U.S. patent application number 11/281263 was filed with the patent office on 2007-01-25 for computer implemented character creation for an interactive user experience.
Invention is credited to David Fox, Kelli Fox, Sean White.
Application Number | 20070021200 11/281263 |
Document ID | / |
Family ID | 37679762 |
Filed Date | 2007-01-25 |
United States Patent
Application |
20070021200 |
Kind Code |
A1 |
Fox; David ; et al. |
January 25, 2007 |
Computer implemented character creation for an interactive user
experience
Abstract
A variety of methods and systems are disclosed that facilitate
character creation. One embodiment of the present invention teaches
receiving a first virtual character set and operating a logical
algorithm on the first virtual character set to generate a second
virtual character set. Another embodiment teaches a method for
playing an interactive game by generating actions, behaviors and/or
decisions for a virtual character. Additional embodiments teach a
system for character creation.
Inventors: |
Fox; David; (San Francisco,
CA) ; Fox; Kelli; (San Francisco, CA) ; White;
Sean; (New York, NY) |
Correspondence
Address: |
PERKINS COIE LLP
P.O. BOX 2168
MENLO PARK
CA
94026
US
|
Family ID: |
37679762 |
Appl. No.: |
11/281263 |
Filed: |
November 16, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60702020 |
Jul 22, 2005 |
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Current U.S.
Class: |
463/30 |
Current CPC
Class: |
A63F 13/10 20130101;
A63F 13/79 20140902; A63F 2300/5553 20130101; A63F 13/58 20140902;
A63F 2300/8082 20130101 |
Class at
Publication: |
463/030 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer implemented method for creating a virtual character,
the computer implemented method comprising: receiving a first
virtual character set of one or more personal characteristics of
said virtual character, wherein personal characteristics include
date of birth and one or more of the following: time of birth,
place of birth, gender, eye color, body type, favorite color,
preferred weapon, preferred armor, height, education level, name,
or psychometric data; and operating a logical algorithm on said
first virtual character set to generate a second virtual character
set, wherein said logical algorithm operates such that said second
virtual character set includes one or more personal characteristics
suitable for operating on to govern behavior of said virtual
character.
2. A computer implemented method as recited in claim 1, wherein
said virtual character is a virtual companion such as boyfriend,
girlfriend, friend, parent, colleague, coach, role model, client,
customer, employee, family member or relative, acquaintance.
3. A computer implemented method as recited in claim 1, wherein
said virtual character is an opponent or partner in a computer
inplemented game or simulation.
4. A computer implemented method as recited in claim 1 wherein said
virtual character is an avatar.
5. A computer implemented method as recited in claim 1 wherein at
least one of said first virtual character set is provided by a
user.
6. A computer implemented method as recited in claim 1 wherein at
least one of said first virtual character set is a default
value.
7. A computer implemented method as recited in claim 1 wherein at
least one of said first virtual character set is provided by a user
and at least one of said second virtual character set is a
pseudorandom characteristic chosen by operation on said first
virtual character set.
8. A computer implemented method as recited in claim 1 wherein at
least one personal characteristic of said first virtual character
set is provided by a user and said logical algorithm utilizes a
profiling algorithm to generate at least one of said second virtual
character set.
9. A computer implemented method as recited in claim 8 wherein said
profiling algorithm is based at least in part on a Meyers-Briggs or
other psychometric test or analysis.
10. A computer implemented method as recited in claim 8 wherein
said profiling algorithm is based at least in part on a religious
model.
11. A computer implemented method as recited in claim 8 wherein
said profiling algorithm is based at least in part on a model that
utilizes astronomical data.
12. A computer implemented method as recited in claim 1, wherein
said character creation is done in furtherance of a computer
game.
13. A computer implemented method as recited in claim 1, wherein
multiple virtual characters are created.
14. A computer implemented method as recited in claim 12, wherein
multiple users are playing said computer game.
