TWI522150B - The way to change the behavior of non - player characters - Google Patents

The way to change the behavior of non - player characters Download PDF

Info

Publication number
TWI522150B
TWI522150B TW102148071A TW102148071A TWI522150B TW I522150 B TWI522150 B TW I522150B TW 102148071 A TW102148071 A TW 102148071A TW 102148071 A TW102148071 A TW 102148071A TW I522150 B TWI522150 B TW I522150B
Authority
TW
Taiwan
Prior art keywords
behavior
character
player character
player
mode
Prior art date
Application number
TW102148071A
Other languages
Chinese (zh)
Other versions
TW201524564A (en
Inventor
Jing-Jie Ye
Zhong-Hong Xue
Shun-Zhi Zhang
Wei-Min Wu
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 filed Critical
Priority to TW102148071A priority Critical patent/TWI522150B/en
Publication of TW201524564A publication Critical patent/TW201524564A/en
Application granted granted Critical
Publication of TWI522150B publication Critical patent/TWI522150B/en

Links

Landscapes

  • Processing Or Creating Images (AREA)

Description

改變非玩家角色行為模式之方法 Ways to change the behavior pattern of non-player characters

本發明係有關一種改變非玩家角色行為模式之方法,其尤指一種可透過玩家角色觸發行為變更事件改變非玩家角色之行為模式,且非玩家角色可依新的行為模式回應玩家者。 The present invention relates to a method for changing a behavior pattern of a non-player character, and more particularly to a behavior mode in which a non-player character can be changed by a player character triggering a behavior change event, and the non-player character can respond to the player according to the new behavior mode.

在角色扮演遊戲(role-playing game,RPG)中,玩家可以透過扮演角色而參與劇情的構成,最早出現的角色扮演遊戲是以大量文字或口語敘述,仰賴玩家想像力的桌上型角色扮演遊戲(tabletop role-playing game,TRPG),在桌上型角色扮演遊戲背景架構出的虛擬世界中,玩家扮演角色並使角色採取行動,行動的結果可以透過擲骰、抽牌或其他方式決定,再由遊戲主持人(game master,GM)透過敘述劇情或扮演非玩家角色(non-player character,NPC)的方式對角色的行動做出回應,而在遊戲主持人與各玩家的互動間推進遊戲中劇情的發展。 In the role-playing game (RPG), the player can participate in the composition of the story by playing the role. The earliest role-playing game is a desktop role-playing game that relies on a lot of words or spoken words and relies on the player's imagination. Tabletop role-playing game (TRPG), in the virtual world of the desktop role-playing game background, the player plays the role and takes the action, the result of the action can be determined by rolling, draw or other means, and then The game master (GM) responds to the character's actions by telling the story or playing a non-player character (NPC), and promoting the game's plot between the game host and each player's interaction. development of.

在網際網路問世後,透過電子佈告欄、網路論壇、即時通訊軟體、電子郵件或社群網路等平台做為媒介,主要以文字方式進行的網絡文字角色扮演遊戲(online text-based role-playing game),可視為桌上型角色扮演遊戲的延伸,其中最有名的系統是多人探險遊戲(multi-user dungeon、multi-user dimension或multi-user dialogue,MUD),以伺服器取代原本桌上型角色 扮演遊戲中遊戲主持人一職,對玩家角色採取的行動(透過文字指令進行)做出反應,在網路連線技術無法有效率地傳輸大量訊息的時期,多人歷險遊戲曾吸引大批的玩家,以文字指令探索架構於伺服器的虛擬世界。 After the advent of the Internet, through the electronic bulletin board, online forums, instant messaging software, e-mail or social networking as a medium, the main text-based role-playing game (online text-based role) -playing game), can be regarded as an extension of the desktop role-playing game, the most famous system is multi-user dungeon, multi-user dimension or multi-user dialogue (MUD), replacing the original with a server Desktop role Playing the role of the game host in the game, responding to the actions taken by the player's character (through text instructions), multiplayer adventure games have attracted a large number of players during the period when network connection technology cannot transmit large amounts of information efficiently. Explore the virtual world of the server with text instructions.

另一方面,隨著電子裝置運算能力的提升,電子遊戲主機陸續問世,帶起電子角色扮演遊戲(role-playing video game或computer role-playing game,CRPG)的熱潮,電子角色扮演遊戲大多在文字敘述之外加入了圖片或動畫的展示,透過視覺的刺激,使得玩家更容易想像遊戲中的世界,同時簡化指令的輸入方式、優化操作體驗。然而,受限於當時的連線技術,早期的電子角色扮演遊戲大多為單機版本,由單人玩家扮演遊戲中的單一或複數角色,而由運行於遊戲主機的遊戲程式展示玩家角色採取行動的結果,例如非玩家角色的回應或劇情事件的觸發,單機版本的電子角色扮演遊戲在指令操作和劇情腳本方面通常變化性較低,對玩家的吸引力將隨著遊戲重複進行的次數增加而逐漸下降。 On the other hand, with the improvement of the computing power of electronic devices, video game consoles have come out one after another, bringing up the boom of role-playing video game or computer role-playing game (CRPG). Most of the electronic role-playing games are in text. In addition to the narrative, pictures or animations are added. Through visual stimulation, it is easier for players to imagine the world in the game, while simplifying the input of instructions and optimizing the operating experience. However, limited by the connection technology at the time, most of the early electronic role-playing games were stand-alone versions, with single players playing single or multiple characters in the game, while the game program running on the game console showed the player's character to take action. As a result, for example, the response of a non-player character or the triggering of a story event, a stand-alone version of an electronic role-playing game is generally less variable in terms of command operations and story scripts, and the attraction to the player will gradually increase as the number of times the game is repeated. decline.

西元兩千年前後,網路連線技術出現大幅突破,由多人玩家分別透過多台電子遊戲主機連線進行的電子角色扮演遊戲遂得以實現,使得電子角色扮演遊戲進入了大型多人線上角色扮演遊戲(massive multiplayer online role-playing game,MMORPG)的時代,典型的大型多人線上角色扮演遊戲相當於早期網絡文字角色扮演遊戲與單機版本電子角色扮演遊戲的結合,而兼具和其他玩家互動與操作及視覺體驗優化的兩大長處,發展出玩家之間可透過操作角色行動以進行合作的遊戲模式,透過即時性的戰鬥操作以及來自其他玩家的協助操作,玩家可感受到與其他玩家間的 緊密互動,而提升玩家在進行遊戲時的臨場感與對角色的自我投射,使得大型多人線上角色扮演遊戲能夠持續吸引玩家投入心力參與。 Around two thousand years ago, the network connection technology made a big breakthrough. The electronic role-playing game that was connected by multiple players through multiple video game consoles was realized, making the electronic role-playing game enter the large multiplayer online role-playing game. In the era of massive multiplayer online role-playing game (MMORPG), the typical massively multiplayer online role-playing game is equivalent to the combination of early online character role-playing games and stand-alone version of electronic role-playing games, and interacts with other players. The two strengths of operation and visual experience optimization are the development of a game mode in which players can cooperate by manipulating character actions. Through instant combat operations and assisting operations from other players, players can feel the relationship with other players. Close interaction, and enhance the player's sense of presence in the game and self-projection of the character, so that large multiplayer online role-playing games can continue to attract players to participate.

