,读取与变化后状态参数匹配的行为参数调整值;根据所述参数调整值、行为基础概率调整当前的每个行为发生的概率以形成所述行为概率参数。The computing device reads the behavior parameter adjustment value matching the state parameter after the change when the state parameter changes; adjusts the current probability of each behavior occurrence according to the parameter adjustment value and the behavior basic probability to form all the behavior parameters. The described behavior probability parameter.

优选地,上述的一种NPC行为的决策方法,其中:还包括:Preferably, the above-mentioned decision-making method for NPC behavior, wherein: also includes:

显示装置,于当前处于可视环境中,根据所述目标行为播放与所述目标行为匹配的动画数据;于当前处于不可视环境中,根据所述目标行为形成一特征数据,建立所述特征数据与NPC角色的关联关系,直至所述特征数据被显示。The display device, in the current visible environment, plays animation data matching the target behavior according to the target behavior; in the currently invisible environment, forms a characteristic data according to the target behavior, and establishes the characteristic data The association with the NPC character until the feature data is displayed.

本实施例的工作原理和实施例一相同,故不一一赘述。The working principle of this embodiment is the same as that of the first embodiment, so it will not be described in detail.

实施例三Embodiment 3

本申请实施例提供了一种电子设备,该电子设备中可集成本申请实施例提供的基于环境属性影响NPC行为表现装置。图5是本申请实施例四提供的一种电子设备的结构示意图。如图5所示,本实施例提供了一种电子设备400,其包括:一个或多个处理器420;存储装置410,用于存储一个或多个程序,当所述一个或多个程序被所述一个或多个处理器420运行,使得所述一个或多个处理器420实现:The embodiment of the present application provides an electronic device, and the electronic device can integrate the apparatus for influencing NPC behavior performance based on the environment attribute provided by the embodiment of the present application. FIG. 5 is a schematic structural diagram of an electronic device according to Embodiment 4 of the present application. As shown in FIG. 5 , this embodiment provides an electronic device 400, which includes: one or more processors 420; and a storage device 410 for storing one or more programs, when the one or more programs are The one or more processors 420 operate such that the one or more processors 420 implement:

读取当前的时间参数和当前的位置参数,根据当前的时间参数和当前的位置形成获取与当前时间参数、位置参数匹配的行为集合;Read the current time parameter and the current location parameter, and form a behavior set that matches the current time parameter and location parameter according to the current time parameter and the current location;

根据当前的时间参数、当前环境计算所述行为集合中每个行为的发生概率以形成一行为概率参数;Calculate the occurrence probability of each behavior in the behavior set according to the current time parameter and the current environment to form a behavior probability parameter;

与所述行为概率参数最大值匹配的行为作为目标行为被触发。A behavior matching the maximum value of the behavior probability parameter is triggered as a target behavior.

如图5所示,该电子设备400包括处理器420、存储装置410、输入装置430和输出装置440;电子设备中处理器420的数量可以是一个或多个,图5中以一个处理器420为例;电子设备中的处理器420、存储装置410、输入装置430和输出装置440可以通过总线或其他方式连接,图2中以通过总线450连接为例。As shown in FIG. 5 , the electronic device 400 includes a processor 420 , a storage device 410 , an input device 430 and an output device 440 ; the number of processors 420 in the electronic device may be one or more, and one processor 420 is used in FIG. 5 . For example; the processor 420 , the storage device 410 , the input device 430 and the output device 440 in the electronic device may be connected by a bus or in other ways, and the connection by the bus 450 is taken as an example in FIG. 2 .

存储装置410作为一种计算机可读存储介质,可用于存储软件程序、计算机可运行程序以及模块单元,如本申请实施例中的基于环境属性影响NPC行为表现方法对应的程序指令。As a computer-readable storage medium, the storage device 410 can be used to store software programs, computer-executable programs, and module units, such as program instructions corresponding to the method for influencing NPC behavior performance based on environmental attributes in the embodiments of the present application.

存储装置410可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序;存储数据区可存储根据终端的使用所创建的数据等。此外,存储装置410可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他非易失性固态存储器件。在一些实例中,存储装置410可进一步包括相对于处理器420远程设置的存储器,这些远程存储器可以通过网络连接。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。The storage device 410 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required for at least one function; the storage data area may store data created according to the use of the terminal, and the like. Additionally, storage device 410 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid-state storage device. In some examples, storage device 410 may further include memory located remotely from processor 420, the remote memory may be connected through a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

输入装置430可用于接收输入的数字、字符信息或语音信息,以及产生与电子设备的用户设置以及功能控制有关的键信号输入。输出装置440可包括显示屏、扬声器等设备。The input device 430 may be used to receive input numbers, character information or voice information, and generate key signal input related to user settings and function control of the electronic device. The output device 440 may include a display screen, a speaker, and the like.

