Objects in a virtual space may need to be synchronized between different instances (or different expressions of an instance) of the virtual space that are separated spatially. Objects include characters. Different expressions may be associated with different users and different client computing platforms that are connected by a network. The actions of the same character in two expressions of the same instance of the virtual space may not be synchronized due to network delay, lag, latency, or other delays, or due tojoining a session already in progress. Responsive to a determination that an object is not synchronized, a sequence of subsequent states is determined that will result in the object being synchronized.
BRIEF DESCRIPTION OF THE DRAWINGS(1) FIG. 1 illustrates a systemconfigured to synchronize objects in a virtual space, in accordance with one or more embodiments.(2) FIG. 2 illustrates an example of a behavior tree of an object, in accordance with one or more embodiments.(3) FIG. 3 illustrates a method for synchronizing objects in avirtual space, in accordance with one or more embodiments.DETAILED DESCRIPTION(4) FIG. 1 illustrates a system 100 configured to synchronize objects in a virtual space, in accordance with one or more embodiments. The virtual space may implement a networked game. In someembodiments, system 100 may include one or more servers 12, one or more client computing platforms 14, and/or other components.(5) Server(s) 12 may be configured to communicate with one or more client computing platforms 14 according to a client/server architecture, a peer-to-peer architecture, and/or other architectures. Components of system 100 may communicate over a network 13. Communication may use techniques including, but not limited to, wired, wireless, and/or combinations thereof. In some embodiments, two or more client computing platforms 14 may communication with each other according to a peer-to-peer architecture. Users may access system 100 and/or the virtual space via client computing platform(s) 14. Server(s) 12 may be configured to host the virtual space.(6) Server(s) 12 may include electronic storage 50, one or more processors 110, and/or other components. Server(s)
1. A system configured to synchronize objects in a virtual space, the system comprising: a client computing platform associated with a user of thevirtual space, the client computing platform comprising: electronic storage that stores behavior trees for objects in the virtual space, wherein individual behavior trees include nodes that correspond to states of the objects, the states of the objects describing behaviors of the objects within the virtual space, wherein the electronic storage is configuredto store a first behavior tree for a first object; and one or more physical processors configured by machine-readable instructions to: implement an expression of an instance of the virtual space to determine views of the virtual space, the determined views including depictions and/or representations of the behaviors of the objects, and wherein the objects in the virtual space include the first object; receive current states for the objects over a network, the current states describing current behaviors of the objects in the virtual space; and determine subsequent states of objects from the received current states based onthe behavior trees stored at the client computing platform, the subsequent states describing subsequent behaviors of the objects in the virtual space, such that responsive to reception of a first current state describing a first behavior of the first object in the expression of the instance of the virtual space, determine a first subsequent state for the first object, the first subsequent state for the first object being determined based on the first current state and the first behavior tree, the first subsequent state describing a second behavior of the first object in the expression of the instance of the virtual space.16. A computer-implemented method for synchronizing objects in a virtual space, the method being implemented in a client computing platform associated a user of a virtual space, the client computing platform including one or more physical processors and electronic storage storing machine-readable instructions, the method comprising: storing, in the electronic storage of the client computing platform, behavior trees for objects in the virtual space, wherein individual behavior trees include nodes that correspond to states of the objects, the states of the objects describing behaviors of the objects within the virtual space, wherein the behavior trees include a first behavior tree for a first object; implementing an expression of an instance of the virtual space to determine views of the virtual space, the determined views including depictions and/or representations of the behaviors of the objects, and wherein the objects include the first object; receiving a first current state for the first object over a network, the first current state describing a first behavior of the first object in the expression of the instance of the virtual space; and determining a first subsequent state of the first object from the received first current state based on the first current state and the first behavior tree, the first subsequent state describing a second behavior of the first object in the expression of the instance of the virtual space.