然而,近幾年來大型多人線上角色扮演遊戲受到兩次劇烈的衝擊,第一次衝擊來自於幾個大型社群網站推出的網頁型遊戲,由於網頁型遊戲主打輕鬆休閒的訴求,同時可與網路社群內的朋友進行互動,吸引了大批玩家,而分散了大型多人線上角色扮演遊戲的人氣;第二次衝擊則來自於智慧型行動裝置的普及,以智慧型行動裝置作為平台的遊戲應用程式(game application,game APP)在短時間內異軍突起,成為玩家與遊戲開發公司的新寵兒,由於智慧型行動裝置的使用者通常會將其隨身攜帶,在日常生活的空檔(如搭乘運輸工具)可隨時利用智慧型行動裝置進行遊戲,使得智慧型行動裝置逐漸成為角色扮演遊戲與其他遊戲的主流平台。 However, in recent years, the massively multiplayer online role-playing game has been hit twice by the violent impact. The first impact comes from the web-based games launched by several large-scale social networking sites. Because of the relaxed and casual appeal of web-based games, The interactions of friends in the online community have attracted a large number of players, and the popularity of large-scale multiplayer online role-playing games has been dispersed. The second impact comes from the popularity of smart mobile devices, with smart mobile devices as platforms. The game application (game app) has sprung up in a short period of time and has become the new darling of gamers and game development companies. Users of smart mobile devices usually carry it with them in their daily life (such as boarding). Transportation tools can be played at any time with smart mobile devices, making smart mobile devices a mainstream platform for role-playing games and other games.

於智慧型行動裝置運行的遊戲應用程式,受限於智慧型行動裝置的硬體操作模式太過單純(大多僅能透過螢幕觸控操作)以及目前行動網路的頻寬與穩定性不足,使得傳統大型多人線上角色扮演遊戲中玩家透過技術性操作控制角色進行合作的互動模式難以重現,因此,遊戲開發公司透過遊戲程式中的人工智慧(artificial intelligence,AI)模組建立非玩家角色,使非玩家角色擔任玩家角色的隊友並採取協助玩家角色的行動,可使玩家產生類似與其他玩家合作的感受。 The game application running on the smart mobile device is limited by the hardware operation mode of the smart mobile device being too simple (mostly only through the touch screen operation) and the bandwidth and stability of the current mobile network are insufficient. In the traditional large-scale multiplayer online role-playing game, the interactive mode in which the player cooperates through the technical operation control role is difficult to reproduce. Therefore, the game development company establishes the non-player character through the artificial intelligence (AI) module in the game program. Making a non-player character a teammate of the player character and taking action to assist the player character can give the player a feeling of similar cooperation with other players.

相較於真人玩家所控制的玩家角色,一般以人工智慧模組控制的非玩家角色行動精確、不會出錯,但行為模式也較為呆板,為了 使玩家能夠獲得類似與真人玩家合作的體驗,本發明的發明人特別在非玩家角色的行為模式中加入產生失誤的變因,透過行動時可能發生失誤的設定,使得非玩家角色的行動表現更為人性化,同時,透過設定非玩家角色的行為模式可賦予其類似「性格」的特色,例如優先攻擊強度較強的怪物者可視為好強的性格、優先攻擊等級較低的怪物者可視為凌弱的性格等,而使得以人工智慧模組控制的非玩家角色可以反映出各種真人玩家的性格,故,定義非玩家角色行為模式中的各種行為判斷式、排列各行為判斷式的順序以及設定各角色行為的行為機率等參數可決定非玩家角色在特定條件下可進行的角色行為、判斷進行角色行為的優先順序以及進行角色行為的機率或成功率等,可使各非玩家角色具有多樣化的行為模式,在遊戲中進行不同的角色行為以模擬真人玩家的行動。 Compared with the player character controlled by the real player, the non-player character controlled by the artificial intelligence module is accurate and does not go wrong, but the behavior mode is also relatively rigid. In order to enable the player to obtain an experience similar to that of a real player, the inventor of the present invention particularly adds a mistake in the behavior pattern of the non-player character, and the setting of the error may occur through the action, so that the behavior of the non-player character is more For humanization, at the same time, by setting the behavior mode of the non-player character, it can be given a similar "characteristic" feature. For example, a monster with a higher priority attack strength can be regarded as a strong character, and a monster with a lower priority attack level can be regarded as The weak character, etc., makes the non-player characters controlled by the artificial intelligence module reflect the personality of various real players. Therefore, the definitions of various behaviors in the non-player character behavior patterns, the order in which the behavioral judgments are arranged, and Setting parameters such as the behavioral probability of each character's behavior can determine the character behavior that can be performed by a non-player character under certain conditions, determine the priority of the role behavior, and the probability or success rate of the character behavior, so that the non-player characters can be diverse. Behavioral pattern, performing different character behaviors in the game to simulate the true The player's actions.

除此之外,無論是由真人玩家控制的玩家角色或者以人工智慧模組控制的非玩家角色,在採取行動時都必須展現出與玩家之間的可協調性,可在玩家發出請求協助的要求時回應玩家的要求,做出支援玩家角色的行動,才能達成合作的效果。因此,本發明中的非玩家角色,其行為模式可以對應行為變更事件的觸發做出調整,觸發行為變更事件的方式可包含對非玩家角色發出要求,此時非玩家角色可轉變其行為模式,改變行為判斷式、行為判斷式的優先順序或者角色行為的行為機率,使得非玩家角色做出相應於玩家要求的支援行動。另,觸發行為變更事件也可透過對非玩家角色使用道具物件,使得非玩家角色的行為模式配合玩家角色的需求進行轉變,或者透過執行對話事件等方式觸發行為變更事 件,可模擬真人玩家間進行多次互動後,行為(或行為所反映之性格)受互動影響而改變的情況。 In addition, whether the player character controlled by the real player or the non-player character controlled by the artificial intelligence module must exhibit coordination with the player when taking action, the player can request assistance. In response to the player's request, the action of supporting the player's character can be made in order to achieve the cooperation effect. Therefore, the behavior mode of the non-player character in the present invention may be adjusted according to the trigger of the behavior change event, and the manner of triggering the behavior change event may include issuing a request to the non-player character, and the non-player character may change its behavior mode. Changing the behavioral judgment, the priority of the behavioral judgment, or the behavioral probability of the character behavior causes the non-player character to make a support action corresponding to the player's request. In addition, the trigger behavior change event can also be used to change the behavior pattern of the non-player character in accordance with the needs of the player character by using the item object for the non-player character, or to trigger the behavior change by executing a dialogue event or the like. It can simulate the situation in which the behavior (or the personality reflected by the behavior) is changed by the interaction after multiple interactions between real players.

本發明之主要目的,係提供一種改變非玩家角色行為模式之方法,可於玩家角色觸發行為變更事件後,改變非玩家角色之行為模式,使非玩家角色之行動具有可協調性以協助玩家,或達成模擬真人互動反應之效果。 The main purpose of the present invention is to provide a method for changing the behavior mode of a non-player character, which can change the behavior mode of the non-player character after the player character triggers the behavior change event, so that the action of the non-player character is coordinated to assist the player. Or achieve the effect of simulating a real-life interaction.

本發明之次要目的,係提供一種改變非玩家角色行為模式之方法,於非玩家角色之行為模式中設定行為判斷式與其判斷序,使得遊戲程序中可依序判斷行為條件,並使非玩家角色執行符合行為條件下之角色行為,而透過角色行為反映非玩家角色之虛擬性格。 A secondary object of the present invention is to provide a method for changing a behavior pattern of a non-player character, setting a behavior judgment formula and a judgment order thereof in a behavior mode of the non-player character, so that the behavior condition can be sequentially determined in the game program, and the non-player is determined The character execution conforms to the character behavior under the behavioral condition, and the character behavior reflects the virtual character of the non-player character.

本發明之另一目的,係提供一種改變非玩家角色行為模式之方法,於非玩家角色之行為模式中設定角色行為之行為機率,影響非玩家角色執行角色行為之傾向,或加入執行角色行為時發生失誤之可能性,而可透過角色行為反映非玩家角色之虛擬性格,或使非玩家角色之表現更為接近真人玩家。 Another object of the present invention is to provide a method for changing a behavior pattern of a non-player character, setting a behavioral probability of a character behavior in a behavior pattern of a non-player character, affecting a tendency of a non-player character to perform a character behavior, or joining an execution character behavior The possibility of a mistake can be reflected in the character's behavior to reflect the virtual character of the non-player character, or to make the performance of the non-player character closer to the real player.

