WO2013157718A1 - Procédé et dispositif de commande de jeu automatique à un jeu - Google Patents

Procédé et dispositif de commande de jeu automatique à un jeu Download PDF

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Publication number
WO2013157718A1
WO2013157718A1 PCT/KR2012/011235 KR2012011235W WO2013157718A1 WO 2013157718 A1 WO2013157718 A1 WO 2013157718A1 KR 2012011235 W KR2012011235 W KR 2012011235W WO 2013157718 A1 WO2013157718 A1 WO 2013157718A1
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play
information
game
user
pattern information
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PCT/KR2012/011235
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English (en)
Korean (ko)
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최승환
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인텔렉추얼디스커버리 주식회사
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Publication of WO2013157718A1 publication Critical patent/WO2013157718A1/fr

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Definitions

  • the present invention relates to a technology for controlling automatic play of a game in which at least one character manipulated by a user is played by computer AI, and specifically, controls the automatic play in a manner desired by the user, thereby providing convenience and reliability to the user. It relates to a technology for providing.
  • the user manipulates at least one character to cooperate or play with other users to play the game.
  • a decrease in operation feeling due to an error caused by a rack or buffering phenomenon when playing games with other users has been greatly reduced.
  • the present invention allows the AI to play the game on behalf of the user when the user is unable to play the game, and in particular to allow the AI to play the game in a way that the user wants or as close as possible to the user,
  • the object of the present invention is to provide a technique that does not harm other users even if the game cannot be played, and prevents the user from becoming an innocent perpetrator.
  • the game automatic play control device during the play of the game to operate by playing at least one character through the input of the user terminal, Receiving a selection input for an auto play activation menu from a user terminal; Upon receiving a selection input for the automatic play activation menu, analyzing the information of the user corresponding to the user terminal stored in the game server, and playing pattern information which is pre-stored information on the pattern of playing the game in the user information; Extracting user level information; And controlling the artificial intelligence generated by using the play pattern of the game included in the extracted play pattern information and the artificial intelligence generated using the extracted user level information to proceed with the game play.
  • the extracting may include: first play pattern information, which is information for automatically calculating a game play pattern of the user according to game play history information of the user, and second game pattern information, which is stored through a user's setting input; It is preferable to extract any one of the play pattern information.
  • the extracting it is preferable to extract the user level information using game play history information of the user and capability value information of the at least one character manipulated by the user.
  • the previously stored play pattern information is at least one.
  • the receiving step it is preferable to receive a selection input for the auto play activation menu matched for each of the at least one play pattern information from the user terminal.
  • the extracting may include extracting play pattern information corresponding to the auto play activation menu from the pre-stored play pattern information when the selection input to the auto play activation menu is received.
  • the play corresponding to the auto play activation menu corresponding to the additionally received selection input from the previously stored play pattern information is received. Extracting pattern information; And replacing the play pattern information corresponding to the auto play activation menu corresponding to the additionally received selection input with the play pattern information which is already applied.
  • the controlling may include extracting at least one of arrangement information of the at least one character and action performing pattern information regarding the game play of the at least one character as the information included in the play pattern information. Doing; Generating an artificial intelligence including at least one of the extracted batch information and the action performing pattern information and the user level information; And controlling the generated artificial intelligence to proceed with the game play.
  • the generating of the artificial intelligence may include: setting a probability of generating a result of performing at least one action included in the action performing pattern according to the user level information; And generating an artificial intelligence including at least one of the extracted batch information and the action performing pattern information and the set occurrence probability.
  • a method for automatically controlling game play may generate play pattern information, which is information about a pattern of playing a game, which is operated by manipulating at least one character through an input of a user terminal, and stores the play pattern information in user information. Doing; Receiving a selection input for an auto play activation menu from the user terminal; Extracting the play pattern information and the user level information by analyzing information of a user corresponding to the user terminal stored in a game server upon receiving a selection input for the automatic play activation menu; And controlling the artificial intelligence generated by using the play pattern of the game included in the extracted play pattern information and the artificial intelligence generated using the extracted user level information to proceed with the game play.
  • the storing may include extracting game play history information of the user; Automatically calculating a game play pattern of the user using the extracted game play history information of the user; And generating the calculated game play pattern as play pattern information of the user.
