摘要 |
PURPOSE: To avoid movements of characters from becoming a single pattern by providing a learning function by which movement patterns of the characters are leaned automatically on the computer side when a game is performed, and the result of the learning can be executed as one of the character movement patterns upon finishing the learning. CONSTITUTION: In a combative sport game, a character whose movements are controlled by an input device 6 operated by a player and a character whose movements are controlled by predetermined program control defeat the opponent by exchanging face to face such techniques as punching and kicking to fight it out. In this case, necessary data are referred to in a CPU body 1 from among character status data 31 in a RAM 3, and player's individual data 32 are prepared and renewed according to the player's characteristics found during processing a learning procedure 12 and according to the processing of an ability determining program 121. In addition, a character status transition data 33 are referred to for preparing action patterns, which are renewed as a learning data 40 and stored in an SRAM 4. |