Claims Analysis
Total Claims: 45
Claim 1
Independent Claim
191 words
In a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a method of providing real time computer simulation and/or animation display of at least one entity at least in part in response to said user interaction, comprising: representing said entity with a data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic associated with said entity, said data structure further including information defining a state associated with said entity; reading incoming messages pertaining to skid entity; and executing actions based on said behavioral characteristic and said reading step to provide animated game play; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second of said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
Claim 2
Dependent Claim
191 words
In a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a method of providing real time computer simulation and/or animation display of at least one entity at least in part in response to said user interaction, comprising: representing said entity with a data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic associated with said entity, said data structure further including information defining a state associated with said entity; reading incoming messages pertaining to skid entity; and executing actions based on said behavioral characteristic and said reading step to provide animated game play; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second of said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
Claim 3
Dependent Claim
20 words
A method as in claim 1 further including sending outgoing messages based at least in part on said executing step.
Claim 4
Dependent Claim
20 words
A method as in claim 1 further including modifying said state information to transition said entity to a next state.
Claim 5
Dependent Claim
21 words
A method as in claim 3 wherein said modifying step comprises determining said next state based on a finite state machine.
Claim 6
Dependent Claim
33 words
A method as in claim 3 wherein said modifying step comprises determining said next state based on at least one of artificial intelligence, neural networks, adaptive resonant feedback loop technology, and fuzzy logic.
Claim 7
Dependent Claim
34 words
A method as in claim 1 wherein said reading step comprises reading a collision message, and said executing step includes handling a collision condition based at least in part on said behavioral characteristic-defining component.
Claim 8
Dependent Claim
24 words
A method as in claim 1 wherein said executing step includes performing animation based on predetermined animation information provided by said behavioral characteristic-defining component.
Claim 9
Dependent Claim
17 words
A method as in claim 1 wherein said predetermined animation information comprises a hierarchically-defined parts animation list.
Claim 10
Dependent Claim
203 words
A home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, the system for providing real time computer simulation and/or animation display of at least one entity at least in part in response to said user interaction, comprising: a data storage element that stores at least one data structure representing said entity, said data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity; said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic, and information defining a state of said entity; a messaging facility that reads incoming messages pertaining to said entity; and an executor coupled to said message reading facility, said executor executing actions based on said behavioral characteristic and said state to provided animated game play; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
Claim 11
Dependent Claim
203 words
A home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, the system for providing real time computer simulation and/or animation display of at least one entity at least in part in response to said user interaction, comprising: a data storage element that stores at least one data structure representing said entity, said data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity; said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic, and information defining a state of said entity; a messaging facility that reads incoming messages pertaining to said entity; and an executor coupled to said message reading facility, said executor executing actions based on said behavioral characteristic and said state to provided animated game play; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
Claim 12
Dependent Claim
21 words
A system as in claim 9 wherein said messaging facility sends outgoing messages based at least in part on said executor.
Claim 13
Dependent Claim
21 words
A system as in claim 9 wherein said executor modifies said state information to transition said entity to a next state.
Claim 14
Dependent Claim
19 words
A system as in claim 11 wherein said executor determines said next state based on a finite state machine.
Claim 15
Dependent Claim
34 words
A system as in claim 11 wherein said executor determines said next state based on at least one of an artificial intelligence element, a neural network, an adaptive resonant feedback loop, and fuzzy logic.
Claim 16
Dependent Claim
31 words
A system as in claim 9 wherein said messaging facility reads a collision message, and said executor handles a collision condition based at least in part on said behavioral characteristic-defining component.
Claim 17
Dependent Claim
22 words
A system as in claim 9 wherein said executor performs animation based on predetermined animation information provided by said behavioral characteristic-defining component.
Claim 18
Dependent Claim
17 words
A system as in claim 15 wherein said predetermined animation information comprises a hierarchically-defined parts animation list.
Claim 19
Dependent Claim
173 words
For use with a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a data structure for use in generating a real time computer simulation and/or animation display based at least in part on said user interaction, said data structure comprising an entity class and at least one object class, said at least one object class defining: plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity; and said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic of said entity; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance, and wherein said animated game play based on said data structure includes changing said entity between a humanoid appearance and other than said humanoid appearance.
Claim 20
Dependent Claim
173 words
For use with a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a data structure for use in generating a real time computer simulation and/or animation display based at least in part on said user interaction, said data structure comprising an entity class and at least one object class, said at least one object class defining: plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity; and said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic of said entity; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance, and wherein said animated game play based on said data structure includes changing said entity between a humanoid appearance and other than said humanoid appearance.
Claim 21
Dependent Claim
20 words
A data structure as in claim 17 wherein said second plural alternative physical characteristic defining components defines an animal appearance.
Claim 22
Dependent Claim
22 words
A data structure as in claim 17 wherein said second said plural alternative physical characteristic defining components defines a non-sentient object appearance.
Claim 23
Dependent Claim
26 words
A data structure as in claim 19 wherein said data structure stores further information that controls transition between said plural different appearances based on external stimuli.
Claim 24
Dependent Claim
17 words
A data structure as in claim 17 wherein the behavioral characteristic defining component comprises a genetic plan.
Claim 25
Dependent Claim
23 words
A data structure as in claim 21 wherein said genetic plan defines a set of rules that determine the behavior of the entity.