  • the storing may include providing a play pattern information input interface to the user terminal as an interface capable of inputting the play pattern information; Receiving, from the user terminal, at least one of the arrangement information of the at least one character and the action performing pattern at the time of playing the game of the at least one character through the play pattern information input interface; And when the input for the play pattern storage menu included in the play pattern information input interface is received, information including at least one of the received action performing pattern and the arrangement information is generated as the play pattern information of the user. Storing in information; preferably.
  • At least one piece of the play pattern information may be stored in the user information.
  • the automatic play activation menu is at least one menu matched with each of the at least one play pattern information, and the extracting of the automatic play activation menu includes receiving the selection input for the automatic play activation menu. It is preferable to extract play pattern information corresponding to the menu.
  • An apparatus for automatically controlling game play may be configured to receive a selection input for an automatic play activation menu from the user terminal during play of a game in which at least one character is manipulated and played through an input of a user terminal.
  • An automatic play request receiving unit Upon receiving a selection input for the automatic play activation menu, analyzing the information of the user corresponding to the user terminal stored in the game server, and playing pattern information which is pre-stored information on the pattern of playing the game in the user information; A play pattern setting unit for extracting user level information; And an automatic play controller configured to control the game play included in the extracted play pattern information and the artificial intelligence generated by using the extracted user level information to proceed with the game play. .
  • the play pattern setting unit may include first play pattern information which is information for automatically calculating the game play pattern of the user according to the game play history information of the user, and second game pattern information that is stored through the user's setting input. It is preferable to extract any one of the play pattern information.
  • At least one of the pre-stored play pattern information and the auto play activation menu selects the pre-stored play pattern information upon receiving a selection input of any one of the at least one auto play activation menu.
  • the play pattern information corresponding to the auto play activation menu corresponding to the input is extracted.
  • the automatic play control unit extracts at least one of arrangement information of the at least one character and action performing pattern information regarding the game play of the at least one character as the information included in the play pattern information. And generating an artificial intelligence including at least one of the extracted batch information, the action performing pattern information, and the user level information, and controlling the generated artificial intelligence to proceed with the game play.
  • the automatic play control unit may set a probability of occurrence of at least one action included in the action execution pattern according to the user level information, at least one of the extracted batch information and the action performance pattern information, and the set It is desirable to generate an artificial intelligence that includes the probability of occurrence.
  • a user who is unable to play a game can conveniently enable game play by having an artificial intelligence having a play pattern set automatically or manually conveniently play the game on his or her behalf.
  • it can reduce the damage of other users, thereby increasing the game utilization rate.
  • various patterns can be stored and selected, and patterns can be determined according to the user's level and play history, so that the game can be progressed through artificial intelligence playing similar to the user.
  • FIG. 1 is a flowchart of a method for automatically controlling game play according to an embodiment of the present invention.
  • FIGS 2 and 3 show examples of flows for extracting play pattern information according to each embodiment of the present invention.
  • FIG. 4 illustrates an example of a flow of replacing play pattern information according to each embodiment of the present invention.
  • FIG. 5 illustrates an example of a specific flow of generating artificial intelligence and controlling to play a game according to each embodiment of the present invention.
  • FIGS 6 and 7 illustrate examples of flows in which play pattern information is generated and stored according to each embodiment of the present invention.
  • FIG 8 illustrates an example flow for disabling automatic play in accordance with each embodiment of the present invention.
  • FIG. 9 is a block diagram of an automatic game play control device according to an embodiment of the present invention.
  • 10 to 12 show examples of screens displayed on a user terminal according to each embodiment of the present invention.
  • “communication”, “communication network” and “network” may be used as the same meaning.
  • the three terms refer to wired and wireless local and wide area data transmission and reception networks capable of transmitting and receiving files between a user terminal, a terminal of other users, and a download server.
  • game server means a server computer to which users access to use game contents.
  • a plurality of game programs may be operated in one game server.
  • the game server may be connected to a server that performs middleware or payment processing for the database, the description thereof will be omitted in the present invention.
  • FIG. 1 is a flowchart of a method for automatically controlling game play according to an embodiment of the present invention.