15. A computer implemented method as recited in claim 1, wherein
said second virtual character set is utilized to define a class of
virtual characters.
16. A computer implemented method for playing an interactive game
with virtual characters, said method comprising: generating one or
more virtual characters according to the method of claim 1; and
generating actions, behaviors, and/or decisions of said one or more
virtual characters throughout said one or more virtual characters'
existence that may or may not change over time.
17. A computer implemented method for playing an interactive game
with virtual characters, said method comprising: generating one or
more virtual characters according to the method of claim 1; and
generating narrative content for said one or more virtual
characters so that a game player may dialog with said one or more
virtual characters.
18. A computer implemented method for creating a virtual character,
the computer implemented method comprising: receiving a first
virtual character set of one or more personal characteristics of
said virtual character, wherein personal characteristics include
date of birth and one or more of the following: time of birth,
place of birth, gender, eye color, body type, favorite color,
preferred weapon, preferred armor, height, education level, name
and psychometric data; operating a logical algorithm on said first
virtual character set to generate a second virtual character set,
wherein said logical algorithm operates such that said second
virtual character set includes one or more personal characteristics
suitable for operating to govern behavior of said virtual
character; and generating narrative content for said virtual
character so that a game player may dialog with said virtual
character; wherein said virtual character acts out a romantic
relationship with said game player.
19. A computer implemented method as recited in claim 4, wherein
said second virtual character set is utilized to market to a real
life person.
20. A computer implemented method as recited in claim 4, wherein
said second virtual character set is utilized to weight a success
or a failure for an action of said virtual character.
21. A computer implemented method as recited in claim 2, wherein
said second virtual character set is utilized to weight a success
or a failure for an action of said virtual character.
22. A computer implemented method as recited in claim 3, wherein
said second virtual character set is utilized to weight a success
or a failure for an action of said virtual character.
23. A computer implemented method as recited in claim 4, wherein
said second virtual character set is utilized for social networking
purposes in relation to other real life persons.
24. A computer implemented method as recited in claim 23, wherein
said virtual social networking purposes include dating.
25. A computer implemented method as recited in claim 23, wherein
said virtual social networking purposes include job hunting.
26. A system for character generation comprising: a set of
character traits; an AI engine; and a set of behavioral
outputs.
27. A system for character generation as recited in claim 26,
wherein the AI engine is a logical rule set.
28. A system for character generation as recited in claim 27,
wherein the logical rule set provides statistically accurate
behavior.
29. A system for character generation as recited in claim 26,
wherein the set of character traits was derived from a
template.
30. A system for character generation as recited in claim 29,
wherein the template is a boyfriend template.
31. A system for character generation as recited in claim 29,
wherein the template is a girlfriend template.
32. A system for character generation as recited in claim 29,
wherein the template is a business associate template.
33. A system for character generation as recited in claim 29,
wherein the template is an astrologer template.
34. A system for character generation as recited in claim 29,
wherein the template is a celebrity template.
35. A virtual character created in accordance with a user's desire
as demonstrated by the user interacting through a computer
interface.
36. Wherein the virtual character of claim 35 is for use in a game
and the context involves well-defined principles of astrology.
37. Wherein the virtual character of claim 35 is further limited in
that the computer interface makes use of context analysis.
38. Wherein the virtual character of claim 35 is derived from a
template and data for other characters is random, specific; for
actual people or for virtual characters.
39. A data set of characters, wherein the improvement is that at
least one of the data set of characters behaves according to a
behavioral model that relies, at least in part, on astrology and
further in accordance with a predefined context that is well define
and superimposed over the user's desires and controlling behavior
of the virtual character, the computer interface and data entered
by the use also being reflective of the predefined context.
Description
PRIORITY CLAIM TO RELATED APPLICATIONS
[0001] The present application claims priority to Fox et al.'s
Provisional Patent Application No. 60/702,020 for Computer
Implemented Character Creation for An Interactive User Experience
filed on Jul. 22, 2005.