实施例四Embodiment 4

在一些实施例中,以上所描述的方法可以被实现为计算机程序产品。计算机程序产品可以包括计算机可读存储介质,其上载有用于执行本公开的各个方面的计算机可读程序指令。具体地:In some embodiments, the methods described above may be implemented as a computer program product. The computer program product may include a computer-readable storage medium having computer-readable program instructions loaded thereon for carrying out various aspects of the present disclosure. specifically:

读取当前的时间参数和当前的位置参数,根据当前的时间参数和当前的位置形成获取与当前时间参数、位置参数匹配的行为集合;Read the current time parameter and the current location parameter, and form a behavior set that matches the current time parameter and location parameter according to the current time parameter and the current location;

根据当前的时间参数、当前环境计算所述行为集合中每个行为的发生概率以形成一行为概率参数;Calculate the occurrence probability of each behavior in the behavior set according to the current time parameter and the current environment to form a behavior probability parameter;

与所述行为概率参数最大值匹配的行为作为目标行为被触发。A behavior matching the maximum value of the behavior probability parameter is triggered as a target behavior.

上述的计算机可读存储介质可以是可以保持和存储由指令执行设备使用的指令的有形设备。计算机可读存储介质例如可以是――但不限于――电存储设备、磁存储设备、光存储设备、电磁存储设备、半导体存储设备或者上述的任意合适的组合。计算机可读存储介质的更具体的例子(非穷举的列表)包括:便携式计算机盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、静态随机存取存储器(SRAM)、便携式压缩盘只读存储器(CD-ROM)、数字多功能盘(DVD)、记忆棒、软盘、机械编码设备、例如其上存储有指令的打孔卡或凹槽内凸起结构、以及上述的任意合适的组合。这里所使用的计算机可读存储介质不被解释为瞬时信号本身,诸如无线电波或者其他自由传播的电磁波、通过波导或其他传输媒介传播的电磁波(例如,通过光纤电缆的光脉冲)、或者通过电线传输的电信号。The computer-readable storage medium described above may be a tangible device that can hold and store instructions for use by the instruction execution device. The computer-readable storage medium may be, for example, but not limited to, an electrical storage device, a magnetic storage device, an optical storage device, an electromagnetic storage device, a semiconductor storage device, or any suitable combination of the foregoing. More specific examples (non-exhaustive list) of computer readable storage media include: portable computer disks, hard disks, random access memory (RAM), read only memory (ROM), erasable programmable read only memory (EPROM) or flash memory), static random access memory (SRAM), portable compact disk read only memory (CD-ROM), digital versatile disk (DVD), memory sticks, floppy disks, mechanically coded devices, such as printers with instructions stored thereon Hole cards or raised structures in grooves, and any suitable combination of the above. Computer-readable storage media, as used herein, are not to be construed as transient signals per se, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through waveguides or other transmission media (eg, light pulses through fiber optic cables), or through electrical wires transmitted electrical signals.

本文所描述的计算机可读程序指令可以从计算机可读存储介质下载到各个计算/处理设备,或者通过网络、例如因特网、局域网、广域网和/或无线网下载到外部计算机或外部存储设备。网络可以包括铜传输电缆、光纤传输、无线传输、路由器、防火墙、交换机、网关计算机和/或边缘服务器。每个计算/处理设备中的网络适配卡或者网络接口从网络接收计算机可读程序指令,并转发该计算机可读程序指令,以供存储在各个计算/处理设备中的计算机可读存储介质中。The computer readable program instructions described herein may be downloaded to various computing/processing devices from a computer readable storage medium, or to an external computer or external storage device over a network, eg, the Internet, a local area network, a wide area network, and/or a wireless network. The network may include copper transmission cables, fiber optic transmission, wireless transmission, routers, firewalls, switches, gateway computers, and/or edge servers. A network adapter card or network interface in each computing/processing device receives computer-readable program instructions from a network and forwards the computer-readable program instructions for storage in a computer-readable storage medium in each computing/processing device .

