The present invention relates to computer applications of virtual reality environments, and more particularly, to such VR systems that include the use of computer generated avatars representing real users within those environments.
In typical role-playing games (RPGs), users interact within a virtual environment following a set of gaming rules that are established for the particular virtual environment, termed a virtual “world”. A virtual world is a computer-generated simulated environment in which a single user may explore and interact therein on their own, or may do so with others via one or more computer processors connected to a common host server. In such VR systems, users typically appear within the virtual environment in the form of graphic representations referred to as avatars. Users in the real world may venture and explore using their respective avatar in the virtual world, interacting with other avatars, speaking with them, exchanging information with them, or as in the case of first-person shooter games, shooting them. As long as the players in the real world remain online and involved within the virtual world, avatars will interact with each other and explore, following the rules of the particular game.
However, when a player decides to quit the game, he or she disconnects from the host server and the avatar representing him or her in the virtual world vanishes, indicating to the other players that that player has left the game or at least the particular environment, and he or she can no longer be relied upon within the game. Should the player remove his or her gaming headset, but does not otherwise end the game, the game will continue to play around the user's avatar within the virtual environment, which in this case would likely simply stand in place, limp and vulnerable. In this situation, the player who “disengaged” from the game would lose progress or status for contest-themed games, or cause other players to lose interest in playing with the disengaged player as their interactions with the inactive avatar in the virtual environment would be met with no response and indifference. The other players would move-on away from the inactive avatar feeling frustrated and perhaps angry. The inactive avatar could also be “injured” or “killed” by other avatars or through other actions within the virtual world, depending on the game being played. When the player who left the game returned, he or she could find his or her avatar injured, trapped, or dead, and would likely have to restart the game to continue gameplay.
Such user departures may be acceptable for certain applications of the virtual reality experience, such as with certain passive single player games, or non-competitive experiences, but if the player who disengaged from the virtual world while playing a multiplayer game with other players, then his or her departure from the game could adversely affect the outcome of the game for the other players, or more specifically, their respective avatars within the game. For example, if several players are involved in a first person shooter war game and are all on the same team fighting another group or enemy, then it is clear that should one person (e.g., a soldier) suddenly decide to leave the game, the other players would have to make up for his or her avatar's absence on the battlefield, and may ultimately lose the battle. This situation can easily create tension in the ranks, since the other avatars within the game (or players in the real world) could have been relying on the now disengaged or missing avatar.
It is a first object of the invention to provide an avatar management system that overcomes the deficiencies of the prior art.
A virtual reality system is provided which allows a computer to take control of a user's avatar within a virtual environment whenever the avatar's user leaves the game. The computer follows prescribed instructions to control the avatar. A photosensor is provided within the user's VR headset to detect any ambient light reaching inside the headset, which indicates that the headset is not being worn by the user. In such instance, the computer converts the user's avatar to a substitute avatar within the virtual environment and begins to control the avatar until a prescribed time period has passed, or until the user returns to the game.
The features of this invention, and the manner of attaining them, will become more apparent and the invention itself will be better understood by reference to the following description of the disclosed embodiments taken in conjunction with the accompanying drawings.
By way of overview, the present invention is a virtual reality system that is capable at preserving and enhancing natural and expected avatar interactions within a virtual environment when a player controlling the avatar leaves a game, or is otherwise unable or unwilling to participate in game actions for a period of time. The absent player is hereinafter referred to as a “disengaged player” and his or her avatar is referred to as a “substitute avatar.” During times that the player is absent (not playing the game), the avatar will become the substitute avatar and will continue to perform appropriate dynamic actions based on multiple factors such as game environment, objective, player's recorded skill level, and preset or assigned instructions stored in the computer's memory. In essence, according to one embodiment of the invention, a player's avatar will effectively become an “avatar bot,” temporarily controlled by the computer, whenever the player wishes to take a break from the game, but how the avatar bot functions will vary, depending on the particulars of the game and other factors, as explained below.