  • a game automatic play control device receives a selection input for an automatic play activation menu during game play from a user terminal. Step S10 is performed.
  • the game serviced in the present invention refers to a game in which a user manipulates at least one character through a user's terminal to play with another user or artificial intelligence. Each character manipulated by the user performs an action for playing the game by the user's operation, thereby proceeding with the game by cooperating with other users or playing against other users in the game.
  • the user manipulates 11 player characters through the terminal.
  • the player characters perform different actions according to the position and each player character.
  • the action performed by the character includes a unique action for each character along with the basic action.
  • Some of the player characters may implement unique skills. Examples include unique dribbling skills, shooting skills, and moving skills. This can also mean the basic and unique skills of your character in role-playing games.
  • the auto play activation menu may be displayed on the game play screen so as to be inputable through an input means.
  • the automatic play activation menu may be an activation input when a user inputs a key during game play, corresponding to any key of the input means of the user terminal.
  • the device analyzes the user information to extract the play pattern information and the user level information previously stored in the user information (S20).
  • the play pattern information means a performance pattern of an action to be performed by a user's character. That is, among the actions that can be performed by the character manipulated by the user, the sequence and the combination of the actions performed for the play of the game. In addition, when at least one character manipulated by the user, arrangement information of each character may also be included in the play pattern information.
  • play pattern information required for automatic play may include arrangement information for positioning each character by user's setting or automatic setting.
  • the play pattern information may include action performance pattern information of the character.
  • the action performance pattern information may include information on which action each player character performs when attacking or defending according to the above-described arrangement information, so as to perform attack play or defense play.
  • the user level information is information for determining the accuracy or the degree of performance when performing the action performance pattern. If the play is performed using only play pattern information including an action performing pattern during automatic play, the user's level is lower than that of the user, even though the user's level is low and the level of the character manipulated by the user is low. This is because play can be progressed and an automatic play system can be abused accordingly. This can also be damaging to other users who play against the user who plays automatically.
  • the present invention extracts and calculates the user's level information from the user's information so as to grasp the user's level information and reflect it in the play pattern information to generate artificial intelligence.
  • the level information of the user may be numerically calculated according to the level of the character manipulated by the user, the level of the user, and each capability value.
  • the play pattern information and the user level information are personal information of the user, they can be stored in the user information of the game server.
  • the device When the user's play pattern information and the user's level information is extracted through the step S20, the device generates an artificial intelligence to play a game for the user in consideration of the extracted play pattern information and the user's level information, and the generated artificial intelligence Step S30 is performed to proceed with this game play.
  • the generated artificial intelligence may include play pattern information and user level information, and may include a control code for playing a game according to the play pattern information.
  • FIGS 2 and 3 show examples of flows for extracting play pattern information according to each embodiment of the present invention.
  • step S21 when the play pattern information is extracted in step S20 of FIG. 1, the device performs step S21 of selecting one of automatically analyzed play pattern information and play pattern information set by a user.
  • the play pattern information may be automatically generated and stored in the user's information or set by the user's setting.
  • the first play pattern information refers to automatically generated play pattern information.
  • the game server may include information about the game play history of the user. For example, in a soccer game, information about the tactics and play patterns that users prefer to use, such as side play, long pass, and poor shots outside of the penalty box, is given. Can be saved as a history.
  • the device may analyze the details of the game play of the user and automatically grasp the action performing pattern and the arrangement of the above-mentioned characters and generate the first play pattern information.
  • the second play pattern information refers to play pattern information that a user can set through an interface included in a game service access screen before playing a game.
  • the user may set the information necessary for generating the above-described play pattern information through an interface provided from the game server, and through this, the second play pattern information may be generated and included in the user's information.
  • the device may select one of the first play pattern information and the second play pattern information.
  • the description of step S21 means that when there is one piece of play pattern information, the play pattern information may be generated as either the first play pattern information or the second play pattern information according to the game. Alternatively, as described below, when a plurality of play pattern information may exist for each user, each play pattern information may be one of the first play pattern information and the second play pattern information.
  • the device After extracting the play pattern information having any of the attribute of the first play pattern information or the second play pattern information in step S21, the device calculates the user level information by using the user's game play history and the capability value (level) (S22).
