- Number
- 20170225076
- Published
- 2017-08-10
- Filed
- 2016-02-09
- Assignee
- DISNEY ENTERPRISES, INC.
- Inventors
- Kharkar; Sandeep, Peterson; Derek
- CPC
- A63F13/56; A63F13/58; A63F13/69; A63F13/95
- Verdict
- Medium Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Uses behavior trees to modify game entity attributes based on detection of physical tokens, linking real toy tokens to in-game AI behavior.
Abstract
Systems and methods configured for implementing behavior trees when modifying attribute values of game entities based on physical token detection are presented herein. Behavior and/or action of game entities may be implemented using behavior trees. Individual behavior trees may be implemented for individual game entities and/or groups of game entities defined, at least in part, by individual sets of attribute values. Token detection may cause attribute values of one or more game entity attributes tochange. In response to the change in attribute values, a behavior tree being implemented for the game entity may be changed to a different game entity. In this manner, behavioral changes for game entity may be implemented “on-the-fly” as attribute values are modified based on token detection.
Background
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 illustrates a system configured for implementing behavior trees when modifying attribute values ofgame entities based on physical token detection, in accordance with one or more implementations.
FIG. 2 illustrates an exemplary behavior tree associated with game entities defined at least in part by a first set of attribute values.
FIG. 3 illustrates an exemplary behavior tree associated with game entities defined at least in part by a second set of attribute values.
FIG. 4 illustrates a method of implementing behavior trees when modifying attribute values of game entities based on physical token detection, in accordance with one or more implementations.DETAILED DESCRIPTION
FIG. 1 illustrates a system 100 configured for implementing behavior trees when modifying attribute values of game entities based on physical token detection. A given token may be a standalone physical object. In some implementations, the given token may be configured to depict a game entity, a virtual item, and/or other form factors. Examples of form factors may include one or more of a toy figurine, a toy accessory, a coin, and/or other form factors suitable to be tokens as described herein.
By way of non-limiting example, a token may be a toy figurine embodying an appearance of one or more of a game entity, virtual item, and/or other form factors. By way of non-limiting illustration, a given game entity may be Captain Jack Sparr
Claims
1. A system configured for implementing behavior treeswhen modifying attribute values of game entities based on physical token detection, the system comprising: one or more physical processors configured by machine-readable instructions to: store behavior trees for game entities in a virtual space, individual game entities being defined by sets of attribute values of game entity attributes, wherein individual behavior trees specify behaviors of individual game entities within the virtual space for carrying out actions within the virtual space, the behavior trees including a first behavior tree that is implemented for game entities defined by a first set of attribute values, and a second behavior tree that is implemented for game entities defined by a second set of attribute values; and execute instances of a virtual space and implement the instances of the virtual space to facilitate participation by users in the virtual space via computing platforms associated with the users, user participation including controlling game entities associated with the users within the virtual space, such that a first user participates in a first instance of the virtual space via a first computing platform, participation by the first user including controlling a first game entity within the first instance of the virtual space, wherein the first game entity is defined at least in part by the first set of attribute values such that a behavior of the first game entity is specified based on implementation of the first behavior tree; detect tokens based on signals received from token readers, a first token reader being communicatively coupled with the first computing platform, individual tokens being standalone physical objects, the tokens including a firsttoken, the first token being detectable based on a first signal conveying information associated with the first token being received from the first token reader; effectuate modifications to attribute values of individual game entities responsive to individual tokens being detected, the modifications including a first modification to attribute values of the first game entity configured to be effectuated responsive to the first token being detected, the first modification including a change from the first set of attribute values to thesecond set of attributes values; and effectuate changes from individual behavior trees that are implemented for individual game entities to other individual behavior trees responsive to the modifications to attribute values of the individual game entities being effectuated, such that the behavior of the first game entity is specified based on implementationof the second behavior tree and not the first behavior tree responsive to effectuating the first modification.
11. A method of implementing behavior trees when modifying attributevalues of game entities based on physical token detection, the method being implemented in a computer system comprising one or more physical processors and storage media storing machine-readable instructions, the method comprising: storing behavior trees for game entities in a virtual space, individual game entities being defined by sets of attribute valuesof game entity attributes, wherein individual behavior trees specify behaviors of individual game entities within the virtual space for carrying out actions within the virtual space, the behavior trees including a first behavior tree that is implemented for game entities defined by a first set of attribute values, and a second behavior tree that is implemented for game entities defined by a second set of attribute values; and executing instancesof a virtual space and implementing the instances of the virtual space to facilitate participation by users in the virtual space via computing platforms associated with the users,user participation including controlling game entities associated with the users within the virtual space, including executing a first instance of the virtual space and implementing the first instance to facilitate participation by a first user via a first computing platform, participation by the first user including controlling a first game entity within the first instance of the virtual space, wherein the first game entity is defined at least in part by the first set of attribute values such that a behavior of the first game entityis specified based on implementation of the first behavior tree; detecting tokens based on signals received from token readers, a first token reader being communicatively coupled with the first computing platform, individual tokens being standalone physical objects, the tokens including a first token, the first token being detectable based on a first signalconveying information associated with the first token being received from the first tokenreader; effectuating modifications to attribute values of individual game entities responsive to individual tokens being detected, the modifications including a first modificationto attribute values of the first game entity configured to be effectuated responsive to the first token being detected, the first modification including a change from the first set of attribute values to the second set of attributes values; and effectuating changes from individual behavior trees that are implemented for individual game entities to other individual behavior trees responsive to the modifications to attribute values being effectuated, such that the behavior of the first game entity is specified based on implementation of the second behavior tree and not the first behavior tree responsive to effectuating the first modification.