為了達成以上所指稱之各目的與功效,本發明揭示了一種改變非玩家角色行為模式之方法,於包含一玩家角色與至少一非玩家角色之一遊戲程式運行於一主機裝置時,進行以下步驟:首先,該非玩家角色依循一第一行為模式;隨後,該玩家角色觸發一行為變更事件;最後,該遊戲程式依該行為變更事件使該非玩家角色變更為依循一第二行為模式。 In order to achieve the above-mentioned various purposes and effects, the present invention discloses a method for changing a behavior pattern of a non-player character. When a game program including one player character and at least one non-player character is run on a host device, the following steps are performed. First, the non-player character follows a first behavior pattern; subsequently, the player character triggers a behavior change event; finally, the game program changes the non-player character to follow a second behavior pattern according to the behavior change event.

該第一行為模式或該第二行為模式可進一步加以定義:該第一行為模式可包含至少一第一行為判斷式,並以該第一行為判斷式定義於一第一行為條件被滿足時,該非玩家角色進行一第一角色行為,在該第一行為模式包含複數第一行為判斷式之情況下,每一第一行為判斷式可分別包含一第一判斷序,依該第一判斷序決定檢驗該些第一行為判斷式之該些第一行為條件之順序;該第二行為模式同樣可包含至少一第二行為判斷式,該第二行為判斷式可定義於一第二行為條件被滿足時,該非玩家角色進行一第二角色行為、於該第一行為條件被滿足時,該非玩家角色進行一第二角色行為、或於一第二行為條件被滿足時,該非玩家角色進行該第一角色行為,在該第二行為模式包含複數第二行為判斷式之情況下,每一第二行為判斷式可分別包含一第二判斷序,依該第二判斷序決定檢驗該些第二行為判斷式之該些第二行為條件或第一行為條件之順序。 The first behavior pattern or the second behavior pattern may be further defined: the first behavior pattern may include at least one first behavior judgment formula, and the first behavior judgment formula is defined when a first behavior condition is satisfied, The non-player character performs a first role behavior. In the case that the first behavior mode includes a plurality of first behavior judgment formulas, each first behavior judgment formula may respectively include a first judgment sequence, and the first determination order is determined according to the first judgment order. Examining the order of the first behavioral conditions of the first behavioral judgment formulas; the second behavioral pattern may also include at least one second behavioral judgment formula, wherein the second behavioral judgment formula may be defined as a second behavioral condition is satisfied When the non-player character performs a second character behavior, when the first behavior condition is satisfied, the non-player character performs a second character behavior, or when a second behavior condition is satisfied, the non-player character performs the first The role behavior, in the case that the second behavior pattern includes a plurality of second behavior judgment formulas, each second behavior judgment formula may respectively include a second judgment sequence, Analyzing two sequential order decided to test the plurality of the plurality of second type of behavior is determined first or second behavior condition of the behavior condition.

另,該第一行為模式可包含至少一第一角色行為之至少一第一行為機率,該第一行為機率可影響該第一角色行為執行之成功率,在該第一行為模式包含複數第一角色行為之情況下,該第一行為機率可決定該些第一角色行為被執行之可能性;該第二行為模式同樣可包含至少一第二角色行為或該第一角色行為之至少一第二行為機率,該第二行為機率可影響該第二角色行為或該第一角色行為執行之成功率,在該第二行為模式包含複數第二角色行為之情況下,該第二行為機率也可決定該些第二角色行為或該些第一角色行為被執行之可能性。 In addition, the first behavior mode may include at least one first behavior probability of the at least one first role behavior, where the first behavior probability may affect a success rate of the first role behavior execution, where the first behavior pattern includes a plurality of first In the case of a character behavior, the first behavior probability may determine the likelihood that the first role behavior is performed; the second behavior pattern may also include at least one second role behavior or at least a second of the first role behavior a probability of behavior, the second behavioral probability may affect the success rate of the second role behavior or the execution of the first role behavior, and the second behavioral behavior may also be determined if the second behavior pattern includes a plurality of second role behaviors The second role behavior or the likelihood that the first role behavior is performed.

1‧‧‧主機裝置 1‧‧‧Host device

10‧‧‧運算單元 10‧‧‧ arithmetic unit

100‧‧‧遊戲程式 100‧‧‧ game program

102‧‧‧角色運作模組 102‧‧‧Character Operation Module

1020‧‧‧第一行為模式 1020‧‧‧First behavior pattern

1022‧‧‧第二行為模式 1022‧‧‧Second behavior pattern

12‧‧‧顯示單元 12‧‧‧Display unit

14‧‧‧操作單元 14‧‧‧Operating unit

16‧‧‧儲存單元 16‧‧‧ storage unit

18‧‧‧連線單元 18‧‧‧Connecting unit

2‧‧‧伺服器 2‧‧‧Server

20‧‧‧角色運作模組 20‧‧‧Character Operation Module

200‧‧‧第一行為模式 200‧‧‧First pattern of behavior

202‧‧‧第二行為模式 202‧‧‧Second behavior pattern

22‧‧‧儲存單元 22‧‧‧ storage unit

第一圖:其係為本發明之步驟流程圖;第二圖:其係為本發明第一實施例之元件連接關係示意圖;第三圖:其係為本發明第二實施例之元件連接關係示意圖;第四圖:其係為本發明第三實施例之步驟流程圖;及第五圖:其係為本發明第四實施例之步驟流程圖。 The first figure is a flow chart of the steps of the present invention; the second figure is a schematic diagram of the component connection relationship of the first embodiment of the present invention; and the third figure is the component connection relationship of the second embodiment of the present invention. FIG. 4 is a flow chart showing the steps of the third embodiment of the present invention; and FIG. 5 is a flow chart showing the steps of the fourth embodiment of the present invention.

為使 貴審查委員對本發明之特徵及所達成之功效有更進一步之瞭解與認識,謹佐以較佳之實施例及配合詳細之說明,說明如後:本發明係為一種改變非玩家角色行為模式之方法,其特色在於:非玩家角色依行為模式行動,行為模式中可定義行為判斷式與其判斷序,使得遊戲程序中可依判斷序之順位判斷行為條件,使非玩家角色執行符合行為條件下之角色行為,行為模式中也可設定角色行為之行為機率,影響非玩家角色執行角色行為之傾向,而可透過角色行為反映非玩家角色之虛擬性格,同時可以行為機率加入使角色行為執行失敗之可能性,使非玩家角色之表現更為接近真人玩家,尤其,於玩家角色觸發行為變更事件後,非玩家角色之行為模式可因應行為變更事件做出改變,如改變行為判斷式或其判斷序或改變行為機率等參數,使得非玩家角色之行動具有可協調性以回應玩家請求協助之要求,或達成模擬真人玩家間互動反應之效果。 In order to enable the reviewing committee to have a better understanding and understanding of the features and functions of the present invention, the preferred embodiment and the detailed description are as follows: the present invention is a change in the behavior pattern of non-player characters. The method is characterized in that: the non-player character acts according to the behavior mode, and the behavior mode can define the behavior judgment type and the judgment order thereof, so that the game program can judge the behavior condition according to the judgment order, so that the non-player character performs the behavior under the condition. In the character behavior, the behavior pattern can also set the behavioral behavior probability of the character behavior, affecting the tendency of the non-player character to perform the character behavior, and can reflect the virtual character of the non-player character through the character behavior, and can be joined by the behavioral probability to cause the behavior of the character behavior to fail. Possibility to make the performance of the non-player character closer to the real player. In particular, after the player character triggers the behavior change event, the behavior pattern of the non-player character can be changed in response to the behavior change event, such as changing the behavior judgment or its judgment order. Or change the behavioral probability and other parameters to make a non-player character trip The action is coordinated to respond to the player's request for assistance, or to achieve the effect of simulating an interactive reaction between real players.

