CN111274151B - Game testing method, related device and storage medium - Google Patents

Game testing method, related device and storage medium Download PDF

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CN111274151B
CN111274151B CN202010084820.9A CN202010084820A CN111274151B CN 111274151 B CN111274151 B CN 111274151B CN 202010084820 A CN202010084820 A CN 202010084820A CN 111274151 B CN111274151 B CN 111274151B
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time frame
game
data
acquiring
role
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CN111274151A (en
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彭凤婷
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/3668Software testing
    • G06F11/3672Test management
    • G06F11/3688Test management for test execution, e.g. scheduling of test suites
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/3668Software testing
    • G06F11/3672Test management
    • G06F11/3684Test management for test design, e.g. generating new test cases
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Quality & Reliability (AREA)
  • Human Computer Interaction (AREA)
  • Computer Hardware Design (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Pinball Game Machines (AREA)
  • Debugging And Monitoring (AREA)

Abstract

The application discloses a game testing method, which comprises the following steps: acquiring a first game role corresponding to a target game; randomly acquiring a second game role from the optional role set, wherein the optional role set comprises at least one role, and the second game role belongs to any role in the optional role set; acquiring first simulation data corresponding to a first time frame according to a first game role, wherein the first simulation data comprises at least one piece of randomly generated data; acquiring second simulation data corresponding to the first time frame according to the first game role, wherein the second simulation data comprises at least one piece of randomly generated data; and generating a game role test result corresponding to the first time frame according to the first simulation data and the second simulation data. Related apparatus are also disclosed. The method and the device not only save time for testers to design test cases and manually test, but also can relate to more types of scenes, thereby improving accuracy of game testing.

Description

Game testing method, related device and storage medium
Technical Field
The present application relates to the field of artificial intelligence, and in particular, to a method for testing a game, a related device, and a storage medium.
Background
With the development of internet technology, more and more games are moving into people's daily life. Among them, a Multiplayer Online Battle Arena (MOBA) game is a game type that is popular with players. In the process of designing such games, it is important how to plan and design hero values.
At present, in the game design process, an intranet tester designs game scenes to cover operations of an extranet player as many as possible according to personal accumulated test experiences, then statistics and analysis are carried out on the performances of characters in various scenes, and finally a test conclusion is given to guide the design of numerical balance.
However, the user interaction scenario of the MOBA game is complex, a large number of test cases need to be designed to cover the user operation as comprehensively as possible, not only is a large amount of time and effort consumed by testers in the scenario design, but also all scenarios are difficult to exhaust, and therefore the test conclusion is inaccurate.
Disclosure of Invention
The embodiment of the application provides a game testing method, a related device and a storage medium, so that the time for testers to design test cases and manually test is saved, more types of scenes can be involved, and the accuracy of game testing is improved.
In view of the above, a first aspect of the present application provides a method for game testing, including:
acquiring a first game role corresponding to a target game;
randomly acquiring a second game role from the optional role set, wherein the optional role set comprises at least one role, and the second game role belongs to any one role in the optional role set;
acquiring first simulation data corresponding to a first time frame according to a first game role, wherein the first simulation data comprises at least one piece of randomly generated data;
acquiring second simulation data corresponding to the first time frame according to a second game role, wherein the second simulation data comprises at least one piece of randomly generated data;
and generating a game role test result corresponding to the first time frame according to the first simulation data and the second simulation data, wherein the game role test result is a test result corresponding to the first game role.
A second aspect of the present application provides a game character testing apparatus, including:
the acquisition module is used for acquiring a first game role corresponding to a target game;
the acquisition module is further used for randomly acquiring a second game role from the optional role set, wherein the optional role set comprises at least one role, and the second game role belongs to any role in the optional role set;
the acquisition module is also used for acquiring first simulation data corresponding to the first time frame according to the first game role, wherein the first simulation data comprises at least one piece of randomly generated data;
the acquisition module is also used for acquiring second simulation data corresponding to the first time frame according to the second game role, wherein the second simulation data comprises at least one piece of randomly generated data;
and the generating module is used for generating a game role test result corresponding to the first time frame according to the first simulation data and the second simulation data acquired by the acquiring module, wherein the game role test result is a test result corresponding to the first game role.