FIELD OF INVENTION
[0002] The present invention relates to character creation.
Character creation of the present invention may include a graphical
user interface (GUI) based operation performed on a set of
character traits. The GUI based operation may be implemented, at
least in part, by an artificial intelligence (AI) engine.
BACKGROUND
[0003] Customized characters allow a player to enjoy a unique
gaming experience. Typically, the player becomes more involved in
the game because the characters are distinctive and representative
of the player's tastes. Thus far, however, the gaming experience
has been limited because a player does not have complete control
over all aspects of the character's creation.
[0004] Character creation commonly involves a user selecting from a
set of predetermined elements. Once the player selects from the
list of features, a character is created accordingly. Generally,
the elements relate to the appearance of the character. For
example, the set of predetermined elements can be a list of colors
from which the user selects to change the color of the character's
hair. In another example, the set of predetermined elements can be
a list of outfits from which the user selects to change the
character's clothes. Although controlling appearance can be
entertaining, the character behavior is predetermined and cannot be
altered.
[0005] Slightly more sophisticated games allow a player to
customize additional elements of the character. The degree of
customization normally depends on the type of game. For example, in
a role playing game, a player may be able to customize a
character's strengths or weaknesses in addition to appearance.
However, the player is still limited to a finite list of
features.
[0006] Interactive computer and video games typically employ more
advanced character creation. Interactive games, in general, have
animated characters in a virtual environment in which the user
controls the movements and actions of the characters. Through the
user, the character can interact with other characters. The other
characters can be controlled by other users or can be generated and
controlled by the computer.
[0007] In some interactive computer and video games, the user can
employ various input devices to create the characters. Typically, a
user will select from a variety of character traits that the user
wishes the virtual character to have. The game will then generate a
character according to the user's selections. The character is
generally created using an artificial intelligence engine
(AIE).
[0008] Although character creation has been exemplified above with
reference to gamming, character creation affects many industries
and applications. For example, character creation can be used in
movies, cartoons, computer simulations, and video simulations,
among others. All of these industries and applications would
benefit from improved character creation.
[0009] What is needed is a system that allows the user to
completely control the creation of a character. Further, what is
need is a technique that easily creates completely customized
characters.
SUMMARY OF THE INVENTION
[0010] The present invention teaches a method for creating
customized characters. Further, the present invention teaches an
artificial intelligence engine for generating customized
characters. In certain embodiments, this can be accomplished by
providing a graphical user interface (GUI) to a game player.
[0011] In one embodiment of the present invention, a computer
implemented method for creating a virtual character comprises
receiving a first virtual character set. The character set contains
one or more personal characteristics of the virtual character
including a date of birth. The character set can also include time
of birth, place of birth, gender, eye color, body type, favorite
color, preferred weapon, preferred armor, height, education level,
name, psychometric data, among other parameters. The method further
comprises operating a logical algorithm on the first virtual
character set. By operating an algorithm on the first virtual
character set, a second virtual character set is generated. The
second virtual character set operates to govern the behavior of the
virtual character.
[0012] In alternate embodiments, the virtual character can have a
number of different representations. For example, the virtual
character can be a virtual companion, including but not limited to,
a boyfriend, girlfriend, friend, parent colleague, coach, role
model, client, customer, employee, employer, family member or
relative, or an acquaintance. Further, in additional embodiments,
the virtual character can be an opponent or a partner in a computer
implemented game or simulation. In other embodiments, the virtual
character can be an avatar, a representation of the player, or
another real life person.
[0013] In further embodiments, the second virtual character set can
be used to market to a real life person or can be used for social
networking purposes in relation to other real life persons. The
social networking purposes can include dating, job hunting, people
searching, event planning, among others. Moreover, the second
virtual character set can be used to weigh the success and failure
of the actions of the virtual character or the people the character
represents.