首先請參閱第一圖,其係本發明之步驟流程圖;如圖所示,本發明之改變非玩家角色行為模式之方法於一遊戲程式(包含一非玩家角色與一玩家角色)運行於一主機裝置時進行,其步驟包含: 步驟ST10:非玩家角色依循第一行為模式,步驟ST20:玩家角色觸發行為變更事件;及步驟ST30:遊戲程式依行為變更事件使非玩家角色變更為依循第二行為模式。 First, please refer to the first figure, which is a flowchart of the steps of the present invention; as shown in the figure, the method for changing the behavior mode of the non-player character of the present invention runs on a game program (including a non-player character and a player character). When the host device is performed, the steps include: Step ST10: The non-player character follows the first behavior mode, step ST20: the player character triggers the behavior change event; and step ST30: the game program changes the non-player character to follow the second behavior mode according to the behavior change event.

本發明主要透過步驟ST20之實施,由該玩家角色觸發一行為變更事件,使得該遊戲程式可將原先於步驟ST10中依循一第一行為模式行動之該非玩家角色,於步驟ST30中改為依循一第二行為模式行動;透過改變該非玩家角色之行為模式,可使該非玩家角色回應玩家之操作(該行為變更事件係受玩家操作所觸發),而達成使該非玩家角色與該玩家角色間產生互動之效果。 The present invention mainly triggers a behavior change event by the player character through the implementation of step ST20, so that the game program can change the non-player character that originally operated in the first behavior mode in step ST10, and replace it in step ST30. The second behavior mode action; by changing the behavior mode of the non-player character, the non-player character can respond to the player's operation (the behavior change event is triggered by the player operation), and the interaction between the non-player character and the player character is achieved. The effect.

請配合第一圖參閱第二圖,其係本發明第一實施例之元件連接關係示意圖;如圖所示,實施本發明之改變非玩家角色行為模式之方法時利用之元件包含一主機裝置1,應用本發明之改變非玩家角色行為模式之方法之一遊戲程式100執行於該主機裝置1,該主機裝置1可進一步包含一運算單元10、一顯示單元12、一操作單元14以及一儲存單元16,該顯示單元12、該操作單元14以及該儲存單元16分別電性連接於該運算單元10,透過該運算單元10運行該遊戲程式100,可形成一角色運作模組102,該角色運作模組102控制至少一非玩家角色之行為模式,該角色運作模組102中首先包含一第一行為模式1020,隨後並有一第二行為模式1022產生。該主機裝置1可為一觸控式智慧型行動裝置,該顯示單元12與該操作單元14可包含於一觸控式螢幕。 Please refer to the second figure in conjunction with the first figure, which is a schematic diagram of the component connection relationship of the first embodiment of the present invention; as shown in the figure, the component used in the method for changing the non-player character behavior mode of the present invention comprises a host device 1 The game program 100 is applied to the host device 1 by using the method of the present invention. The host device 1 further includes an operation unit 10, a display unit 12, an operation unit 14, and a storage unit. The display unit 12, the operating unit 14 and the storage unit 16 are electrically connected to the computing unit 10, respectively. The operating unit 10 is run through the computing unit 10 to form a role operating module 102. The group 102 controls the behavior pattern of at least one non-player character. The character operation module 102 first includes a first behavior pattern 1020, and then a second behavior pattern 1022 is generated. The host device 1 can be a touch-sensitive smart device. The display unit 12 and the operating unit 14 can be included in a touch screen.

於步驟ST10中,該非玩家角色依循該第一行為模式1020,即,該 角色運作模組102可依該第一行為模式1020之定義,使該非玩家角色執行一第一角色行為,該非玩家角色執行之該第一角色行為可以動畫方式呈現於該顯示單元12,動畫或其他執行之該第一角色行為之相關資料檔案可儲存於該儲存單元16,並由該運算單元10調用;於步驟ST20中,玩家可透過該操作單元14進行操作,使該玩家角色觸發前述之該行為變更事件;於步驟ST30中,該遊戲程式100透過該角色運作模組102依該玩家角色所觸發之該行為變更事件,將該非玩家角色變更為依循該第二行為模式1022,即,該角色運作模組102可依第二行為模式1022之定義,使該非玩家角色執行一第二角色行為(或該第一角色行為),該非玩家角色執行之該第二角色行為(或該第一角色行為)可以動畫方式呈現於該顯示單元12,動畫或其他執行之該第二角色行為(或該第一角色行為)之相關資料檔案可儲存於該儲存單元16,並由該運算單元10調用。 In step ST10, the non-player character follows the first behavior pattern 1020, ie, the The character operation module 102 can cause the non-player character to perform a first character behavior according to the definition of the first behavior mode 1020, and the first character behavior performed by the non-player character can be animated on the display unit 12, animation or other The related profile of the first character behavior performed may be stored in the storage unit 16 and invoked by the computing unit 10; in step ST20, the player may operate through the operating unit 14 to cause the player character to trigger the foregoing a behavior change event; in step ST30, the game program 100 changes the non-player character according to the behavior change event triggered by the player character to follow the second behavior pattern 1022, that is, the role The operation module 102 can cause the non-player character to perform a second character behavior (or the first character behavior) according to the second behavior pattern 1022, and the second character behavior (or the first character behavior) performed by the non-player character ) can be animated on the display unit 12, the animation or other related second character behavior (or the first role behavior) File stored in the storage unit 16, operation unit 10 by the call.

本實施例之元件設置適用於不需連線之單機版本之角色扮演遊戲,該角色運作模組102形成於本地端(該運算單元10),該遊戲程式100可透過該角色運作模組102,依循該第一行為模式1020或該第二行為模式1022使該非玩家角色之執行各種角色行為。 The component setting of the embodiment is applicable to a role-playing game of a stand-alone version that does not need to be connected. The character operating module 102 is formed at a local end (the computing unit 10), and the game program 100 can operate the module 102 through the character. Following the first behavior pattern 1020 or the second behavior pattern 1022 causes the non-player character to perform various character actions.

請配合第一圖參閱第三圖,該其係本發明第二實施例之元件連接關係示意圖;如圖所示,實施本發明之改變非玩家角色行為模式之方法時利用之元件包含一主機裝置1與一伺服器2,應用本發明之改變非玩家角色行為模式之方法之一遊戲程式100執行於該主機裝置1,該主機裝置1可進一步包含一運算單元10、一顯示單元12、一操作單元14、一儲存單元16以及一連線單元18,該顯示單 元12、該操作單元14、該儲存單元16以及該連線單元18分別電性連接於該運算單元10,該主機裝置1透過該連線單元18與該伺服器2連線,並透過該運算單元10運行該遊戲程式100,該伺服器2中具有一角色運作模組20與一儲存單元22,該角色運作模組20可存取該儲存單元22,該遊戲程式100可利用該角色運作模組20使至少一非玩家角色依循某一行為模式,該角色運作模組20中首先包含一第一行為模式200,隨後並有一第二行為模式202產生。該主機裝置1可為一觸控式智慧型行動裝置,該顯示單元12與該操作單元14可包含於一觸控式螢幕。 Please refer to the third figure in conjunction with the first figure, which is a schematic diagram of the component connection relationship of the second embodiment of the present invention; as shown in the figure, the component used in the method for changing the non-player character behavior mode of the present invention includes a host device. 1 and a server 2, the game program 100 of the method for changing the non-player character behavior mode of the present invention is executed on the host device 1. The host device 1 may further include an operation unit 10, a display unit 12, and an operation. Unit 14, a storage unit 16, and a connection unit 18, the display list The operation unit 14, the storage unit 16, and the connection unit 18 are electrically connected to the operation unit 10, and the host device 1 is connected to the server 2 through the connection unit 18, and transmits the operation. The unit 10 runs the game program 100. The server 2 has a role operation module 20 and a storage unit 22. The role operation module 20 can access the storage unit 22. The game program 100 can use the role operation mode. The group 20 causes at least one non-player character to follow a certain behavior pattern. The character operation module 20 first includes a first behavior pattern 200, and then a second behavior pattern 202 is generated. The host device 1 can be a touch-sensitive smart device. The display unit 12 and the operating unit 14 can be included in a touch screen.

