Claims
- 1. A video game character for use in a video game, said video game character comprising:
a computer-simulated genetic (“digenetic”) structure; a number of computer-simulated performance capabilities prescribed by said digenetic structure, said performance capabilities contributing to activity results for said video game; and a number of computer-simulated cognitive characteristics prescribed by said digenetic structure, said cognitive characteristics contributing to activity results for said video game.
- 2. A video game character according to claim 1, wherein said digenetic structure comprises a hierarchical arrangement of a plurality of digenetic elements.
- 3. A video game character according to claim 2, wherein said hierarchical arrangement comprises:
a plurality of first tier digenetic elements representing said number of performance capabilities and said number of cognitive characteristics; and a plurality of second tier digenetic elements from which said first tier digenetic elements are derived.
- 4. A video game character according to claim 3, wherein:
each of said first tier digenetic elements represents a computer-simulated trait for said video game character; and each of said second tier digenetic elements represents a computer-simulated protein for said video game character.
- 5. A video game character according to claim 3, wherein each of said first tier digenetic elements is derived from a like number of said second tier digenetic elements.
- 6. A video game character according to claim 3, wherein said hierarchical arrangement further comprises a plurality of third tier digenetic elements from which said second tier digenetic elements are derived.
- 7. A video game character according to claim 6, wherein:
each of said first tier digenetic elements represents a computer-simulated trait for said video game character; each of said second tier digenetic elements represents a computer-simulated protein for said video game character; and each of said third tier digenetic elements represents a computer-simulated gene for said video game character.
- 8. A video game character according to claim 6, wherein each of said second tier digenetic elements is derived from a like number of said third tier digenetic elements.
- 9. In a video game system, a method for creating and maintaining a video game character comprising the steps of:
generating a number of lower tier computer-simulated genetic (“digenetic”) elements for said video game character; deriving a number of higher tier digenetic elements for said video game character, each of said higher tier digenetic elements being derived from a number of said lower tier digenetic elements; and generating a set of performance capabilities and cognitive parameters for said video game character, said set of performance capabilities and cognitive parameters being prescribed by said higher tier digenetic elements.
- 10. A method according to claim 9, wherein said deriving step derives said higher tier digenetic elements randomly in accordance with a distribution function.
- 11. A method according to claim 9, further comprising the step of storing said set of performance capabilities and cognitive parameters for use in determining a result for an activity of said video game character.
- 12. A method according to claim 11, further comprising the step of updating said set of performance capabilities and cognitive parameters in response to said result.
- 13. A method according to claim 11, further comprising the steps of:
storing a set of appearance characteristics for said video game character; and updating said set of appearance characteristics in response to said result.
- 14. A method according to claim 9, wherein:
each of said lower tier digenetic elements represents a computer-simulated gene for said video game character; and each of said higher tier digenetic element represents a computer-simulated trait for said video game character.
- 15. A method according to claim 9, wherein each of said lower tier digenetic elements is randomly generated.
- 16. A method according to claim 15, wherein each of said lower tier digenetic elements is generated randomly in accordance with a uniform distribution function.
- 17. A method according to claim 16, wherein each of said lower tier digenetic elements is generated randomly to represent a number between zero and one.
- 18. A method according to claim 9, further comprising the step of deriving a number of intermediate tier digenetic elements for said video game character, each of said intermediate tier digenetic elements being derived from a number of said lower tier digenetic elements, wherein each of said higher tier digenetic elements are further derived from a number of said intermediate digenetic elements.
- 19. A method according to claim 18, wherein:
each of said lower tier digenetic elements represents a computer-simulated gene for said video game character; each of said intermediate tier digenetic elements represents a computer-simulated protein for said video game character; and each of said higher tier digenetic elements represents a computer-simulated trait for said video game character.
- 20. A method according to claim 18, wherein each of said intermediate tier digenetic elements is associated with a weighting factor.
- 21. A method according to claim 20, wherein each of said intermediate tier digenetic elements is associated with either a primary, a secondary, or a tertiary weighting factor.
- 22. A method according to claim 21, wherein:
each of said higher tier digenetic elements is derived from six intermediate tier digenetic elements; and of said six intermediate tier digenetic elements, one is associated with a primary weighting factor, two are associated with a secondary weighting factor, and three are associated with a tertiary weighting factor.
- 23. A method according to claim 9, wherein:
said digenetic elements represent a digenetic structure for said video game character; and said digenetic structure prescribes a number of developmental limits for said video game character.
- 24. A method according to claim 23, wherein said developmental limits correspond to physical performance levels.
- 25. A method according to claim 23, wherein said developmental limits correspond to cognitive performance levels.
- 26. A method for creating an offspring video game character based on at least one existing video game character, said method comprising:
obtaining a computer-simulated genetic structure for a first parent video game character (“first parent digenetic structure”); deriving an offspring digenetic structure from said first parent digenetic structure; and generating a set of performance capabilities and cognitive parameters for said offspring video game character, said set of performance capabilities and cognitive parameters being prescribed by said offspring digenetic structure; and storing said set of performance capabilities and cognitive parameters for use in connection with said offspring video game character.
- 27. A method according to claim 26, further comprising the step of obtaining a second parent digenetic structure for a second parent video game character, wherein said deriving step derives said offspring digenetic structure from said first parent digenetic structure and from said second parent digenetic structure.
- 28. A method according to claim 27, wherein said deriving step derives said offspring digenetic structure by selecting individual digenetic elements from said first and second parent digenetic structures.
- 29. A method according to claim 27, wherein said deriving step derives said offspring digenetic structure by calculating offspring digenetic elements from digenetic elements selected from said first and second parent digenetic structures.
- 30. A video game character processing method comprising:
creating a computer-simulated genetic (“digenetic”) structure for a video game character; storing a set of performance capabilities and cognitive parameters for said video game character, said set of performance capabilities and cognitive parameters being prescribed by said digenetic structure; simulating an activity for said video game character; generating an outcome of said activity, said outcome being responsive to said set of performance capabilities and cognitive parameters; and updating said set of performance capabilities and cognitive parameters in response to said outcome.
- 31. A method according to claim 30, wherein:
said generating step utilizes a decision algorithm that governs decisions and actions of said video game character; said decision algorithm responds to said set of performance capabilities and cognitive parameters; and said method further comprises the step of modifying said decision algorithm in response to said outcome.
- 32. A method according to claim 30, further comprising the steps of:
storing a set of appearance characteristics for said video game character; and updating said set of appearance characteristics in response to said outcome.
RELATED APPLICATION
[0001] This application is related to U.S. patent application Ser. No. ______, titled “Interactive Video Game System with Characters that Evolve Physical and Cognitive Traits,” filed ______.