[0014] In additional embodiments of the present invention, the user
provides at least one of the personal characteristics in the first
virtual character set. In alternate embodiments, at least one of
the personal characteristics in the first virtual character set is
a default value. Moreover, in another embodiment, at least one of
the personal characteristics in the first virtual character set is
provided by a user and at least one of the second virtual character
sets is a pseudorandom characteristic chosen by operation on the
first virtual character set.
[0015] In further embodiments, the user provides at least one of
the personal characteristics in the first virtual character set and
a logical algorithm uses a profiling algorithm to generate at least
one of the personal characteristics of the second virtual character
set. In alternate embodiments, the profiling algorithm can be
based, for example, on a Meyers-Briggs or other psychometric test.
The profiling algorithm, in additional embodiments, can also be
based on a religious model or a model that utilizes astronomical
data.
[0016] The character creation, in additional embodiments, can also
be done in furtherance of a computer game, including games which
have a single or multiple players. In another embodiment, the
method can be used to produce multiple virtual characters. In
further embodiments, the second set of personal characteristics can
be used to define a class of virtual characters.
[0017] The present invention also teaches a computer implemented
method for playing an interactive video game. In one embodiment of
the present invention, a first virtual character set is received
that includes one or more personal characteristics. A logical
algorithm operates on the first virtual character set to generate a
second virtual character set. The second virtual character set can
govern the actions, behaviors, and/or decisions of a virtual
character. The actions, behaviors, and/or decisions may or may not
change over time.
[0018] In additional embodiments, narrative content can be
generated for one or more of the virtual characters. The narrative
content can allow the game player to dialog with the virtual
characters. In further embodiments, the player can act out a
romantic or plutonic relationship with one or more of the virtual
characters.
[0019] The present invention also teaches a system for character
generation. The system is comprised of a system of character
traits, an AI engine, and a set of behavioral outputs. In alternate
embodiments, the AI can be a logical rule set. Further, the logical
rule set can provide statistically accurate behavior. Additionally,
the set of character traits can be derived from a template. For
example, in additional embodiments, the character traits can be
derived from a boyfriend, girlfriend, business associate,
astrologer, or a Kelli Fox template.
[0020] A computer interface to create a character is also taught by
the present invention. In one embodiment, a user's desires as to
the characteristics of a virtual character are provided to a
computer interface. In alternate embodiments, the user interface
can make use of astrology or Freudian analysis. Further, in
additional embodiments, the virtual character can be derived from a
template. In other embodiments, other characters can be created and
the data used for creation can be random, specific, based on actual
people, or based on other virtual characters.
[0021] The invention also teaches a data set of characters. In the
data set, at least one of the data set of characters behaves
according to a behavior model. The behavior model can be rely, at
least in part, on astrology.
[0022] As described above, and in alternate embodiments that would
be apparent to one skilled in the art, a user has complete control
over character creation. Further, as described above, the present
invention allows a user to easily create customized characters.
BRIEF DESCRIPTION OF THE DRAWINGS
[0023] These and other objects, features and characteristics of the
present invention will become more apparent to those skilled in the
art from a study of the following detailed description in
conjunction with the appended claims and drawings, all of which
form a part of this specification. In the drawings:
[0024] FIG. 1 illustrates a block diagram of character
creation.
[0025] FIG. 2 illustrates another embodiment of a block diagram of
character creation.
[0026] FIG. 3 illustrates another embodiment of a block diagram of
character creation.
[0027] FIG. 4 illustrates a data structure, parameter scope, and
underlying operation for obtaining a set of character traits.
[0028] FIG. 5 illustrates a flow chart of a method for providing
character creation.
[0029] FIG. 6 illustrates another embodiment of a flow chart for
providing character creation.
DETAILED DESCRIPTION OF THE DRAWINGS
[0030] The present invention teaches a variety of devices, methods,
and other subject matter described herein or apparent to one
skilled in the art in light of the present teaching. The present
invention further teaches a variety of embodiments, aspects and the
like, all distinctive in their own right.