於步驟ST10中,該非玩家角色依循該第一行為模式200,即,該角色運作模組20可依該第一行為模式200之定義,使該非玩家角色執行一第一角色行為,該非玩家角色執行之該第一角色行為可以動畫方式呈現於該顯示單元12,動畫之相關資料檔案可儲存於該儲存單元16,並由該運算單元10調用,其他執行該第一角色行為之相關資料檔案可儲存於該儲存單元22,並由該角色運作模組20調用;於步驟ST20中,玩家可透過該操作單元14進行操作,使該玩家角色觸發前述之該行為變更事件;於步驟ST30中,該遊戲程式100透過該角色運作模組20依該玩家角色所觸發之該行為變更事件,將該非玩家角色變更為依循該第二行為模式202,即,該角色運作模組20可依該第二行為模式202之定義,使該非玩家角色執行一第二角色行為(或該第一角色行為),該非玩家角色執行之該第二角色行為(或該第一角色行為)可以動畫方式呈現於該顯示單元12,動畫之相關資料檔案可儲存於該儲存單元16,並由該運算單元10調用,其他執行該第二角色行為(或該第一角 色行為)之相關資料檔案可儲存於該儲存單元22,並由該角色運作模組20調用。 In step ST10, the non-player character follows the first behavior pattern 200, that is, the character operation module 20 can cause the non-player character to perform a first character behavior according to the definition of the first behavior pattern 200, and the non-player character performs The first character behavior can be displayed on the display unit 12 in an animated manner, and the related data file of the animation can be stored in the storage unit 16 and invoked by the operation unit 10, and other related data files for performing the first role behavior can be stored. The storage unit 22 is called by the character operation module 20; in step ST20, the player can operate through the operation unit 14 to cause the player character to trigger the behavior change event; in step ST30, the game The character 100 is changed by the character operation module 20 according to the behavior change event triggered by the player character, and the non-player character is changed to follow the second behavior mode 202, that is, the character operation module 20 can follow the second behavior mode. a definition of 202, causing the non-player character to perform a second character behavior (or the first character behavior), the second character performed by the non-player character The display unit 12 can be animated (or the first character behavior), and the related data file of the animation can be stored in the storage unit 16 and invoked by the operation unit 10, and the other performs the second role behavior (or First corner The related data file of the color behavior can be stored in the storage unit 22 and called by the character operation module 20.

本實施例之元件設置適用於需與伺服器連線之單人(或多人)玩家連線遊戲,該角色運作模組20形成於遠端(該伺服器2),該遊戲程式100可透過該角色運作模組20,依循該第一行為模式200或該第二行為模式202使該非玩家角色之執行各種角色行為。 The component setting of this embodiment is applicable to a single (or multi-player) player connection game that needs to be connected to a server. The character operation module 20 is formed at a remote end (the server 2), and the game program 100 is transparent. The character operation module 20 follows the first behavior pattern 200 or the second behavior pattern 202 to cause the non-player character to perform various character behaviors.

請參閱第四圖,其係本發明第三實施例之步驟流程圖;如圖所示,本實施例中本發明之改變非玩家角色行為模式之方法於前述步驟ST10之後至步驟ST20之前,進一步包含以下步驟:步驟ST12:當符合第一行為條件時,非玩家角色執行第一角色行為;並於前述步驟ST30之後,進一步包含以下步驟:步驟ST32:當符合第二行為條件時,非玩家角色執行第二角色行為;或步驟ST34:當符合第一行為條件時,非玩家角色執行第二角色行為;或步驟ST36:當符合第二行為條件時,非玩家角色執行第一角色行為。 Please refer to the fourth figure, which is a flowchart of the steps of the third embodiment of the present invention. As shown in the figure, the method for changing the non-player character behavior mode of the present invention in the present embodiment is further after the foregoing step ST10 to before step ST20. The method includes the following steps: Step ST12: When the first behavior condition is met, the non-player character performs the first character behavior; and after the foregoing step ST30, further includes the following steps: Step ST32: when the second behavior condition is met, the non-player character Performing the second character behavior; or step ST34: the non-player character performs the second character behavior when the first behavior condition is met; or step ST36: the non-player character performs the first character behavior when the second behavior condition is met.

本實施例中,該第一行為模式包含複數(至少一)第一行為判斷式,該些第一行為判斷式各自定義:於符合某一第一行為條件時,該非玩家角色執行相對應之某一第一角色行為;該些第一行為判斷式並分別包含一判斷序,前述之該角色運作模組依該些判 斷序決定該些第一行為判斷式之判斷順序,由判斷序較優先之第一行為判斷式之第一行為條件開始比對,而如步驟ST12所述,當符合其中一第一行為判斷式之第一行為條件時,該角色運作模組即使得該非玩家角色執行該第一角色行為。 In this embodiment, the first behavior mode includes a plurality (at least one) of the first behavior judgment formulas, and the first behavior judgment formulas each define: when the first behavior condition is met, the non-player character performs a corresponding one. a first role behavior; the first behavioral judgment formulas respectively comprise a judgment sequence, and the foregoing role operation module is determined according to the judgment The order of determining the first behavioral judgment formulas is determined by the first behavioral condition of the first behavioral judgment formula, and the first behavioral judgment formula is met as described in step ST12. The first action condition, the character operation module causes the non-player character to perform the first character behavior.

舉例來說,若一非玩家角色依一第一行為模式行動,該第一行為模式包含三個第一行為判斷式,其一定義:當距離該非玩家角色一第一距離內包含等級大於該非玩家角色等級之至少一敵對角色時,該非玩家角色鎖定該敵對角色施放一攻擊技能;其二定義:當距離該非玩家角色一第一距離內包含數量大於N之複數敵對角色時,該非玩家角色對該些敵對角色施放一群體攻擊技能;其三定義:當該非玩家角色之一生命值小於X時,該非玩家角色對自身施放一回復技能。 For example, if a non-player character acts according to a first behavior pattern, the first behavior pattern includes three first behavioral judgments, one of which is defined: when the non-player character is within a first distance from the non-player character, the level is greater than the non-player The non-player character locks the enemy character to cast an attack skill when at least one enemy character of the character level; and the second definition: when the first distance from the non-player character includes a plurality of hostile characters greater than N, the non-player character Some hostile characters cast a group of attacking skills; the third definition: When one of the non-player characters has a health value less than X, the non-player character applies a reply skill to himself.

由上述之第一行為判斷式可知,該非玩家角色主動攻擊等級較高之至少一敵對角色,可視為遊戲開發者賦予該非玩家角色「好強」之性格,若有另一非玩家角色依另一第一行為模式行動,其中包含之第一行為判斷式定義:當距離該非玩家角色一第一距離內包含等級小於該非玩家角色等級之至少一敵對角色時,該非玩家角色鎖定該敵對角色施放一攻擊技能,可視為遊戲開發者賦予該非玩家角色「凌弱」之性格。 It can be seen from the first behavior judgment formula that the non-player character has at least one enemy character with a higher active attack level, and can be regarded as a character that the game developer gives the non-player character "good", if another non-player character belongs to another a first behavioral mode action, comprising a first behavioral judgment definition: when a first distance from the non-player character includes at least one enemy character whose rank is less than the non-player character level, the non-player character locks the enemy character to cast an attack Skills can be seen as the character that the game developer gives to the non-player character "Low".

