WO2022215874A3 - 리그 오브 레전드 게임의 전장 내의 챔피언을 자동으로 플레이하는 봇의 행동을 결정하는 방법 및 이를 수행하는 컴퓨팅 시스템 - Google Patents

리그 오브 레전드 게임의 전장 내의 챔피언을 자동으로 플레이하는 봇의 행동을 결정하는 방법 및 이를 수행하는 컴퓨팅 시스템 Download PDF

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WO2022215874A3
WO2022215874A3 PCT/KR2022/003286 KR2022003286W WO2022215874A3 WO 2022215874 A3 WO2022215874 A3 WO 2022215874A3 KR 2022003286 W KR2022003286 W KR 2022003286W WO 2022215874 A3 WO2022215874 A3 WO 2022215874A3
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battlefield
computing system
bot
champion
league
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PCT/KR2022/003286
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French (fr)
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WO2022215874A2 (ko
WO2022215874A9 (ko
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김민서
이용수
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(주)에이엄
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Publication of WO2022215874A2 publication Critical patent/WO2022215874A2/ko
Publication of WO2022215874A3 publication Critical patent/WO2022215874A3/ko
Publication of WO2022215874A9 publication Critical patent/WO2022215874A9/ko
Priority to US18/480,565 priority Critical patent/US20240042320A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N3/00Computing arrangements based on biological models
    • G06N3/004Artificial life, i.e. computing arrangements simulating life
    • G06N3/006Artificial life, i.e. computing arrangements simulating life based on simulated virtual individual or collective life forms, e.g. social simulations or particle swarm optimisation [PSO]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N3/00Computing arrangements based on biological models
    • G06N3/02Neural networks
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N3/00Computing arrangements based on biological models
    • G06N3/02Neural networks
    • G06N3/04Architecture, e.g. interconnection topology
    • G06N3/0464Convolutional networks [CNN, ConvNet]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N3/00Computing arrangements based on biological models
    • G06N3/02Neural networks
    • G06N3/08Learning methods
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Health & Medical Sciences (AREA)
  • Health & Medical Sciences (AREA)
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  • Business, Economics & Management (AREA)
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  • Life Sciences & Earth Sciences (AREA)
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  • Evolutionary Computation (AREA)
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  • Artificial Intelligence (AREA)
  • Mathematical Physics (AREA)
  • Software Systems (AREA)
  • Computational Linguistics (AREA)
  • Tourism & Hospitality (AREA)
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  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
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Abstract

리그 오브 레전드(League of Legends; LoL)의 전장 내의 챔피언을 자동으로 플레이하는 봇의 행동을 결정하는 방법 및 이를 수행하는 컴퓨팅 시스템이 개시된다. 본 발명의 일 측면에 따르면, E-스포츠용 컴퓨터 게임인 리그 오브 레전드(League of Legends; LoL)의 전장 내의 챔피언을 자동으로 플레이하는 봇의 행동을 결정하는 컴퓨팅 시스템으로서, 상기 컴퓨터 게임의 전장에서 게임이 진행 중인 동안에 소정의 관측 단위 시간마다 주기적으로 상기 컴퓨터 게임에서 관측 가능한 관측 데이터를 획득하는 획득모듈, 상기 획득모듈이 관측 데이터를 획득하면, 획득한 관측 데이터 및 소정의 정책 네트워크를 이용하여 상기 봇이 수행할 액션을 결정하는 에이전트 모듈-상기 정책 네트워크는, 상기 봇이 수행할 수 있는 복수의 수행 가능 액션 각각의 확률을 출력하는 딥 뉴럴 네트워크임 및 상기 전장에서 게임이 진행 중인 동안에 소정의 학습 단위 시간마다 주기적으로 상기 정책 네트워크를 학습하는 학습모듈을 포함하는 컴퓨팅 시스템이 제공된다.
PCT/KR2022/003286 2021-04-05 2022-03-08 리그 오브 레전드 게임의 전장 내의 챔피언을 자동으로 플레이하는 봇의 행동을 결정하는 방법 및 이를 수행하는 컴퓨팅 시스템 WO2022215874A2 (ko)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US18/480,565 US20240042320A1 (en) 2021-04-05 2023-10-04 Method for determining action of bot automatically playing champion within battlefield of league of legends game, and computing system for performing same