[0031] As described above, current character creation techniques do
not allow for complete character customization. The present
invention teaches devices and methods that allow a character to be
created based on any number of different attributes. For example, a
character can be created based on personal characteristics such as
birthdate(s), time of birth, gender, etc. The present invention
also teaches an AI engine for generating a set of behavioral
outputs based on a set of character traits. Further, the present
invention teaches a GUI for generating customized characters.
[0032] FIG. 1 illustrates a block diagram of an AI based character
creation system 5 in accordance with one embodiment of the present
invention. Those skilled in the art will be familiar with the
nature and the benefits of using an AI based character creation
system for character creation. Of course, the present invention
contemplates a host of character creations systems patentable in
nature. The character creation system 5 of FIG. 1 includes a set of
character traits 10, an AI engine 15, and a set of character
behavior outputs 30.
[0033] In the embodiment illustrated in FIG. 1, the set of
character traits 10 includes a birthdate and specifics to other
parameters such as birth place, time of birth, family makeup,
height, weight, personal habits, and any other parameter typically
thought of as correlating to character behavior. The only
limitations to the character trait parameters are those inherent in
the design of an interface. In alternate embodiments, the interface
can be a graphical user interface (GUI), a virtual reality space,
or any other interface suitable for character creation. In further
embodiments, the character trait parameters can vary and any
desired subset can be used, as well as other parameters that are
not yet divined, in order to provide an extremely satisfying gaming
experience.
[0034] In certain embodiments, the set of character traits 10 can
be derived from a template rather than from a user. In other
embodiments, the user can define some of the character traits in
the set and the rest can be derived from a template. A more
sophisticated game player may not need to rely on a template to
create a desired character and can rather utilize their own
creative skills. Further, in alternate embodiments, a number of
templates can be used to create the set of character traits 10
including, but not limited to, a boyfriend, girlfriend, business
associate, astrologer, or celebrity template.
[0035] The AI engine 15 can provide a set of learnable rules
enabling a game player to have complete control over character
creation. In additional embodiments, character creation can be
governed by statistics causing unseen and unpredictable events to
happen. However, in alternate embodiments, the statistical behavior
can be removed or altered thereby allowing the game player to
generate a character with specifically desired character
behavior.
[0036] Character behavior can be governed, at least in part, by the
set of character behavior outputs 30 that are generated from the
input of character trait parameters 10 into the AI engine 15. The
set of character behavior outputs 30 can be executable in
conjunction with a GUI or any other interface suitable for
character creation.
[0037] FIG. 2 illustrates a block diagram of an AI based character
creation system 6 from yet another perspective of the present
invention. The embodiment illustrated in FIG. 2 shows logical and
learnable AI engine 15. The character creation system 6 of FIG. 2
includes a set of character traits 10, an AI engine 15, and a set
of character behavior outputs 30.
[0038] The embodiment illustrated in FIG. 2 is similar to the
embodiment illustrated in FIG. 1 in that the set of character
traits 10 includes a birthdate and specifics to other parameters
such as birth place, time of birth, family makeup, height, weight,
personal habits, and any other parameter typically thought of as
correlating to character behavior. The only limitations to the
character trait parameters are those inherent in the design of an
interface. In alternate embodiments, the interface can be a
graphical user interface (GUI), a virtual reality space, or any
other interface suitable for character creation. In further
embodiments, the character trait parameters can vary and any
desired subset can be used, as well as other parameters that are
not yet divined, in order to provide an extremely satisfying gaming
experience.
[0039] In certain embodiments, the set of character traits 10 can
be derived from a template rather than from a user. In other
embodiments, the user can defme some of the character traits in the
set and the rest can be derived from a template. Typically, a more
sophisticated game player does not need to rely on a template to
create a desired character and can rather utilize their own
creative skills. Further, in alternate embodiments, a number of
templates can be used to create a set of character traits 10
including, but not limited to, a boyfriend, girlfriend, business
associate, astrologer, or Kelli Fox template.