In one possible design, in a first implementation of the second aspect of an embodiment of the present application,
the acquiring module is specifically used for randomly acquiring first skill data corresponding to a first time frame according to a first game role;
randomly acquiring first equipment data corresponding to a first time frame according to a first game role;
randomly acquiring first attribute data corresponding to a first time frame according to a first game role;
the acquisition module is specifically used for randomly acquiring second skill data corresponding to the first time frame according to the second game role;
randomly acquiring second equipment data corresponding to the first time frame according to the second game role;
and randomly acquiring second attribute data corresponding to the first time frame according to the second game role.
In one possible design, in a second implementation of the second aspect of the embodiments of the present application,
the obtaining module is specifically configured to obtain a first skill set corresponding to a first time frame according to a first game character, where the first skill set includes at least one available skill type, and the first skill set and the first game character have a corresponding relationship;
randomly acquiring a first skill type from a first skill set corresponding to a first time frame;
acquiring first skill data according to a first skill type, wherein the first skill data comprises skill output parameters and further comprises at least one of a skill hit rate and a skill exposure rate;
the obtaining module is specifically configured to obtain a second skill set corresponding to the first time frame according to a second game character, where the second skill set includes at least one available skill type, and the second skill set and the second game character have a corresponding relationship;
randomly acquiring a second skill type from a second skill set corresponding to the first time frame;
and acquiring second skill data according to the second skill type, wherein the second skill data comprises skill output parameters, and the second skill data further comprises at least one of skill hit rate and skill exposure rate.
In one possible design, in a third implementation of the second aspect of the embodiments of the present application,
the acquiring module is specifically configured to acquire a first equipment set corresponding to a first time frame according to a first game role, where the first equipment set includes at least one equipment type, and the first equipment set and the first game role have a corresponding relationship;
randomly acquiring P equipment from a first equipment set corresponding to a first time frame, wherein P is an integer greater than or equal to 1;
acquiring first equipment data according to the P equipment, wherein the first equipment data comprises at least one of defense parameters, attack parameters and correlation parameters;
the acquiring module is specifically configured to acquire a second equipment set corresponding to the first time frame according to a second game role, where the second equipment set includes at least one equipment type, and the second equipment set and the second game role have a corresponding relationship;
randomly acquiring Q equipment from a second equipment set corresponding to the first time frame, wherein Q is an integer greater than or equal to 1;
second equipment data is acquired from the Q equipment, wherein the second equipment data includes at least one of defense parameters, attack parameters, and association parameters.
In one possible design, in a fourth implementation of the second aspect of the embodiment of the present application,
the obtaining module is specifically configured to obtain a first attribute range set according to a first game character, where the first attribute range set includes M first attribute ranges, each first attribute range corresponds to an attribute feature of one dimension, and M is an integer greater than or equal to 1;
performing random value-taking processing on each first attribute range in the first attribute range set to obtain first attribute data corresponding to the first time frame, wherein the first attribute data comprise M attribute parameters, and the attribute parameters and the first attribute ranges have one-to-one correspondence relationship;
the acquisition module is specifically used for acquiring a second attribute range set according to a second game role, wherein the second attribute range set comprises N second attribute ranges, each second attribute range corresponds to an attribute feature of one dimension, and N is an integer greater than or equal to 1;
and performing random value-taking processing on each second attribute range in the second attribute range set to obtain second attribute data corresponding to the first time frame, wherein the second attribute data comprise N attribute parameters, and the attribute parameters and the second attribute ranges have one-to-one correspondence relationship.
In one possible design, in a fifth implementation of the second aspect of the embodiments of the present application,
and the generating module is specifically used for calculating the first simulation data and the second simulation data to obtain a game role test result corresponding to the first time frame.