  • the game play history of the user may mean, for example, recent game performance.
  • the user's ability means the ability of the user account or the character of the character that the user operates.
  • the user level information is calculated as a numerical value for correcting the play pattern information to match the level of the user. For example, the user is placed in any one of level information from 0 to 10, and the play pattern information is corrected according to each level information.
  • the device first performs a step S11 of receiving a selection input for any one of the at least one auto play activation menu.
  • At least one play pattern information may be stored for one user.
  • various play pattern information needs to be stored in the user's information.
  • the at least one play pattern information may be stored with respective identification information in a space where the play pattern information is stored among user information.
  • each identification information may correspond to the identification information on the above-mentioned automatic play activation menu.
  • the auto play activation menu may exist as many as the selectable play pattern information.
  • at least one input key of the input keys included in the keyboard may be set as an auto play activation menu, which may exist as many as the play pattern information stored in the user's information.
  • the device When a selection input for any one of the auto play activation menus is received in operation S11, the device extracts play pattern information corresponding to the selected input auto play activation menu from the at least one play pattern information included in the user information. (S23).
  • the plurality of play pattern information may be matched and stored in each of the auto play activation menus. Accordingly, upon receiving the selection input for the auto play activation menu, the device searches for and extracts play pattern information using the identification information of the menu.
  • the device extracts user level information (S24) to perform generation of artificial intelligence.
  • FIG. 4 illustrates an example of a flow of replacing play pattern information according to each embodiment of the present invention.
  • a plurality of play pattern information may be stored in the information of one user. If the game play is impossible, the user can automatically set the game to play and perform his / her own business. At this time, the user can plan to change to the desired play pattern according to the game play progress.
  • the device when the device first receives a selection input for one of the plurality of auto play activation menus (S11), the device performs a step of determining whether it is currently autoplaying using artificial intelligence (S12).
  • the device extracts the play pattern information corresponding to the activation menu additionally selected and input through the step S11 of the plurality of play pattern information (S25), the play pattern information extracted through the step S25 Step S26 to change the artificial intelligence by replacing the play pattern information that is already applied for automatic play.
  • the apparatus performs steps S23 and S24 of FIG. 3. Since the description thereof is the same as the content mentioned in FIG. 3, it will be omitted.
  • the device When the steps S26 and S24 are performed, the device performs the step S30 mentioned in FIG. 1 to control the AI to proceed with game play.
  • FIG. 5 illustrates an example of a specific flow of generating artificial intelligence and controlling to play a game according to each embodiment of the present invention.
  • the apparatus analyzes play pattern information stored in the user's information to generate artificial intelligence (S31), and arranges information on at least one character during game play among information included in the play pattern information; At least one of information on the above-described action performing pattern regarding the game play of the character is extracted (S32).
  • the batch information may be omitted depending on the number of characters manipulated by the user according to the type of game.
  • step S33 the device performs step S33 of setting a probability of occurrence of a result of performing an action included in the action performing pattern according to the user level information calculated by the flow mentioned in the description of FIG. 1.
  • the action occurrence result occurrence probability means an occurrence probability for each result that may occur when the character performs an action according to a stored pattern. For example, in a soccer game, when a character performs a shoot action, the direction and strength of the ball, whether or not a goal has been scored, the situation when the goal was missed (hit goal, blocked by goalkeeper, etc.) Each occurrence probability for the situation).
  • the device When the step S33 is performed, the device generates an artificial intelligence including at least one of the extracted action execution pattern and the arrangement information and the occurrence probability (S34). When the artificial intelligence is generated, the device performs a step S35 of controlling the game server to play the game using the generated artificial intelligence.
  • FIGS 6 and 7 illustrate examples of flows in which play pattern information is generated and stored according to each embodiment of the present invention.
  • the device performs step S40 of extracting the history information played by the user from the information of the user and the play history information of the game server corresponding thereto.
  • the device automatically generates the play pattern information of the user using the game play history information (S41).
  • the apparatus performs a step (S50) of providing a play pattern information input interface as an interface for inputting play pattern information to a user terminal.
  • the play pattern information input interface may include menus capable of inputting arrangement information and action performing patterns of characters and a menu for storing play pattern information.