[0040] The AI engine 15 in the embodiment illustrated in FIG. 2
includes a random and/or a pseudorandom component. The AI engine 15
can provide a set of substantially learnable rules enabling a game
player to have complete control over character creation. In
additional embodiments, the character creation can be governed by
statistics causing unseen and unpredictable events to happen.
However, in alternate embodiments, the statistical behavior can be
removed or altered thereby allowing the game player to generate a
character with specifically desired character behavior.
[0041] Character behavior can be governed, at least in part, by the
set of character behavior outputs 30 that are generated from the
input of character trait parameters 10 into the AI engine 15. The
set of character behavior outputs 30 can be executable in
conjunction with a GUI or any other interface suitable for
character creation.
[0042] FIG. 3 illustrates a block diagram of an AI based character
creation system 7 from yet another perspective of the present
invention. In FIG. 3 we see an Astrological AI engine 15. The
Astrological AI engine 15 can be logical engine. In further
embodiments, the Astrological AI engine can be based on a set of
learnable rules. The character creation system 7 of FIG. 3 includes
a set of character traits 10, an AI engine 15, and a set of
character behavior outputs 30.
[0043] The embodiment illustrated in FIG. 3 is similar to the
embodiments illustrated in FIGS. 1 and 2 in that the set of
character traits 10 can include specifics to parameters such as
birthdate(s), birth place, time of birth, family makeup, height,
weight, personal habits, and any other parameter typically thought
of as correlating to character behavior. The only limitations to
the character trait parameters are those inherent in the design of
an interface. In alternate embodiments, the interface can be a
graphical user interface (GUI), a virtual reality space, or any
other interface suitable for character creation. In further
embodiments, the character trait parameters can vary and any
desired subset can be used, as well as other parameters that are
not yet divined, in order to provide an extremely satisfying gaming
experience.
[0044] In certain embodiments, the set of character traits 10 can
be derived from a template rather than from a user. In other
embodiments, the user can define some of the character traits in
the set and the rest can be derived from a template. Typically, a
more sophisticated the game player does not need to rely on a
template to create a desired character and can rather utilize their
own creative skills. Further, in alternate embodiments, a number of
templates can be used to create a set of character traits 10
including, but not limited to, a boyfriend, girlfriend, business
associate, astrologer, or Kelli Fox template.
[0045] The AI engine 15 in the embodiment illustrate in FIG. 3 can
include a random and/or a pseudorandom component. The AI engine 15
can provide a set of substantially learnable rules enabling the
game player to have complete control over character creation. In
additional embodiments, the character creation can be governed by
statistics causing unseen and unpredictable events to happen.
However, in alternate embodiments, the statistical behavior can be
removed or altered thereby allowing the game player to generate a
character with specifically desired character behavior.
[0046] Character behavior can be governed, at least in part, by the
set of character behavior outputs 30 that are generated from the
input of character trait parameters 10 into the AI engine 15. The
set of character behavior outputs 30 can be executable in
conjunction with a GUI or any other interface suitable for
character creation.
[0047] FIG. 4 illustrates a computer implemented character trait
generation function 56. The character trait generation function 56
is a function of data typically used in the field of astrology. A
data structure 52 contains data useful to generate character
behavior.
[0048] As shown in the embodiment illustrated, a first personal
characteristic 53 entered into the data structure 52 is a
birthdate. A second personal characteristic 54 entered into the
data structure 52 can be a variety of parameters including another
birthday, time of birth, place of birth, gender, name, favorite
movie, etc. In additional embodiments any number of personal
characteristics can be entered into the data structure 52 to
generate a character trait 50.
