Claims
- 1. A method for modifying actions of a group of characters, comprising the steps of:
representing behavior via genetic attributes and emotional attributes; generating game interactions between at least two characters from the group of characters; adjusting the emotional attributes of the at least two characters based upon the game interactions; and using the emotional attributes in conjunction with the genetic attributes to modify the behavior of the at least two characters.
- 2. The method of claim 1, wherein the emotional attributes are represented numerically as hate/love (H/L) values.
- 3. The method of claim 2, wherein a range of the numerical H/L values correspond to a range of emotions, the range of emotions spanning hatred to neutrality to unconditional love.
- 4. The method of claim 1, wherein the step of generating game interactions further comprises conducting a communication between the at least two characters from the group of characters.
- 5. The method of claim 1, wherein the step of generating game interactions further comprises having one or more characters observing actions of other characters.
- 6. The method of claim 1, wherein the step of generating game interactions further comprises having a direct physical contact between the at least two characters from the group of characters.
- 7. The method of claim 1, wherein the step of generating game interactions further comprises having an indirect physical contact between the at least two characters from the group of characters.
- 8. The method of claim 2, wherein the step of adjusting the emotional attributes further comprises averaging the H/L values corresponding to the at least two characters involved in the game interactions to produce adjusted H/L values corresponding to the at least two characters involved in the game interactions.
- 9. An electronic-readable medium having embodied thereon a program, the program being executable by a machine to perform method steps for modifying actions of a group of characters, the method steps comprising:
representing behavior via genetic attributes and emotional attributes; generating game interactions between at least two characters from the group of characters; adjusting the emotional attributes of the at least two characters based upon the game interactions; and using the emotional attributes in conjunction with the genetic attributes to modify the behavior of the at least two characters.
- 10. The electronic-readable medium of claim 9, wherein the emotional attributes are represented numerically as hate/love (H/L) values.
- 11. The electronic-readable medium of claim 10, wherein a range of the numerical H/L values correspond to a range of emotions, the range of emotions spanning hatred to neutrality to unconditional love.
- 12. The electronic-readable medium of claim 9, wherein the step of generating game interactions further comprises conducting a communication between the at least two characters from the group of characters.
- 13. The electronic-readable medium of claim 9, wherein the step of generating game interactions further comprises having one or more characters observing actions of other characters.
- 14. The electronic-readable medium of claim 9, wherein the step of generating game interactions further comprises having a direct physical contact between the at least two characters from the group of characters.
- 15. The electronic-readable medium of claim 9, wherein the step of generating game interactions further comprises having an indirect physical contact between the at least two characters from the group of characters.
- 16. The electronic-readable medium of claim 10, wherein the step of adjusting the emotional attributes further comprises averaging the H/L values corresponding to the at least two characters involved in the game interactions to produce adjusted H/L values corresponding to the at least two characters involved in the game interactions.
- 17. An electronic system for modifying actions of a group of characters, comprising:
a processor; a data storage coupled to the processor for storing genetic attributes and emotional attributes; an action generator executable by the processor for generating interactions between at least two characters from the group of characters; and a data table adjuster executable by the processor for adjusting the emotional attributes of the at least two characters from the group of characters based upon the interactions.
- 18. The electronic system of claim 17, wherein the action generator uses the emotional attributes and genetic attributes of the at least two characters from the group of characters to determine behavior of the at least two characters from the group of characters.
- 19. The electronic system of claim 17, wherein the emotional attributes are represented numerically as hate/love (H/L) values.
- 20. The electronic system of claim 17, wherein the interactions between the at least two characters include communications between the at least two characters.
- 21. A system for modifying actions of a group of characters, comprising:
means for representing behavior via genetic attributes and emotional attributes; means for generating interactions between at least two characters from the group of characters; means for adjusting the emotional attributes of the at least two characters based upon the interactions; and 41 means for using the emotional attributes in conjunction with the genetic attributes to modify the behavior of the at least two characters.
- 22. The system of claim 21, wherein the means for generating interactions includes a means for generating a communication between the at least two characters from the group of characters.
- 23. The system of claim 21, wherein the means for adjusting the emotional attributes includes a means for averaging the emotional attributes corresponding to the at least two characters involved in the interactions to produce adjusted emotional attributes corresponding to the at least two characters involved in the interactions.
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of Provisional Patent Application Serial No. 60/401,879, filed Aug. 7, 2002, entitled “System and Method for Training a Group of Characters Via Group Interactions,” which is incorporated herein by reference.
Provisional Applications (1)
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Number |
Date |
Country |
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60401879 |
Aug 2002 |
US |