Character behavior and action in a video game are driven by a character's gene attributes and modified by a character's emotional attributes. The character's gene attributes are classified as static attributes, dynamic attributes, and meta attributes. A subset of the dynamic attributes include the character's emotional attributes expressed as numerical hate/love (H/L) values stored in H/L tables. Game interactions modify a group of characters' H/L values and subsequent behavior.

 
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< Apparatus and method including a memory device having multiple sets of memory banks with duplicated data emulating a fast access time, fixed latency memory device

> Card game

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