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| 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
|
| Serial No.:
|
281263 |
| Series Code:
|
11
|
| Filed:
|
November 16, 2005 |
| Current U.S. Class: |
463/30 |
| 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.
* * * * *