For example, two players connected within a common virtual environment and are playing a simple table tennis game. The two players are either connected directly to a common local computer or connected via a network or the Internet. For the purpose of this example, both players are considered having average skill and play continues for a period of time until a first player decides to leave the game for a short period to eat lunch. The second player wishes to continue to play. According to the invention, when the first player leaves the game, the computer will detect his or her lack of participation for a period of time and determine that the first player is no longer “engaged” with the game, as described in greater detail below. After this determination, the computer will switch his or her avatar to “substitute mode,” allowing the substitute avatar to continue to play the still-playing second player automatically, at the same skill level (or preferably slightly less than the same skill level), as before. In one embodiment of the invention, the second player would not even be aware that the competing substitute avatar is now being controlled by a computer and that the first player is disengaged and currently eating a ham sandwich nearby.
Still following the above example and according to a second embodiment, described in greater detail below, the second player would be informed that the avatar of the first player is now computer controlled by either announcing the information visually or audibly to the second player, or by changing the appearance of the disengaged avatar within the virtual environment. The substitute avatar could be shown with less detail, blinking all or a portion of the avatar's body, showing all or a portion of the substitute avatar in a different color (such as red eyes) or as being faded, pixelated, or appearing in black and white. Also, the substitute avatar could indicate his or her substitute status to the other players by having the computer generate a graphic image next to or over the avatar, or providing text or any graphic icon anywhere in the field of view of the second player, with a message indicating that the other player has left the game, but has allowed his or her avatar to represent him during gameplay. Finally, verbal communication could be provided to the other players' headsets informing them that one player has left the game and that their avatar is now playing in Al (i.e., computer controlled).
According to one embodiment of the invention, it is preferred that the computer generated substitute avatar (temporarily substituting the disengaged first player) would only continue to play the game until the game ended, at which point, the second player would have to continue gameplay with another player, or wait for the first player to return to the virtual environment. Alternatively, according to another embodiment of the invention, the second player may start other games and chose to play with the substitute avatar, preferably aware that the first player is absent. During this time, the second player would essentially be playing “the computer,” except that the computer would be simulating the skill level and perhaps some known moves of the missing first player. It is contemplated that the computer would learn over time specific moves and actions performed by each avatar (and respective player) and could then later more easily mimic the any particular avatar when their player leaves a game. In this manner, the computer would generate an avatar “movement signature” for each real player or user of a virtual reality system.
Referring to
As is understood by those skilled in the art, players 50 and 56 are not literally within virtual scene 32, but reside at either common or remote locations, represented by insets 48 and 54 in
As is understood by those skilled in the art, the three basic types of hardware devices typically used to create the illusion of a virtual environment for human interaction include sensors, such as positioning sensors 52, 58, which help detect the user's bodily movements within their real environment, a set of effectors, such as viewing device 12, which provide the simulation necessary for immersion into the virtual world, and lastly a computer, such as computer 20, which precisely creates a connection between the sensors input and the effectors output. As understood by those skilled in the art, these hardware devices are in turn connected to explicitly designed software which monitors the position and movements of users in the real world and uses the information to simulate a relative position and similar movements of avatars and other surrounding objects within the generated virtual world, effectively creating a meaningful and convincing simulation of reality. Computer 20 provides visual and audio feedback to the user by continuously generating and displaying virtual scenes on viewing device 12 (preferably a VR headset), based on any input information provided by sensors 52, 58 and other user input.
Referring to
As is well understood by those of ordinary skill in the art, players 50, 56 can use their respective controllers 53, 62 to move their respective avatars 44, 42 within gaming environment 16. When woman player 56 speaks at her remote location, a microphone in her headset (not shown) picks up her voice and causes woman avatar 42 to move her lips as if the avatar were actually speaking. The voice of woman player 56 would be transmitted to the headset 12 of man player 50 so that he would hear the woman player's voice, and since he would be viewing woman avatar 42 in his headset, he would believe that woman avatar 42 was actually speaking to him. This play of deception is what brings virtual reality to life.