[0049] To generate a character trait 50, a logical operation can be
performed on the data structure 52. In certain embodiments, the
logical operation can be random and/or pseudorandom, a profiling
algorithm which can be based on a psychometric test, astronomical
data or a religious model, or defined by the user. The result of
the character trait generation 50 is a set of character behavior
outputs 55. The character behavior outputs 55 can be narrative
content for one or more virtual characters. Further, in alternate
embodiments, the character behavior outputs 55 can be actions,
behaviors and/or decisions. In additional embodiments, the
character behavior outputs 55 can be any generated content that can
be used to govern the behavior of a virtual character. Moreover,
the virtual character can assume a role such as a boyfriend,
girlfriend, business partner, and can be a player character or a
non-player character.
[0050] For example, a player character can be created by a user
based on a selection of certain traits and skills along with some
heuristic or pseudorandom number generation to provide diversity in
the characteristics (basic example--"I roll dice to see how much
strength I get and add 5 points because I choose to be a fighter.")
Non-player characters can be created either for a particular
purpose ("I need a giant to guard this door and occasionally give
advice" or "This cave is filled with floating purple pandas that
like to hug.") or to populate and add spice to a virtual world or
game ("Let's throw some people into the SIMS pool that will create
random/unpredictable behavior"). Purpose driven non-players
characters can have specific characteristics (like size,
intelligence, strength, charisma) designed for the game play and
scripts or AI that provide behavior. Generic non-player characters
can be created based on heuristics or pseudorandom generation and
also have scripts or AI that provide behavior.
[0051] FIG. 5 illustrates a flow chart of a method 100 for
providing character creation. In the embodiment illustrated in FIG.
5, a step 112 performs an initialization. Once initialized, a step
102 starts character creation. The character creation begins with a
step 104 in which one or more personal characteristics from a first
virtual character set is received. The personal characteristics can
include a date of birth and a time of birth, place of birth,
gender, eye color, body type, favorite color, preferred weapon,
preferred armor, height, education level, name, psychometric data,
among other parameters. In alternate embodiments, the personal
characteristics can be chosen by a user or be default values.
[0052] Following the receiving step 104, a step 106 operates on the
personal characteristic to generate content. The operation can be
done using a logical algorithm. Further, in additional embodiments,
the operation can be done using a logical algorithm that utilizes a
profiling algorithm. In additional embodiments, a profiling
algorithm can be based on Meyers-Briggs, another psychometric test,
a religious model, or a model that utilizes astronomical data.
[0053] In one embodiment, the generated content can be a second
virtual character set which can be used to operate and govern the
behavior of a virtual character. In another embodiment, a second
virtual character set can contain pseudorandom characteristics
chosen by operation on the first character set.
[0054] After the content is generated, a step 108 asks for a user's
feedback. A step 10 updates the operation function to reflect the
user's feedback. The above steps can repeated as necessary or
desired in order to create a character to the user's liking. For
example, the user can create a character that is a virtual
companion. Examples of virtual companions include, but are not
limited to, boyfriends, girlfriends, friends, parents, colleagues,
coaches, role models, clients, customers, employees, employers,
family members, relatives, or acquaintances. Additionally, the
virtual character, for example, can be an opponent or partner in a
computer implemented game or simulation. Further, the virtual
character, for example, can be an avatar, a representation of the
user, or another real life person.
[0055] FIG. 6 illustrates a flow chart of a method 103 to receive
one or more personal characteristics. A step 104 provides a GUI to
a game player. In alternate embodiments, step 104 can provide a
user with any interface suitable for character creation. Once the
GUI is provided, a step 120 queries the game player to engage in a
training narrative. A step 122 receives the users input in response
to the training narrative. Once the user input is received, the
method is done.
[0056] In addition, the order of the steps can vary in additional
embodiments. Further, in alternate embodiments, steps can be added,
eliminated or combined as would be apparent to one skilled in the
art. For example, an update operation function to reflect the
user's feedback is not necessary, therefore step 110 can be
eliminated.
[0057] In addition to the above mentioned examples, various other
modifications and alterations of the invention may be made without
departing from the invention. Accordingly, the above disclosure is
not to be considered as limiting and the appended claims are to be
interpreted as encompassing the true spirit and the entire scope of
the invention.
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