In a possible design, in a sixth implementation manner of the second aspect of the embodiment of the present application, the game character testing apparatus further includes a processing module;
the acquisition module is further used for acquiring an interaction state range set, wherein the interaction state range set comprises L interaction state ranges, and L is an integer greater than or equal to 1;
the processing module is used for carrying out random value-taking processing on each interactive state range in the interactive state range set acquired by the acquisition module to obtain L pieces of first interactive state data, wherein the first interactive state data and the interactive state ranges have one-to-one correspondence;
and the generating module is specifically used for calculating the first simulation data, the second simulation data and the L pieces of first interaction state data to obtain a game role test result corresponding to the first time frame.
In one possible design, in a seventh implementation of the second aspect of the embodiments of the present application,
the acquisition module is further used for acquiring third simulation data corresponding to a second time frame according to the first game role, wherein the second time frame represents a next time frame adjacent to the first time frame;
the acquisition module is further used for acquiring fourth simulation data corresponding to the second time frame according to the second game role;
and the generating module is further used for generating a game role test result corresponding to the second time frame according to the third simulation data and the fourth simulation data acquired by the acquiring module.
In one possible design, in an eighth implementation of the second aspect of the embodiments of the present application,
the obtaining module is specifically configured to randomly obtain third skill data corresponding to a second time frame according to the first game character if at least one available skill type exists in the first skill set corresponding to the second time frame;
acquiring third equipment data corresponding to a second time frame according to first equipment data corresponding to the first time frame;
acquiring third attribute data corresponding to a second time frame according to the first attribute data, wherein the first attribute data is randomly acquired according to the first game role in the first time frame;
the obtaining module is specifically configured to randomly obtain fourth skill data corresponding to a second time frame according to a second game character if at least one available skill type exists in a second skill set corresponding to the second time frame;
acquiring fourth equipment data corresponding to a second time frame according to the second equipment data corresponding to the first time frame;
and acquiring fourth attribute data corresponding to the second time frame according to the second attribute data, wherein the second attribute data is randomly acquired according to the second game role in the first time frame.
In one possible design, in a ninth implementation of the second aspect of the embodiment of the present application,
the acquisition module is further used for acquiring an interaction state range set, wherein the interaction state range set comprises L interaction state ranges, and L is an integer greater than or equal to 1;
the processing module is further configured to perform random value taking processing on each interactive state range in the interactive state range set to obtain L pieces of second interactive state data, where the second interactive state data and the interactive state ranges have a one-to-one correspondence relationship;
and the generating module is specifically used for calculating the third simulation data, the fourth simulation data and the L second interaction state data to obtain a game role test result corresponding to the second time frame.
In one possible design, in a tenth implementation of the second aspect of the embodiment of the present application,
the acquisition module is further used for acquiring an optional role set and a full equipment type set before randomly acquiring a second game role from the optional role set, wherein the full equipment type set comprises at least one equipment type;
acquiring basic attribute data corresponding to each role in the selectable role set;
acquiring skill execution data corresponding to each role in the selectable role set;
acquiring skill configuration data corresponding to each role in the selectable role set;
acquiring equipment configuration data corresponding to each equipment type in a full equipment type set;
and acquiring interaction configuration data corresponding to each interaction type in the full interaction type set.
In a possible design, in an eleventh implementation manner of the second aspect of the embodiment of the present application, the game character testing apparatus further includes a sending module;
the generating module is further configured to generate target test information according to the game role test results corresponding to the K time frames if the game role test results corresponding to the K time frames are obtained after the game role test results corresponding to the first time frames are generated according to the first simulation data and the second simulation data;
and the sending module is used for sending the target test information generated by the generating module to the client so as to enable the client to display the target test information.
A third aspect of the present application provides a computer device comprising: a memory, a transceiver, a processor, and a bus system;
wherein, the memory is used for storing programs;
the processor is used for executing the program in the memory and comprises the steps of executing the method of the above aspects;
the bus system is used for connecting the memory and the processor so as to enable the memory and the processor to communicate.
