Granted patent
Memories for virtual characters
- Number
- 12718481
- Published
- 2026-08-25
- Filed
- 2024-05-22
- Assignee
- Disney Enterprises, INC.
- Inventors
- Doggett; Erika Varis, Landwehr; Fabian Jonas, Weber; Romann Matthew
- CPC
- G06F40/56; G06T17/00; G06N3/006; G06N20/00; G06T13/40
- Verdict
- Medium Notable software
- First reported
- 2026-W36 (2026-09-05)
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Gives a virtual character persistent memories of past interactions so later encounters with a guest reference them.
Abstract
One embodiment of the present invention sets forth a technique for synthesizing an interaction with a virtual character. The technique includes matching a first message from a user to a first set of memories associated with the virtual character and determining at least a portion of the first set of memories based on a plurality of factors associated with the first set of memories. The technique also includes inputting a first prompt that includes (i) one or more instructions associated with the virtual character, (ii) the at least a portion of the first set of memories, and (iii) the first message into a machine learning model. The technique further includes generating, via execution of the machine learning model based on the first prompt, a first response by the virtual character to the first message, and causing the first response to be outputted to the user.
Background
BACKGROUND Field of the Various Embodiments (1) Embodiments of the present disclosure relate generally to machine learning and generative models and, more specifically, to memories for virtual characters. DESCRIPTION OF THE RELATED ART (2) Virtual characters have become an important part of many interactive media experiences, such as (but not limited to) video games, virtual reality, interactive robots, and/or chatbots. These experiences often involve interactions between the virtual characters and users in a conversational manner. Traditionally, such interactions have been driven by scripted dialogue trees and/or dialogue flows written by designers, with key phrases inserted into messages from the virtual characters to personalize the messages to the users. However, virtual characters that utilize dialogue trees and/or dialogue flows are limited to a predetermined set of conversational topics and unable to improvise, which can lead to interactions that feel robotic. (3) More recently, large language models (LLMs) and/or other types of generative models have been incorporated into interactions with virtual characters. These generative models are capable of generating text that is contextually relevant to user input, thereby allowing for more natural, dynamic, and engaging conversations. However, generative models are trained on large diverse datasets and lack grounding in a consistent character background and/or persona, which can cause the generative models to “hallucinate”