Outer Rim Archives
Archives · 2017 · 9586140

Granted patent

Perception system

Number
9586140
Published
2017-03-07
Filed
2013-08-16
Assignee
Disney Enterprises, Inc.
Inventors
Henn; James M.
CPC
A63F13/577; A63F13/35; A63F13/5375
Verdict
Set aside generic video-game 'perception system' mechanic, no hardware/CV hook in the CPC codes
Source
Google Patents · FreePatentsOnline

Abstract

System and methods to guide interaction of characters with objects in a virtual space include determining how objects near a particular character are perceived by that character. Based on proximity, position, the manner of possible interaction, and/or other considerations, objects are ranked for interaction with the character.

Background

BRIEF DESCRIPTION OF THE DRAWINGS(1) FIG. 1 illustrates a system configured to guide interaction of characters with objects in a virtual space, in accordance with one or more embodiments.(2) FIG. 2 illustrates a method for guiding interaction of characters with objects in a virtual space, in accordance with one or more embodiments.(3) FIG. 3 illustrates a view of a virtual space.DETAILED DESCRIPTION(4) FIG. 1 illustrates a system 100 configured to provide a virtual space to users. Providing the virtual space may include hosting the virtual space over a network for a virtual space provider. System 100 may be configured to guide interaction of characters with objects and/or other characters in a virtualspace. In some implementations, guidance for a particular character may include ranking and/or presenting an optional interaction and/or object for interaction from a larger set of options. Selection of a particular interaction may be under control of, e.g. a human player. System 100 may include one or more servers 12. Server 12 may be configured to communicate with one or more client computing platforms 14 according to a client/server architecture. The users may access system 100 and/or the virtual space via client computing platforms 14.(5) Server 12 may include electronic storage 50, one or more processors 110, and/or other components. Server 12 and/or processor 110 may be configured to execute one or more computer program modules. The computer program modules may be configur

Claims

1. A system configured to guide interaction of non-player characters with objects in a virtual space, wherein the objects include a first object and a second object, the system comprising: electronic storage configured to store perception information for non-player characters in a virtual space, perception information for an individual non-player character being specificto the individual non-player character, wherein perception information includes perception types that are individually associated with objects of a common object type, wherein an individual perception type corresponds to a manner of interaction between the individual non-player character and objects of an individual object type associated with the individual perception type, the electronic storage being configured to store first perception information for a first non-player character, the first perception information including a first perception type that is associated with objects of a first object type, and a second perception type that is associated with objects of a second object type; one or more physicalprocessors configured by machine-readable instructions to: determine a set of objects that include objects that are individually positioned a distance from the first non-player character to facilitate interaction between the first non-player character and individual ones of the objects in the set of objects, wherein the set of objects includes the first object and the second object; determine object types of individual ones of the objects in theset of objects, including determining that the first object corresponds to the first object type and that the second object corresponds to the second object type; assign objects in the set of objects to groups based on object type, an individual group including objectsof a common object type, such that the first object is assigned to a first group that includes objects of the first object type, and the second object is assigned to a second group that includes objects of the second object type; associate individual ones of the groupswith an individual perception type included in the first perception information, the association being based on the associations of perceptions types with object types included inthe first perception information, wherein the first group is associated with the first perception type and the second group is associated with the second perception type; determine preference of one or more objects in individual ones of the groups of objects, one or more preferred objects determined from an individual group corresponding to a determination of one or more preferred objects of an individual perception type, the determined one or more preferred objects including a first preferred object that is determined from the firstgroup and a second preferred object that is determined from the second group; assign individual ranks to individual ones of the one or more preferred objects based on a current circumstance of the first non-player character in the virtual space and the perception typesassociated with individual ones of the one or more preferred objects, the individual ranks being configured to guide the first character to one or more object selections of one ormore of the preferred objects that are associated with a perception type conveying a manner of interaction corresponding to the current circumstance; make one or more object selections of one or more of the preferred objects for interaction with the first non-player character based on the assigned individual ranks, a first object selection of either the first preferred object or the second preferred object being made based on a first rank assigned to the first preferred object and a second rank assigned to the second preferred object; and effectuate the one or more object selections to facilitate interaction of the first non-player character with one or more of the preferred objects, such that based on the first rank being higher than the second rank, effectuating the first object selection facilitates an interaction of the first non-player character with the first preferred object. 11.A computer-implemented method for guiding interaction of non-player characters with objects in a virtual space, the method being implemented in a computer system that includes oneor more physical processors and storage media storing machine-readable instructions, the objects including a first object and a second object, the method comprising: storing perception information for individual non-player characters in a virtual space, perception information for an individual non-player character being specific to the individual non-playercharacter, wherein the perception information includes perception types that are individually associated with objects of a common object type, wherein an individual perception type corresponds to a manner of interaction between the individual non-player character and objects of an individual object type associated with the individual perception type, including storing first perception information for a first non-player character, the first perception information including a first perception type that is associated with objects of a first object type, and a second perception type that is associated with objects of a secondobject type; determining a set of objects that includes objects that are individually positioned a distance from the first non-player character to facilitate interaction between the first non-player character and individual ones of the objects in the set of objects, wherein the set of objects includes the first object and the second object; determining object types of individual ones of the objects in the set of objects, including determining that the first object corresponds to the first object type and the second object correspondsto the second object type; assigning objects in the set of objects to groups based on object type, an individual group including objects of a common object type, such that the first object is assigned to a first group that includes objects of the first object type, andthe second object is assigned to a second group that includes objects of the second object type; associating individual ones of the groups with an individual perception type included in the first perception information, the association being based on the associations of perception types with objects types included in the first perception information, wherein the first group is associated with the first perception type and the second group is associated with the second perception type; determining preference of one or more objects in individual ones of the groups of objects, one or more preferred objects determined from anindividual group corresponding to a determination of one or more preferred objects of an individual perception type, including determining a first preferred object from the first group and a second preferred object from the second group; assigning individual ranks to individual ones of the one or more preferred objects based on a current circumstance of thefirst non-player character in the virtual space and the perception types associated with individual ones of the one or more preferred objects, the individual ranks being configured to guide the first non-player character to one or more object selections of one or more of the preferred objects that are associated with a perception type conveying a manner of interaction corresponding to the current circumstance; making one or more object selections of one or more of the preferred objects for interaction with the first non-player character based on the assigned individual ranks, a first object selection of either the first preferred object or the second preferred object being made based on a first rank assigned to the first preferred object and a second rank assigned to the second preferred object; and effectuating the one or more object selections to facilitate interaction of the first non-player character with one or more of the preferred objects, such that based on the firstrank being higher than the second rank, effectuating the first object selection facilitates an interaction of the first non-player character with the first preferred object.