A fourth aspect of the present application provides a computer-readable storage medium having stored therein instructions, which, when run on a computer, cause the computer to perform the method of the above-described aspects.
According to the technical scheme, the embodiment of the application has the following advantages:
in the embodiment of the application, a method for testing a game is provided, which includes obtaining a first game character corresponding to a target game, then obtaining a second game character randomly from an optional character set, obtaining first simulation data corresponding to a first time frame according to the first game character, obtaining second simulation data corresponding to the first time frame according to the second game character, and finally generating a game character testing result corresponding to the first time frame according to the first simulation data and the second simulation data. By the mode, game roles and simulation data thereof can be randomly generated, so that the operation processes of a large number of users can be automatically constructed, a large number of randomized data can cover more complex user interaction scenes, the time for testers to design test cases and manually test can be saved, more types of scenes can be involved, and the accuracy of game testing can be improved.
Drawings
FIG. 1 is a schematic diagram of an interface based on an MOBA game in the embodiment of the present application;
FIG. 2 is a schematic diagram of another interface based on the MOBA game in the embodiment of the present application;
FIG. 3 is a schematic diagram of another interface based on the MOBA game in the embodiment of the present application;
FIG. 4 is a schematic diagram of another interface based on the MOBA game in the embodiment of the present application;
FIG. 5 is a block diagram of an embodiment of a game character testing system;
FIG. 6 is a schematic flow chart of the MOBA game-based game role test in the embodiment of the present application;
FIG. 7 is a schematic diagram of an embodiment of a method for game testing in the embodiment of the present application;
FIG. 8 is a schematic diagram of an embodiment of an alternative role set in an embodiment of the present application;
FIG. 9 is a schematic flow chart illustrating a method for testing a game character according to an embodiment of the present application;
FIG. 10 is a schematic diagram of one embodiment of randomly generating skill types in an embodiment of the application;
FIG. 11 is a schematic diagram of an embodiment of a random generation apparatus in an embodiment of the present application;
FIG. 12 is a schematic flow chart illustrating a single-player-based game character test according to an embodiment of the present application;
FIG. 13 is a schematic flow chart illustrating a multi-player based game character test according to an embodiment of the present application;
FIG. 14 is a schematic diagram of another embodiment of randomly generating skill types in an embodiment of the application;
FIG. 15 is a diagram illustrating debugging game character data based on a game character testing system according to an embodiment of the present application;
FIG. 16 is a schematic diagram of an embodiment of a game character testing apparatus according to the embodiment of the present application;
fig. 17 is a schematic structural diagram of a computer device in an embodiment of the present application.
Detailed Description
The embodiment of the application provides a game testing method, a related device and a storage medium, so that the time for testers to design test cases and manually test is saved, more types of scenes can be involved, and the accuracy of game testing is improved.
The terms "first," "second," "third," "fourth," and the like in the description and in the claims of the present application and in the drawings described above, if any, are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are, for example, capable of operation in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "corresponding" and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
It should be understood that the Game Role testing method provided in the present application may be applied to numerical balance tests of different types of games, including but not limited to Role-Playing games (RPG), Massively Multiplayer Online Role-Playing games (MMORPG), Real-Time Strategy games (RTS), Action games (ACT), and MOBA Game, for convenience of description, the present application takes MOBA Game as an example, but this should not be construed as a limitation to the present application. Where MOBA games typically require the purchase of equipment in combat, players are typically divided into two teams that compete against each other in a decentralized game map, each player controlling a selected game character through an interface. In order to ensure the fairness of sports as much as possible, a numerical balance test is required to be carried out before game characters are on line, and the numerical balance test means that game characters and occupation need to be mutually restricted in the game numerical design process, so that the game characters are ensured not to be too strong or too weak.