用于执行本公开操作的计算机程序指令可以是汇编指令、指令集架构(ISA)指令、机器指令、机器相关指令、微代码、固件指令、状态设置数据、或者以一种或多种编程语言的任意组合编写的源代码或目标代码,所述编程语言包括面向对象的编程语言,以及常规的过程式编程语言。计算机可读程序指令可以完全地在用户计算机上执行、部分地在用户计算机上执行、作为一个独立的软件包执行、部分在用户计算机上部分在远程计算机上执行、或者完全在远程计算机或服务器上执行。在涉及远程计算机的情形中,远程计算机可以通过任意种类的网络—包括局域网(LAN)或广域网(WAN)—连接到用户计算机,或者,可以连接到外部计算机(例如利用因特网服务提供商来通过因特网连接)。在一些实施例中,通过利用计算机可读程序指令的状态信息来个性化定制电子电路,例如可编程逻辑电路、现场可编程门阵列(FPGA)或可编程逻辑阵列(PLA),该电子电路可以执行计算机可读程序指令,从而实现本公开的各个方面。Computer program instructions for carrying out operations of the present disclosure may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or instructions in one or more programming languages. Source or object code written in any combination, including object-oriented programming languages, and conventional procedural programming languages. The computer readable program instructions may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer, or entirely on the remote computer or server implement. In the case of a remote computer, the remote computer may be connected to the user's computer through any kind of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (eg, using an Internet service provider through the Internet connect). In some embodiments, custom electronic circuits, such as programmable logic circuits, field programmable gate arrays (FPGAs), or programmable logic arrays (PLAs), can be personalized by utilizing state information of computer readable program instructions. Computer readable program instructions are executed to implement various aspects of the present disclosure.

这些计算机可读程序指令可以提供给通用计算机、专用计算机或其它可编程数据处理装置的处理单元,从而生产出一种机器,使得这些指令在通过计算机或其它可编程数据处理装置的处理单元执行时,产生了实现流程图和/或框图中的一个或多个方框中规定的功能/动作的装置。也可以把这些计算机可读程序指令存储在计算机可读存储介质中,这些指令使得计算机、可编程数据处理装置和/或其他设备以特定方式工作,从而,存储有指令的计算机可读介质则包括一个制造品,其包括实现流程图和/或框图中的一个或多个方框中规定的功能/动作的各个方面的指令。These computer readable program instructions may be provided to a processing unit of a general purpose computer, special purpose computer or other programmable data processing apparatus to produce a machine that causes the instructions when executed by the processing unit of the computer or other programmable data processing apparatus , resulting in means for implementing the functions/acts specified in one or more blocks of the flowchart and/or block diagrams. These computer readable program instructions can also be stored in a computer readable storage medium, these instructions cause a computer, programmable data processing apparatus and/or other equipment to operate in a specific manner, so that the computer readable medium storing the instructions includes An article of manufacture comprising instructions for implementing various aspects of the functions/acts specified in one or more blocks of the flowchart and/or block diagrams.

也可以把计算机可读程序指令加载到计算机、其它可编程数据处理装置、或其它设备上,使得在计算机、其它可编程数据处理装置或其它设备上执行一系列操作步骤,以产生计算机实现的过程,从而使得在计算机、其它可编程数据处理装置、或其它设备上执行的指令实现流程图和/或框图中的一个或多个方框中规定的功能/动作。Computer readable program instructions can also be loaded onto a computer, other programmable data processing apparatus, or other equipment to cause a series of operational steps to be performed on the computer, other programmable data processing apparatus, or other equipment to produce a computer-implemented process , thereby causing instructions executing on a computer, other programmable data processing apparatus, or other device to implement the functions/acts specified in one or more blocks of the flowcharts and/or block diagrams.

附图中的流程图和框图显示了根据本公开的多个实施例的设备、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段或指令的一部分,所述模块、程序段或指令的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个连续的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或动作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。The flowchart and block diagrams in the Figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of instructions, which comprises one or more functions for implementing the specified logical function(s) executable instructions. In some alternative implementations, the functions noted in the blocks may occur out of the order noted in the figures. For example, two blocks in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It is also noted that each block of the block diagrams and/or flowchart illustrations, and combinations of blocks in the block diagrams and/or flowchart illustrations, can be implemented in dedicated hardware-based systems that perform the specified functions or actions , or can be implemented in a combination of dedicated hardware and computer instructions.

以上已经描述了本公开的各实施例,上述说明是示例性的,并非穷尽性的,并且也不限于所披露的各实施例。在不偏离所说明的各实施例的范围和精神的情况下,对于本技术领域的普通技术人员来说许多修改和变更都是显而易见的。本文中所用术语的选择,旨在最好地解释各实施例的原理、实际应用或对市场中技术的技术改进,或者使本技术领域的其它普通技术人员能理解本文披露的各实施例。Various embodiments of the present disclosure have been described above, and the foregoing descriptions are exemplary, not exhaustive, and not limiting of the disclosed embodiments. Numerous modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the described embodiments. The terminology used herein was chosen to best explain the principles of the embodiments, the practical application or technical improvement over technology in the marketplace, or to enable others of ordinary skill in the art to understand the embodiments disclosed herein.