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
KR1020210043812A KR102633104B1 (ko) 2021-04-05 2021-04-05 리그 오브 레전드 게임의 전장 내의 챔피언을 자동으로 플레이하는 봇의 행동을 결정하는 방법 및 이를 수행하는 컴퓨팅 시스템
KR10-2021-0043812 2021-04-05

Related Child Applications (1)

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US18/480,565 Continuation US20240042320A1 (en) 2021-04-05 2023-10-04 Method for determining action of bot automatically playing champion within battlefield of league of legends game, and computing system for performing same

Publications (3)

Publication Number Publication Date
WO2022215874A2 WO2022215874A2 (ko) 2022-10-13
WO2022215874A3 true WO2022215874A3 (ko) 2023-05-25
WO2022215874A9 WO2022215874A9 (ko) 2023-08-03

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PCT/KR2022/003286 WO2022215874A2 (ko) 2021-04-05 2022-03-08 리그 오브 레전드 게임의 전장 내의 챔피언을 자동으로 플레이하는 봇의 행동을 결정하는 방법 및 이를 수행하는 컴퓨팅 시스템

Country Status (3)

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US (1) US20240042320A1 (ko)
KR (1) KR102633104B1 (ko)
WO (1) WO2022215874A2 (ko)

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR102078609B1 (ko) * 2018-10-23 2020-02-19 주식회사 카카오게임즈 게임 로그 시각화를 통한 게임 플레이 패턴 예측 방법
US20200289943A1 (en) * 2019-03-15 2020-09-17 Sony Interactive Entertainment Inc. Ai modeling for video game coaching and matchmaking
KR20210003687A (ko) * 2019-07-02 2021-01-12 일렉트로닉 아트 아이엔씨. 비디오 게임에서 플레이어 게임플레이를 모방하기 위한 커스텀 모델

Family Cites Families (1)

* Cited by examiner, † Cited by third party
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JP2017064610A (ja) 2015-09-29 2017-04-06 日機装株式会社 照射装置および流体殺菌方法

Patent Citations (3)

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Publication number Priority date Publication date Assignee Title
KR102078609B1 (ko) * 2018-10-23 2020-02-19 주식회사 카카오게임즈 게임 로그 시각화를 통한 게임 플레이 패턴 예측 방법
US20200289943A1 (en) * 2019-03-15 2020-09-17 Sony Interactive Entertainment Inc. Ai modeling for video game coaching and matchmaking
KR20210003687A (ko) * 2019-07-02 2021-01-12 일렉트로닉 아트 아이엔씨. 비디오 게임에서 플레이어 게임플레이를 모방하기 위한 커스텀 모델

Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
YE DEHENG, CHEN GUIBIN, ZHANG WEN, CHEN SHENG, YUAN BO, LIU BO, CHEN JIA, LIU ZHAO, QIU FUHAO, YU HONGSHENG, YIN YINYUTING, SHI BE: "Towards Playing Full MOBA Games with Deep Reinforcement Learning", NIPS'20: PROCEEDINGS OF THE 34TH INTERNATIONAL CONFERENCE ON NEURAL INFORMATION PROCESSING SYSTEMS, no. 53, 25 November 2020 (2020-11-25), pages 621 - 632, XP093067437, DOI: 10.48550/arxiv.2011.12692 *
ZHIJIAN ZHANG; HAOZHENG LI; LUO ZHANG; TIANYIN ZHENG; TING ZHANG; XIONG HAO; XIAOXIN CHEN; MIN CHEN; FANGXU XIAO; WEI ZHOU: "Hierarchical Reinforcement Learning for Multi-agent MOBA Game", ARXIV.ORG, CORNELL UNIVERSITY LIBRARY, 201 OLIN LIBRARY CORNELL UNIVERSITY ITHACA, NY 14853, 23 January 2019 (2019-01-23), 201 Olin Library Cornell University Ithaca, NY 14853 , XP081007331, DOI: 10.48550/arxiv.1901.08004 *

Also Published As

Publication number Publication date
KR20220138105A (ko) 2022-10-12
WO2022215874A2 (ko) 2022-10-13
US20240042320A1 (en) 2024-02-08
WO2022215874A9 (ko) 2023-08-03
KR102633104B1 (ko) 2024-02-02

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