  • the apparatus performs an operation (S51) of receiving input of at least one of play pattern information, that is, action performing pattern and arrangement information, from the user terminal through the play pattern information input interface, and then inputting the play pattern storage menu.
  • step S52 of generating information including at least one of the received action execution pattern and the arrangement information as play pattern information and storing the information in the user's information (S52).
  • the play pattern information stored by FIGS. 6 and 7 may be at least one. Also, as described above, each play pattern information may be matched to at least one auto play activation menu, and the matched play pattern information may be set by an input to the play pattern information input interface of the user. have.
  • FIG 8 illustrates an example flow for disabling automatic play in accordance with each embodiment of the present invention.
  • an auto play deactivation menu is included through a game screen or a shortcut key.
  • the device controls the game play through the artificial intelligence (S30). This puts the game into automatic play mode, not user interaction.
  • the device performs a step (S60) of receiving a selection input for the automatic play deactivation menu from the user terminal.
  • the apparatus changes the mode of the game to the mode in which the game is played by the operation of the user terminal, and performs a step (S61) of controlling the game to be played by the operation of the user terminal.
  • FIG. 9 is a block diagram of an automatic game play control device according to an embodiment of the present invention. In the following description, portions overlapping with the description of FIGS. 1 to 8 will be omitted.
  • the automatic game play control apparatus 10 includes an automatic play request receiving unit 11, a play pattern setting unit 12, and an automatic play control unit 13. It is done.
  • the automatic play request receiving unit 11 receives a selection input for the automatic play activation menu from the user terminal 20.
  • identification information on the activation menus is received and transmitted to the game server 30.
  • play pattern information corresponding to the auto play activation menu is extracted from the game server 30.
  • the play pattern setting unit 12 performs a function of extracting play pattern information and user level information from the user's information from the game server 30.
  • the play pattern setting unit 12 uses the identification information of the activation menu received from the automatic play request receiving unit 11 to play pattern information in the game server 30. Will be extracted.
  • the user's ability value and play history are received from the game server 30, and the numerical level information value is calculated.
  • the play pattern information extracted as mentioned above may be the first play pattern information or the second play pattern information mentioned in FIG. 1.
  • the automatic play control unit 13 receives the play pattern information and the user level information from the play pattern setting unit 12 and performs a function of controlling the game server 30 to play a game using artificial intelligence including the same. .
  • the play pattern information is analyzed to extract at least one of the arrangement information of the characters and the action performance pattern information of the characters regarding the game play, and the probability of occurrence of the action performance result is determined by the user.
  • Set via level information the probability of occurrence of the action performance result is determined by the user.
  • the artificial intelligence including at least one of the batch information, the action performing pattern information, and the probability of generating the execution result of each action is generated to control the artificial intelligence to play the game.
  • 10 to 12 show examples of screens displayed on a user terminal according to each embodiment of the present invention.
  • the interface screen 100 of FIG. 10 shows an example in a soccer game.
  • the user may set the arrangement and action patterns of the characters as a whole through the tactical setting menu 101, and set the action pattern for each character through the player detailed setting menu 102.
  • FIG. 11 another example of the play pattern information input interface screen 110 is illustrated.
  • the interface screen 110 of FIG. 11 is an example of a role playing game.
  • the user may set an action performing pattern of a character manipulated by the user through the interface screen 110.
  • the skill menu 111 an input may be made regarding the order and repetition of a skill used in a battle with a monster or another character.
  • a pattern when a specific event occurs among the action performing patterns may be defined.
  • a setting may be input when the life value of the user character is reduced and the user needs to move to a specific place.
  • FIG. 12 shows an example of the game play screen 120.
  • the user may check whether the player is currently automatically playing through the main screen 122 of the game play screen 120.
  • the automatic play activation menu 121 one of a plurality of play pattern information may be selected and activated.
  • the auto play activation menu 121 may be defined as a shortcut rather than being displayed on the game play screen 120.
  • the automatic game play control method according to an embodiment of the present invention described above may be executed by an application (which may include a program included in a platform or an operating system, etc., which is basically installed in the terminal).