Claims (10)

1. A decision method for NPC (neutral Point coordination) behaviors is characterized by comprising the following steps:
reading the current time parameter and the current position parameter, and forming a behavior set matched with the current time parameter and the current position parameter according to the current time parameter and the current position;
calculating the occurrence probability of each behavior in the behavior set according to the current time parameter and the current environment to form a behavior probability parameter;
the behavior matched with the maximum value of the behavior probability parameter is triggered as a target behavior.
2. The method of claim 1, wherein the NPC behavior decision-making method comprises: the calculating the occurrence probability of each behavior according to the current time parameter to form a behavior probability parameter specifically includes:
reading a behavior parameter set of the NPC role and the current state parameter of the NPC role; the behavior parameter set comprises each behavior and a behavior base probability matched with the behavior;
reading a behavior parameter adjustment value matched with the changed state parameter under the state that the state parameter is changed;
and adjusting the probability of each current action according to the parameter adjustment value and the action basic probability to form the action probability parameter.
3. The method of claim 2, wherein the NPC behavior decision-making method comprises: the forming of the changed state parameters specifically comprises:
acquiring the type of a trigger event under the condition of acquiring the trigger event;
and adjusting the state parameters under the condition that the type of the trigger event is matched with a preset type.
4. The method of claim 2, wherein the NPC behavior decision-making method comprises: adjusting the probability of each current behavior according to the parameter adjustment value and the behavior base probability to form the behavior probability parameter, specifically:
forming a first initial value of each behavior basic probability according to the parameter adjustment value and the behavior basic probability;
reading a destination matched with the first initial value according to the first initial value;
forming a second adjustment value according to the current position information and the destination;
and forming the behavior probability parameter according to the second adjusting value and the first initial value.
5. The method of claim 1, wherein the NPC behavior decision-making method comprises: further comprising:
playing animation data matched with the target behavior according to the target behavior in a current visual environment;
and forming characteristic data according to the target behavior in the current invisible environment, and establishing the association relationship between the characteristic data and the NPC role until the characteristic data is displayed.
6. A decision making system for NPC behavior, characterized by: comprises the steps of (a) preparing a mixture of a plurality of raw materials,
the reading unit is used for reading the current time parameter and the current position parameter and forming a behavior set matched with the current time parameter and the current position parameter according to the current time parameter and the current position;
the behavior probability parameter forming unit is used for calculating the occurrence probability of each behavior in the behavior set according to the current time parameter and the current environment to form a behavior probability parameter;
and the target behavior forming unit is used for triggering the behavior matched with the maximum value of the behavior probability parameter as the target behavior.
7. The system of claim 6, wherein the NPC behavior decision-making system comprises: the behavior probability parameter forming unit specifically includes:
the basic probability device reads a behavior parameter set of the NPC role and the current state parameter of the NPC role; the behavior parameter set comprises each behavior and a behavior base probability matched with the behavior;
the calculating device reads a behavior parameter adjusting value matched with the changed state parameter in the state that the state parameter changes; and adjusting the probability of each current action according to the parameter adjustment value and the action basic probability to form the action probability parameter.
8. The system of claim 6, wherein the NPC behavior decision-making system comprises: further comprising:
the display device plays animation data matched with the target behavior according to the target behavior in a current visual environment; and forming characteristic data according to the target behavior in the current invisible environment, and establishing the association relationship between the characteristic data and the NPC role until the characteristic data is displayed.
9. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor implements the decision-making method for the NPC behaviour according to any one of claims 1 to 5 when executing the computer program.
10. A computer program product, comprising computer readable code or a readable storage medium carrying computer readable code, which when run in a processor of an electronic device, the processor in the electronic device performs a decision method for implementing the NPC behaviour of any one of claims 1 to 5.
CN202210341603.2A 2022-03-29 2022-03-29 A decision-making method, device, electronic device and computer program product for NPC behavior Pending CN114712858A (en)

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2008018513A1 (en) * 2006-08-08 2008-02-14 Sega Corporation Network game system
CN107145948A (en) * 2017-04-12 2017-09-08 四川大学 A NPC Control Method Based on Multi-agent Technology
CN114053715A (en) * 2021-11-18 2022-02-18 完美世界(北京)软件科技发展有限公司 Feedback control method and device for NPC (game non-player character) and storage medium

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2008018513A1 (en) * 2006-08-08 2008-02-14 Sega Corporation Network game system
CN107145948A (en) * 2017-04-12 2017-09-08 四川大学 A NPC Control Method Based on Multi-agent Technology
CN114053715A (en) * 2021-11-18 2022-02-18 完美世界(北京)软件科技发展有限公司 Feedback control method and device for NPC (game non-player character) and storage medium

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