Either player can manipulate their respective avatar so the avatars move around within gaming environment 16. For example, man avatar 44 can continue to speak with woman avatar 42 for a while, and then walk over to tree 40, jump up and grab a branch and shake it. Depending on how the program was written, perhaps an apple, or a cat will fall out of the tree when the branch is moved. Woman avatar 42 can run over to the house, walk inside and then sit on a couch. The combinations of events, interactions, and exploration by avatars 44, 42 within virtual environment 16 as controlled by users 50, 56 is essentially endless. That is until one of the players, and their respective avatar leaves the game.
In prior art systems, should man player 50, for example, decide to leave the game, he would simply turn off his computer 20, which would then remove his avatar 44 from the virtual environment 16. According to one embodiment of the present invention, after man player 50 shut his computer down, his avatar 44 would continue to exist in the virtual world 16 and would act similar to how avatar acted when man player 50 was controlling him. According to this embodiment, prior to leaving the game, computer 20 of man player would have uploaded the IFTTT and other settings from memory 30 to a common server (not shown). The server would then use this information to generate and control avatar 44 in virtual environment 16, in a manner that would be consistent to when avatar 44 was being controlled by man player 50. It is contemplated that the remote server (not shown) could receive a history of movements, actions and responses of avatar 44 prior to man player 50 leaving the game and use this information to more accurately simulate avatar 44, as avatar 44 should be simulated, that is, how man player 50 had been controlling him prior to leaving the game. In such instance, the other players of the game, such as woman player 56 would either not notice any change has occurred and would continue to play with the now substitute avatar 44 as before, or could be informed that man player 50 has left the game and that the current avatar 44 is a substitute and performing following artificial intelligence and information stored in the server (not shown), as mentioned above.
Depending on the IFTTT instructions man player 50 inputted into computer 20 during registration, substitute avatar 44 could be passive and merely walk around, mumbling to himself within the virtual environment. Alternatively, avatar 44 could follow preset actions, such as follow a preset path and respond more actively, such as say “hello,” when another avatar approaches. It is also contemplated that avatar 44 could continue playing the game by following the preset mission, such as “attacking a fort,” and could advance on the fort with his other comrades while actively functioning as a useful game player, perhaps shooting the enemy avatars as then approach and ducking behind objects to avoid injury. If the game being played is a game which keeps score for each player, then Applicants contemplate adjusting the score for substitute avatars (lowering the score a bit).
According to another embodiment of the invention, if one player decided to remove his or her headset to answer a phone, or to take a break, his or her headset would include a photosensor which detects ambient light entering the headset, indicating that the headset is no longer secured to the user's face. If a preset time period lapses, computer 20 would automatically convert the absent player's avatar to a substitute avatar and would begin to control the avatar following either preset IFTTT instructions or IFTTT instructions inputted by the user prior to their departure.
There are many different scenarios that could result, depending on the level of IFTTT instruction detail provided by the players. A substitute avatar 44 could be “programmed” to simply follow along with the other avatars as a neutral player, not attacking others unless attacked, to avoid injury. If the particular virtual experience involves conversation, then the substitute avatar 44 could employ Al to carry on a simple conversation with another avatar, similar to Apple's SURI AI, or Amazon's Alexa Al. In such instance, the player who left the game would have provided detailed IFTTT instructions regarding conversation, such as the tone of their avatar's responses. For example, the user could have provided instructions to the computer to control his or her substitute avatar as curt in conversational response, or friendly, etc. Also, the player could instruct their avatar to simple pickup nearby objects and juggle them, until the real person player returns.
According to another feature of the present invention, if a player leaves a virtual environment with his or her avatar in substitute mode to continue gameplay, the real player may, according to this feature, sign into the game as a guest, using any of several smart devices to observe (peek) his or her avatar in action, from a third person viewpoint and see relevant statistics including score, health, kills, wealth, etc. This feature allows a player to instruct a substitute avatar to perform a repetitive and mindless task, such as planting crops, watering them, and then harvesting them, for long periods of time, while the real life player lives their real life, such as at work.
This application claims priority from U.S. Provisional Patent Application No. 62/505,915, filed May 14, 2017, entitled: “System of Avatar Management within Virtual Reality Environments,” the contents of which are incorporated herein in their entirety.
Number | Date | Country | |
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62505915 | May 2017 | US |