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US20020082065A1 - Video game characters having evolving traits - Google Patents

Video game characters having evolving traits
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Publication number
US20020082065A1
US20020082065A1US09/748,454US74845400AUS2002082065A1US 20020082065 A1US20020082065 A1US 20020082065A1US 74845400 AUS74845400 AUS 74845400AUS 2002082065 A1US2002082065 A1US 2002082065A1
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digenetic
video game
elements
game character
tier
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US09/748,454
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David Fogel
Timothy Hays
Douglas Johnson
Thomas Lang
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Priority to US10/651,907prioritypatent/US7025675B2/en
Abandonedlegal-statusCriticalCurrent

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Abstract

A server-based video game system maintains a number of video game characters having computer-simulated genetic (“digenetic”) structures that prescribe a number of physical and cognitive performance traits and characteristics for the video game characters. The system allows end users to establish remote online access to the game characters (via, e.g., the Internet). The results of competitions and training activities are based upon the game characters' digenetics, the conditions of the game environment, and the game characters' current levels of physical and cognitive development. The game characters' performance capabilities and cognition are updated continuously in response to the results of competitions and training activities. Competition and training results can be processed by the game servers and transmitted to the end user presentation devices for graphics rendering. In this manner, the video game system need not be burdened by network latency and other delays. The game system also supports game character breeding; game character evolution based upon the digenetics; and game character buying, trading, selling, and collecting.

Description

Claims (32)

What is claimed is:
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 toclaim 1, wherein said digenetic structure comprises a hierarchical arrangement of a plurality of digenetic elements.
3. A video game character according toclaim 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 toclaim 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 toclaim 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 toclaim 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 toclaim 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 toclaim 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 toclaim 9, wherein said deriving step derives said higher tier digenetic elements randomly in accordance with a distribution function.
11. A method according toclaim 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 toclaim 11, further comprising the step of updating said set of performance capabilities and cognitive parameters in response to said result.
13. A method according toclaim 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 toclaim 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 toclaim 9, wherein each of said lower tier digenetic elements is randomly generated.
16. A method according toclaim 15, wherein each of said lower tier digenetic elements is generated randomly in accordance with a uniform distribution function.
17. A method according toclaim 16, wherein each of said lower tier digenetic elements is generated randomly to represent a number between zero and one.
18. A method according toclaim 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 toclaim 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 toclaim 18, wherein each of said intermediate tier digenetic elements is associated with a weighting factor.
21. A method according toclaim 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 toclaim 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 toclaim 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 toclaim 23, wherein said developmental limits correspond to physical performance levels.
25. A method according toclaim 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 toclaim 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 toclaim 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 toclaim 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 claim30, 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 claim30, 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.
US09/748,4542000-12-262000-12-26Video game characters having evolving traitsAbandonedUS20020082065A1 (en)

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US10/651,907US7025675B2 (en)2000-12-262003-08-29Video game characters having evolving traits

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