此外,該些第一行為判斷式被分別賦予之該些判斷序,亦影響該非玩家角色之行動與行動反映之虛擬性格,例如,將上述該些第一行為判斷式其三之該判斷序設定為最先判斷,該非玩家角色將優先檢查自身生命值並於生命值過低(低於X)時回復自身生命值,若還不需要回復生命值時,才檢查自身周圍有無等級較高之 敵對角色並主動對其發起攻擊,而使該非玩家角色之行為反映出相對較「保守」之性格;相反地,若將上述該些第一行為判斷式其三之該判斷序設定為最後判斷,該非玩家角色將優先檢查自身周圍有無等級較高之敵對角色並對其進行攻擊,若身邊沒有等級較高之敵對角色時,才檢查自身生命值是否過低,並於生命值過低時進行回復生命值之動作,而使該非玩家角色之行為反映出相對較「好戰」之性格。 In addition, the first behavioral judgment formulas are respectively assigned to the judgment sequences, and also affect the virtual personality of the actions and actions reflected by the non-player character, for example, setting the judgment order of the first behavior determination formulas For the first judgment, the non-player character will check its own life value first and return its own life value when the health value is too low (below X). If it is not necessary to restore the health value, check whether there is a higher level around itself. Hostile character and actively attacking it, so that the behavior of the non-player character reflects a relatively "conservative" personality; conversely, if the judgment order of the first of the first behavioral judgments is set to the final judgment, The non-player character will first check whether there is a high-ranking enemy character around it and attack it. If there is no higher-level enemy character around, check whether the health value is too low and reply when the health is too low. The action of the health value causes the behavior of the non-player character to reflect a relatively "militant" character.

因此,透過設定該非玩家角色之該第一行為模式中之該(些)第一行為判斷式與其判斷序,可使得該角色運作模組依該(些)判斷序對該(些)第一行為判斷式進行判斷,在判斷某一第一行為判斷式時,若符合該第一行為判斷式之該第一行為條件,該角色運作模組即使該非玩家角色執行對應之該第一角色行為,而可透過該(些)第一角色行為之執行反映該非玩家角色之虛擬性格。 Therefore, by setting the first behavior judgment formula and the judgment order of the first behavior pattern of the non-player character, the character operation module may cause the first behavior(s) according to the judgment order(s). Determining a judgment, when determining a first behavior judgment formula, if the first behavior condition of the first behavior judgment formula is met, the character operation module performs the corresponding first role behavior even if the non-player character performs The virtual character of the non-player character can be reflected by the execution of the first character behavior(s).

本實施例中,步驟S20中由該玩家角色觸發之該行為變更事件可透過該玩家角色向該非玩家角色下達一戰術指令而觸發,使該非玩家角色變更為依該第二行為模式行動,該第二行為模式可包含至少一第二行為判斷式,該第二行為判斷式可定義為:如步驟S32所述,於符合一第二行為條件時,使該非玩家角色執行相對應之一第二角色行為;或者如步驟S34所述,於符合一第一行為條件時,使該非玩家角色執行相對應之一第二角色行為;又或者如步驟S36所述,於符合一第二行為條件時,使該非玩家角色執行相對應之一第一角色行為。 In this embodiment, the behavior change event triggered by the player character in step S20 may be triggered by the player character issuing a tactical command to the non-player character, so that the non-player character is changed to act according to the second behavior mode. The second behavior mode may include at least one second behavior judgment formula, and the second behavior judgment formula may be defined as: when the second behavior condition is met, the non-player character is executed to perform a second role according to step S32. Acting as described in step S34, when the first behavioral condition is met, causing the non-player character to perform a corresponding one of the second character behaviors; or, as described in step S36, when the second behavioral condition is met, The non-player character performs a corresponding one of the first character actions.

延續先前的舉例,若步驟S20中,該玩家角色向該非玩家角色下達「支援」之戰術指令而觸發該行為變更事件,使步驟S30中, 該非玩家角色變更為依循一第二行為模式,該第二行為模式包含兩個第二行為判斷式,其一定義:當至少一敵對角色攻擊該玩家角色時,該非玩家角色鎖定該敵對角色施放一攻擊技能;其二定義:當該玩家角色之一生命值小於X時,該非玩家角色對該玩家角色施放一回復技能;則於步驟S32中,該角色運作模組依續判斷該些第二行為判斷式,當受判斷之該第二行為判斷式之該第二行為條件成立(該玩家角色受攻擊或生命值過低)時,該角色運作模組使該非玩家角色進行一第二角色行為(攻擊正在攻擊該玩家角色之敵人或回復該玩家角色之生命值)。 Continuing the previous example, if the player character issues a "support" tactical command to the non-player character in step S20, the behavior change event is triggered, so that in step S30, The non-player character is changed to follow a second behavior pattern, the second behavior pattern comprising two second behavior judgment formulas, one of which defines that when at least one enemy character attacks the player character, the non-player character locks the enemy character to cast one The attack skill; the second definition: when one of the player characters has a life value less than X, the non-player character applies a reply skill to the player character; then in step S32, the character operation module continues to determine the second behavior a judgment mode, when the second behavior condition of the second behavior judgment formula is determined (the player character is attacked or the health value is too low), the character operation module causes the non-player character to perform a second role behavior ( The attack is attacking the enemy of the player character or replies to the health of the player character).

此外,若步驟S20中,該玩家角色向該非玩家角色下達「撤退」之戰術指令而觸發該行為變更事件,使步驟S30中,該非玩家角色變更為依循一第二行為模式,該第二行為模式包含兩個第二行為判斷式,其一定義:當距離該非玩家角色一第一距離內包含數量大於N之複數敵對角色時,該非玩家角色避開該些敵對角色並向該玩家角色移動;其二定義:當距離該非玩家角色一第一距離內之敵對角色數量小於N時,該非玩家角色直接向該玩家角色移動;則於步驟S34中,該角色運作模組依續判斷該些第二行為判斷式,當該第二行為判斷式其一之該第一行為條件成立(該非玩家角色受多數敵人包圍,如原先該些第一行為判斷式其二中所定義的)時,該角色運作模組使該非玩家角色進行一第二角色行為(避開敵人並移動至該玩家角色身邊)。 In addition, if the player character issues a "retreat" tactical command to the non-player character in step S20 to trigger the behavior change event, in step S30, the non-player character is changed to follow a second behavior mode, the second behavior mode. There are two second behavioral judgments, one of which defines that when a plurality of hostile characters having a number greater than N are included within a first distance from the non-player character, the non-player character avoids the hostile characters and moves to the player character; Second definition: when the number of hostile characters within a first distance from the non-player character is less than N, the non-player character moves directly to the player character; then in step S34, the character operation module continues to determine the second behaviors a judgment mode, when the first behavioral condition is satisfied by the first behavioral condition (the non-player character is surrounded by a majority of the enemies, as originally defined by the first behavioral judgment formula), the role operation mode The group causes the non-player character to perform a second character action (avoiding the enemy and moving to the player character side).

另,若步驟S20中,該玩家角色向該非玩家角色下達「回復」之戰術指令而觸發該行為變更事件,使步驟S30中,該非玩家角色變更為依循一第二行為模式,該第二行為模式包含兩個第二行為 判斷式,其一定義:當該非玩家角色之生命值未達最高時,該非玩家角色對自身施放一回復技能;其二定義:當該玩家角色之生命值未達最高時,該非玩家角色對該玩家角色施放一回復技能;則於步驟S36中,該角色運作模組依續判斷該些第二行為判斷式,當該第二行為判斷式其一之該第二行為條件成立(該非玩家角色之生命值未滿)時,該角色運作模組使該非玩家角色進行一第一角色行為(自我回復生命值)。 In addition, in step S20, the player character issues a "return" tactical command to the non-player character to trigger the behavior change event, so that in step S30, the non-player character is changed to follow a second behavior mode, the second behavior mode. Contains two second behaviors Judging formula, one definition: when the non-player character's life value is not up to the maximum, the non-player character applies a reply skill to himself; the second definition: when the player character's life value is not reached the highest, the non-player character The player character applies a reply skill; in step S36, the character operation module successively determines the second behavior judgment formulas, and when the second behavior judgment formula is one of the second behavior conditions is established (the non-player character is When the health value is not full, the character operation module causes the non-player character to perform a first character behavior (self-recovery life value).