  • the application may be executed by an application (ie, a program) directly installed on the terminal through an application providing server such as an application store server, an application, or a web server associated with the corresponding service.
  • the automatic game control method according to the embodiment of the present invention described above is implemented as an application (that is, a program) that is basically installed in a terminal or directly installed by a user, and is applied to a computer-readable recording medium such as a terminal. Can be recorded.
  • Such a program is recorded on a recording medium readable by a computer and executed by a computer so that the above functions can be executed.
  • the above-described program is code coded in a computer language such as C, C ++, JAVA, or machine language that can be read by a computer processor (CPU). It may include (Code).
  • Such code may include a function code associated with a function or the like that defines the above-described functions, and may include execution procedure-related control code necessary for a processor of the computer to execute the above-described functions according to a predetermined procedure.
  • the code may further include memory reference-related code for additional information or media required for a processor of the computer to execute the above-described functions at which location (address address) of the computer's internal or external memory. .
  • the code means that the processor of the computer is a communication module of the computer (eg, a wired and / or wireless communication module).
  • the communication code may further include communication related codes such as how to communicate with any other computer or server in the remote, and what information or media should be transmitted and received during communication.
  • codes and code segments associated therewith may be used in consideration of a system environment of a computer that reads a recording medium and executes the program. It may be easily inferred or changed by.
  • Examples of recording media that can be read by a computer recording a program as described above include, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical media storage device, and the like.
  • a computer-readable recording medium having recorded a program as described above may be distributed to computer systems connected through a network so that computer-readable codes may be stored and executed in a distributed manner.
  • at least one of the plurality of distributed computers may execute some of the functions presented above, and transmit the result to at least one of the other distributed computers, and transmit the result.
  • the receiving computer may also perform some of the functions presented above, and provide the results to other distributed computers as well.
  • a computer-readable recording medium recording an application which is a program for executing the automatic game control method according to each embodiment of the present invention is an application store server, an application or a web server associated with a corresponding service. It may be a storage medium (eg, a hard disk, etc.) included in an application provider server such as a hard disk or the application providing server itself.
  • the computer which can read the recording medium which recorded the application which is a program for executing the game automatic play control method which concerns on each embodiment of this invention is not only general PCs, such as a general desktop or a notebook, but also a smart phone, a tablet PC, a PDA. (Personal Digital Assistants) and mobile terminals, such as mobile communication terminals may be included, as well as it should be interpreted as all computing devices (Computing).
  • a computer capable of reading a recording medium recording an application which is a program for executing the automatic game control method of game play
  • a mobile device such as a smart phone, a tablet PC, a personal digital assistant (PDA) and a mobile communication terminal.
  • the application may be downloaded from the application providing server to a general PC and installed on the mobile terminal through a synchronization program.

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Abstract

Lorsqu'il est impossible de jouer à un jeu, une intelligence artificielle ayant un modèle de jeu similaire à celui d'un utilisateur joue au jeu au lieu de l'utilisateur pour fournir une commodité à l'utilisateur. Un procédé de commande de jeu automatique à un jeu selon un mode de réalisation de la présente invention comprend les étapes suivantes : de réception, par un dispositif de commande de jeu automatique à un jeu, d'une entrée de sélection sur un menu d'autorisation de jeu automatique d'un terminal d'utilisateur tandis qu'il joue à un jeu en mettant en oeuvre au moins un personnage par l'intermédiaire d'une entrée du terminal d'utilisateur ; d'extraction d'informations de modèle de jeu et d'informations de niveau d'utilisateur qui ont été mémorisées au préalable en relation avec un modèle pour jouer à un jeu dans des informations concernant un utilisateur en analysant les informations concernant l'utilisateur correspondant au terminal d'utilisateur, qui sont mémorisées dans un serveur de jeu, lors de la réception de l'entrée de sélection sur le menu d'autorisation de jeu automatique ; et de commande de l'intelligence artificielle générée en par l'utilisation du modèle pour jouer à un jeu inclus dans les informations de modèle de jeu extraites et les informations de niveau d'utilisateur extraites pour jouer au jeu.
PCT/KR2012/011235 2012-04-20 2012-12-21 Procédé et dispositif de commande de jeu automatique à un jeu WO2013157718A1 (fr)

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