Claim 26
Dependent Claim
20 words
A data structure as in claim 21 wherein said genetic plan includes code defining at least one finite state machine.
Claim 27
Dependent Claim
23 words
A data structure as in claim 21 wherein said genetic plan describes how the stimulation entity reacts to at least one external stimulus.
Claim 28
Dependent Claim
24 words
A data structure as in claim 17 wherein said physical characteristic-defining component comprises a list of display items specifying the appearance of the entity.
Claim 29
Dependent Claim
19 words
A data structure as in claim 17 wherein said physical characteristic-defining component includes at least one 3D polygon definition.
Claim 30
Dependent Claim
18 words
A data structure as in claim 17 wherein said physical characteristic-defining component includes a hierarchical tree data sub-structure.
Claim 31
Dependent Claim
12 words
A data structure as in claim 17 further including a communication facility.
Claim 32
Dependent Claim
19 words
A data structure as in claim 28 wherein said communications facility includes an input queue and an output queue.
Claim 33
Dependent Claim
15 words
A data structure as in claim 17 further including data representing status of said entity.
Claim 34
Dependent Claim
27 words
A data structure as in claim 17 wherein said physical characteristic-defining component corresponds to an object class, and said behavioral characteristic-defining component corresponds to an entity class.
Claim 35
Dependent Claim
36 words
A data structure as in claim 17 wherein said behavioral characteristic-defining component corresponds to at least one of the following entity classes: (a) master subclass, (b) simple actor subclass, (c) actor subclass, or (d) photographer subclass.
Claim 36
Dependent Claim
35 words
A data structure as in claim 17 wherein said physical characteristic-defining component corresponds to at least one of the following object classes: (a) static object class, (b) animated object class, and (c) moving object class.
Claim 37
Dependent Claim
194 words
An animation authoring system comprising: an editor that constructs and edits data structures for use in generating a real time computer simulation and/or animation display, said data structures each comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, and said entity class defines at least one behavioral characteristic-defining component modeling at least one behavioral characteristic of said entity; an animator that creates animation tables for use in connection with said behavioral characteristic-defining component; a viewer that provides animation visualization based on said animation tables; and a run time library that provides run time processing support, said runtime library adapted for use in connection with a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game; and wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
Claim 38
Dependent Claim
194 words
An animation authoring system comprising: an editor that constructs and edits data structures for use in generating a real time computer simulation and/or animation display, said data structures each comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, and said entity class defines at least one behavioral characteristic-defining component modeling at least one behavioral characteristic of said entity; an animator that creates animation tables for use in connection with said behavioral characteristic-defining component; a viewer that provides animation visualization based on said animation tables; and a run time library that provides run time processing support, said runtime library adapted for use in connection with a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game; and wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
Claim 39
Dependent Claim
26 words
An animation authoring system as in claim 17 further including a converter that converts data in other formats to at least portions of said data structures.
Claim 40
Dependent Claim
244 words
An object oriented real time 3D home or portable video game playing graphics system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, said system further comprising: a storage device storing an object oriented data structure defining at least one 3D display object, said object oriented data structure inheriting at least one characteristic from at least one other object oriented data structure, said object oriented data structure defining behavioral and appearance characteristics of said 3D display object and including an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity; a graphics engine operatively coupled to said storage device, said graphics engine rendering said 3D display object based at least in part on said object oriented data structure and said at least one characteristic inherited thereby; and a computation engine coupled to said storage device, said computation engine modifying said object oriented data structure at run time based at least in part on user interaction with said 3D computer graphics system to provide animated game play at least in part in response to user interaction; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
Claim 41
Dependent Claim
244 words
An object oriented real time 3D home or portable video game playing graphics system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, said system further comprising: a storage device storing an object oriented data structure defining at least one 3D display object, said object oriented data structure inheriting at least one characteristic from at least one other object oriented data structure, said object oriented data structure defining behavioral and appearance characteristics of said 3D display object and including an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity; a graphics engine operatively coupled to said storage device, said graphics engine rendering said 3D display object based at least in part on said object oriented data structure and said at least one characteristic inherited thereby; and a computation engine coupled to said storage device, said computation engine modifying said object oriented data structure at run time based at least in part on user interaction with said 3D computer graphics system to provide animated game play at least in part in response to user interaction; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
Claim 42
Dependent Claim
28 words
A system as in claim 36 wherein said computation engine computes a next state associated with said display object based at least in part on said behavioral characteristic.
Claim 43
Dependent Claim
41 words
A system as in claim 36 wherein said data structure defines first and second alternative appearance characteristic-defining components, and said computation engine selects between said first and second alternative appearance characteristic-defining components based at least in part on said behavioral characteristic.
Claim 44
Dependent Claim
179 words
For use with a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a storage medium comprising: a first storage area storing at least one data structure for use in generating a real time computer simulation and/or animation display, said data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, and said entity class including at least one behavioral characteristic-defining component modeling at least one behavioral characteristic of said entity; and a second storage area storing executable code for use in processing said data structure and providing animated game play at least in part in response to user interaction; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
Claim 45
Dependent Claim
179 words
For use with a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a storage medium comprising: a first storage area storing at least one data structure for use in generating a real time computer simulation and/or animation display, said data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, and said entity class including at least one behavioral characteristic-defining component modeling at least one behavioral characteristic of said entity; and a second storage area storing executable code for use in processing said data structure and providing animated game play at least in part in response to user interaction; wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.