由本實施例中可知,遊戲開發者可透過設定該非玩家角色之該第一行為模式中包含之第一行為判斷式,使該非玩家角色所執行之該(些)第一角色行為反映出類似真人玩家之虛擬性格,並可透過下達戰術指令或其他方式,觸發該行為變更事件,而使得該非玩家角色(暫時或永久性地)改依一第二行為模式行動,使得該非玩家角色之行動具有可協調性或可模擬真人玩家之反應。 It can be seen from the embodiment that the game developer can set the first character behavior performed by the non-player character to reflect a humanoid player by setting a first behavior judgment formula included in the first behavior pattern of the non-player character. a virtual character, and may trigger the behavior change event by issuing a tactical command or other means, so that the non-player character (temporarily or permanently) is activated according to a second behavior mode action, so that the action of the non-player character is coordinated Sex can simulate the reaction of a real player.

請參閱第五圖,其係本發明第四實施例之步驟流程圖;如圖所示,本實施例中本發明之改變非玩家角色行為模式之方法於前述步驟ST10之後至步驟ST20之前,進一步包含以下步驟:步驟ST14:非玩家角色依第一行為機率執行第一角色行為;並於前述步驟ST30之後,進一步包含以下步驟:步驟ST38:非玩家角色依第二行為機率執行第二角色行為;或步驟ST39:非玩家角色依第二行為機率執行第一角色行為。 Please refer to the fifth figure, which is a flowchart of the steps of the fourth embodiment of the present invention. As shown in the figure, the method for changing the non-player character behavior mode of the present invention in the present embodiment is further after the foregoing step ST10 to before step ST20. The method includes the following steps: Step ST14: The non-player character performs the first character behavior according to the first behavior probability; and after the foregoing step ST30, further includes the following steps: Step ST38: the non-player character performs the second character behavior according to the second behavior probability; Or step ST39: the non-player character performs the first character behavior according to the second behavior probability.

本實施例中,該第一行為模式包含複數(至少一)第一角色行為之複數(至少一)第一行為機率,該些第一行為機率可用於決定 執行該些第一角色行為之機率,舉例來說,若該非玩家角色之該第一行為模式中包含:三種第一角色行為,並分別對應三種第一行為機率,其中「攻擊」之行為機率為70%、「防禦」之行為機率為20%、「待機」之行為機率為10%,則該非玩家角色與至少一敵對角色進行戰鬥時,每次輪到該非玩家角色動作,該非玩家角色有70%之機率攻擊該(些)敵對角色,有20%之機率進入防禦狀態而降低下次受到該(些)敵對角色攻擊時的傷害,有10%之機率待機而不採取任何行動。 In this embodiment, the first behavior mode includes a plurality (at least one) of a plurality of first role behaviors (at least one) first behavior probability, and the first behavioral probability is used to determine The probability of performing the first character behavior, for example, if the first behavior pattern of the non-player character includes: three first character behaviors, and corresponding to three first behavioral probabilities, wherein the "attack" behavior probability is 70%, "defense" behavior rate is 20%, "standby" behavior rate is 10%, then when the non-player character fights at least one enemy character, each time the non-player character moves, the non-player character has 70 The probability of % attacks the enemy character(s), with a 20% chance of entering the defensive state and reducing the damage from the next attack by the enemy character(s), with a 10% chance of waiting without taking any action.

因此,該些第一角色行為被分別賦予之該些第一行為機率,將影響該非玩家角色之行動與行動反映之虛擬性格,例如前述舉例中,該第一行為模式使該非玩家角色之採取「攻擊」之機率為70%、採取「防禦」之機率為20%,使該非玩家角色之行為反映出相對較「好戰」之性格;相反地,若該第一行為模式使該非玩家角色之採取「攻擊」之機率為20%、採取「防禦」之機率為70%,該非玩家角色之行為則反映出相對較「保守」之性格。 Therefore, the first character behaviors are respectively assigned the first behavioral probability, which will affect the virtual personality of the action and action of the non-player character. For example, in the foregoing example, the first behavior mode enables the non-player character to take " The attack rate is 70%, and the chance of taking "defense" is 20%, so that the behavior of the non-player character reflects a relatively "militant" character; conversely, if the first behavior mode makes the non-player character take The probability of "attack" is 20%, and the chance of taking "defense" is 70%. The behavior of the non-player character reflects a relatively "conservative" personality.

本實施例中,步驟S20中之該行為變更事件可透過該玩家角色給予該非玩家角色一性格道具而觸發,並於步驟S30使該非玩家角色由依循該第一行為模式變更為依循一第二行為模式,該第二行為模式可定義一第二角色行為之一第二行為機率或該第一角色行為之一第二行為機率,而可如步驟S38所述由該非玩家角色依該第二行為機率執行該第二角色行為,或者如步驟S39所述由該非玩家角色依該第二行為機率執行該第一角色行為。 In this embodiment, the behavior change event in step S20 can be triggered by the player character giving the non-player character-character item, and the non-player character is changed from following the first behavior mode to following a second behavior in step S30. a mode, the second behavior mode may define a second behavior probability of the second role behavior or a second behavior probability of the first role behavior, and may be subject to the second behavior probability by the non-player character as described in step S38 The second character behavior is performed, or the non-player character performs the first character behavior according to the second behavior probability as described in step S39.

沿續前述所舉之例,若步驟S20中,該玩家角色給予該非玩家角色一性格道具而觸發該行為變更事件,該性格道具可使一非玩家 角色之虛擬性格轉為「保守」,則該玩家角色對該非玩家角色使用該性格道具,可改變該第一角色行為模式中各第一角色行為之各第一行為機率為各第二行為機率,使得該非玩家角色之採取「攻擊」之機率減為40%、採取「防禦」之機率提高至50%,後續於該非玩家角色與至少一敵對角色進行戰鬥時,該非玩家將較有可能採取「防禦」之動作,而減少受到該(些)敵對角色攻擊時的傷害。 Continuing the foregoing example, if the player character gives the non-player character a character item and triggers the behavior change event in step S20, the character item can make a non-player If the character's virtual character is changed to "conservative", the player character uses the character item for the non-player character, and the first behavioral probability of each first character behavior in the first character behavior mode is changed, and the second behavior probability is the second behavior probability. The probability of taking "attack" to the non-player character is reduced to 40%, and the probability of taking "defense" is increased to 50%. When the non-player character is fighting with at least one enemy character, the non-player will be more likely to take "defense." The action, while reducing the damage from the attack of the enemy character(s).

此外,該些第一行為機率亦可用於決定執行該些第一角色行為之成功機率,例如,如前一實施例中所述之該非玩家角色向至少一敵對角色施放一攻擊技能,若其第一行為機率為80%,則該非玩家角色施放該攻擊技能時有20%施放失敗之可能性,加入使技能可能失敗之變因,可使該非玩家角色之行動較接近真人玩家,而使玩家感受到類似與真人玩家進行合作之體驗。 In addition, the first behavioral probability may also be used to determine the success probability of performing the first role behaviors, for example, the non-player character as described in the previous embodiment applies an attack skill to at least one enemy character, if If the probability of a behavior is 80%, then the non-player character has the possibility of 20% casting failure when casting the attack skill. Adding the cause that the skill may fail may make the action of the non-player character closer to the real player, and the player feels Go to an experience similar to working with real players.

綜上所述,本發明係提出一種改變非玩家角色行為模式之方法,其係透過一玩家角色觸發一行為變更事件,使得原先依循一第一行為模式之一非玩家角色,改為依循一第二行為模式,使得該非玩家角色之行動具有可協調性,或可模擬真人玩家間之互動反應,此外,該第一行為模式或該第二行為模式可透過至少一第一行為判斷式或至少一第二行為判斷式之定義,決定該非玩家角色採取之一第一角色行為或一第二角色行為,或透過設定該第一角色行為該第二角色行為之一第一行為機率或一第二行為機率,使該非玩家角色依該第一行為模式或該第二行為模式採取之行動反映該非玩家角色被賦予之虛擬性格,並於其行為中加入不確定之因素,而使該非玩家角色表現出類似真人玩家之行為,而使玩家可 由非玩家角色獲得類似與真人玩家合作之體驗。 In summary, the present invention proposes a method for changing a behavior pattern of a non-player character, which triggers a behavior change event through a player character, so that one of the first behavior patterns is not followed by a non-player character. The second behavior mode makes the action of the non-player character coordinate, or may simulate an interaction reaction between the real players, and the first behavior mode or the second behavior mode may pass at least a first behavior judgment formula or at least one a second behavioral judgment definition, determining whether the non-player character adopts one of the first character behavior or a second character behavior, or by setting the first character behavior, the first character behavior, the first behavior probability or the second behavior The probability that the action taken by the non-player character according to the first behavior mode or the second behavior mode reflects the virtual character assigned to the non-player character, and adds an indeterminate factor to the behavior, so that the non-player character exhibits similarity The behavior of a real player, so that the player can A non-player character gets an experience similar to working with a real player.

惟以上所述者,僅為本發明之較佳實施例而已,並非用來限定本發明實施之範圍,舉凡依本發明申請專利範圍所述之形狀、構造、特徵及精一一所為之均等變化與修飾,均應包括於本發明之申請專利範圍內。 However, the above description is only for the preferred embodiment of the present invention, and is not intended to limit the scope of the present invention, and the shapes, structures, features, and fines described in the claims of the present invention vary equally. And modifications are intended to be included in the scope of the invention.

本發明係實為一具有新穎性、進步性及可供產業利用者,應符合我國專利法所規定之專利申請要件無疑,爰依法提出發明專利申請,祈 鈞局早日賜准專利,至感為禱。 The invention is a novelty, progressive and available for industrial use, and should meet the requirements of the patent application stipulated in the Patent Law of China, and the invention patent application is filed according to law, and the prayer bureau will grant the patent as soon as possible. prayer.

Claims (5)

一種改變非玩家角色行為模式之方法,係於一遊戲程式運行於一主機裝置時進行,該遊戲程式包含一玩家角色與至少一非玩家角色,其步驟係包含:該非玩家角色依循一第一行為模式,該第一行為模式包含至少一第一行為判斷式,定義該非玩家角色於符合一第一行為條件時進行一第一角色行為,該第一行為判斷式係包含一第一判斷序,該第一判斷序係決定複數第一行為判斷式存在時,檢驗該些第一行為條件是否符合之順序;該玩家角色觸發一行為變更事件;以及該遊戲程式依該行為變更事件使該非玩家角色變更為依循一第二行為模式,該第二行為模式包含至少一第二行為判斷式。 A method for changing a behavior mode of a non-player character is performed when a game program is run on a host device, the game program includes a player character and at least one non-player character, and the step includes: the non-player character follows a first behavior a mode, the first behavior mode includes at least one first behavioral judgment, and the non-player character is defined to perform a first role behavior when the first behavioral condition is met, where the first behavioral judgment formula includes a first determination sequence, The first determining sequence determines whether the first first behavioral judgment formula exists, and whether the first behavioral conditions meet the order; the player character triggers a behavior change event; and the game program changes the non-player character according to the behavior change event In order to follow a second behavior pattern, the second behavior pattern includes at least one second behavioral judgment. 如申請專利範圍第1項所述之改變非玩家角色行為模式之方法,其中該第二行為判斷式定義該非玩家角色於符合一第二行為條件時進行一第二角色行為。 The method for changing a non-player character behavior mode as described in claim 1, wherein the second behavior judgment formula defines that the non-player character performs a second character behavior when conforming to a second behavior condition. 如申請專利範圍第1項所述之改變非玩家角色行為模式之方法,其中該第二行為判斷式定義該非玩家角色於符合該第一行為條件時進行一第二角色行為。 The method for changing a non-player character behavior mode as described in claim 1, wherein the second behavior judgment formula defines that the non-player character performs a second character behavior when the first behavior condition is met. 如申請專利範圍第1項所述之改變非玩家角色行為模式之方法,其中該第二行為判斷式定義該非玩家角色於符合一第二行為條件時進行該第一角色行為。 The method for changing a non-player character behavior mode as described in claim 1, wherein the second behavior judgment formula defines that the non-player character performs the first character behavior when conforming to a second behavior condition. 如申請專利範圍第2項、第3項或第4項所述之改變非玩家角色行 為模式之方法,其中該第二行為判斷式係包含一第二判斷序。 Change the non-player character line as described in item 2, item 3 or item 4 of the patent application scope. The method of the mode, wherein the second behavior judgment formula includes a second judgment order.
TW102148071A 2013-12-24 2013-12-24 The way to change the behavior of non - player characters TWI522150B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
TW102148071A TWI522150B (en) 2013-12-24 2013-12-24 The way to change the behavior of non - player characters

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
TW102148071A TWI522150B (en) 2013-12-24 2013-12-24 The way to change the behavior of non - player characters

Publications (2)

Publication Number Publication Date
TW201524564A TW201524564A (en) 2015-07-01
TWI522150B true TWI522150B (en) 2016-02-21

Family

ID=54197267

Family Applications (1)

Application Number Title Priority Date Filing Date
TW102148071A TWI522150B (en) 2013-12-24 2013-12-24 The way to change the behavior of non - player characters

Country Status (1)

Country Link
TW (1) TWI522150B (en)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN106390456B (en) * 2016-09-30 2018-09-18 腾讯科技(深圳)有限公司 The generation method and device of role-act in game
CN114344905A (en) * 2021-11-15 2022-04-15 腾讯科技(深圳)有限公司 Team interaction processing method, device, equipment, medium and program for virtual object

Also Published As

Publication number Publication date
TW201524564A (en) 2015-07-01

Similar Documents

Publication Publication Date Title
CN111744201B (en) Automatic player control takeover in video game
JP5793592B2 (en) GAME CONTROL METHOD, SERVER DEVICE, AND PROGRAM
KR20180044191A (en) Multiplayer video game matchmaking system and methods
US20140342808A1 (en) System and Method of Using PCs as NPCs
US20200324208A1 (en) Recognition and contextualization of interactions in an online social network
TWI522150B (en) The way to change the behavior of non - player characters
CN112337096B (en) Control method and device of virtual role, electronic equipment and storage medium
JP5480439B1 (en) Method for providing battle game, server device, and computer program
JP2022149268A (en) Game system, server device, and program
US20120088586A1 (en) Linkable and extensible virtual characters
JP5937117B2 (en) Social game system control method, server device, and program
JP6346654B1 (en) Game system
TW202231324A (en) Virtual object control method, device, apparatus, storage medium and program product
JP2023037975A (en) Program for game including cooperation object determination function, system, method, and information processor
JP6295002B2 (en) Game control method
JP6564907B2 (en) Game system
KR20050091438A (en) A system and method for characters and game information on online game service
Zefanya et al. Word Formation of Neologism Found in Various Gaming Communities on Subreddit
JP7267246B2 (en) Programs, systems and methods for providing games
JP7441365B1 (en) Information processing system, program, information processing method
WO2024125163A1 (en) Character interaction method and apparatus based on virtual world, and device and medium
JP6761075B2 (en) Programs, terminals, game systems and game management devices
JP6228252B2 (en) Game control method
JP6043844B2 (en) GAME CONTROL METHOD, SERVER DEVICE, AND PROGRAM
CN117959711A (en) Virtual object control method, device, equipment, medium and product