Taking an MOBA game as an example, please refer to fig. 1, and fig. 1 is an interface schematic diagram based on the MOBA game in the embodiment of the present application, as shown in the figure, each player has an account, for example, the account name of the player is "i is a queen", and the current level is 30, and the player is a friend of the player, and also includes a player a, a player b, and a player c. The house players can choose to enter 'competitive fight' or 'ranking match' together with own friends, and can also randomly form a team with non-friend players to participate in battles. The fighting process involves skill data, equipment data, attribute data and the like of the game character selected by the player. The description will continue with the MOBA game.
Referring to fig. 2, fig. 2 is another interface diagram of the MOBA-based game in the embodiment of the present application, as shown, for example, a game character a is a "legal" character, and it is assumed that the game character a has legal skills and control skills, wherein the skills a, B, and C are all legal skills, and the skill D is a control skill. Referring to fig. 3, fig. 3 is another interface diagram of the MOBA-based game according to the embodiment of the present invention, as shown in the figure, for the game character a, equipments used in the battle, such as "holy cup", "echo stick", "amulet", "french stick", "magic book", and "regeneration clothes" may be set, and the game character may set the equipments in advance before the battle, or may set or change the equipments during the battle. Referring to fig. 4, fig. 4 is another interface schematic diagram of the MOBA-based game in the embodiment of the present application, as shown in the figure, the attribute data of the game character a is taken as an example, and the attribute includes a basic attribute, an attack attribute and a defense attribute, where the basic attribute includes, but is not limited to, maximum life, maximum legal power, physical attack, legal attack, physical defense and legal defense of the game character a. Attack attributes include, but are not limited to, speed of movement, physical penetration, legal penetration, attack rate addition, attack probability, attack effect, physical blood draw, legal blood draw, cooling reduction, and attack scope. Defensive attributes include, but are not limited to, toughness rating, blood return per second, and blue return per second.
In the MOBA game, the damage value that a game character can output is related to the operation of a player, the skill of the game character, the attribute of the game character, the equipment of the game character, a battle character, and the like. Specifically, when the internal network designs the skill, skill interaction mode and various values of a new game role, because the new game role is not on-line, the operation condition of the external network player on the new game role cannot be evaluated, so that the value design of the new game role lacks effective feedback, a basic value is often designed according to experience, and then corresponding adjustment is performed through comparison and verification, so that the problem that the game role is too strong or too weak after the new game role is on-line to the external network often occurs, and the fairness of the game is poor and the like is caused. It should be noted that the intranet refers to that the game is in the development stage, and the extranet refers to that the game has been released to the network for the player to download.
For convenience of understanding, the present application provides a method for testing a game character, which is applied to a game character testing system shown in fig. 5, please refer to fig. 5, where fig. 5 is a schematic structural diagram of the game character testing system in an embodiment of the present application, as shown in the figure, the game character testing method provided in the present application may be deployed in a server, the server performs an automated test on the game character, then outputs a test result of the game character, and finally may feed back the test result to a testing client, and the testing client displays the test result. The game role testing method provided by the application can also be deployed on at least one game client, and the game clients are specifically clients used by experience clothes, wherein the experience clothes refer to clothes for finding users to experience in a small range before the game is formally released. The game client side feeds back the test results of the game roles to the server in a unified mode, the server collects the test results and sends the test results to the test client side, and the test client side displays the test results.
It should be noted that the client is disposed on a terminal device, where the terminal device includes but is not limited to a tablet computer, a notebook computer, a palm computer, a mobile phone, a voice interaction device, and a Personal Computer (PC), and is not limited herein.
Based on the above description, when a game client performs a numerical balance test on a game character, operations of a real player need to be simulated, for convenience of description, please refer to fig. 6, where fig. 6 is a schematic flow chart of the game character test based on the MOBA game in the embodiment of the present application, as shown in the figure, before a real player clicks a certain skill, which skill is to be released may be selected according to an operable skill displayed by the game client, and in the selection process, the real player needs to determine which skill is to be released according to factors such as a skill list, a skill cooling (Cold Down, CD) condition, and a commonly used skill release sequence of the currently selected game character. The game role test provided by the application can simulate the skill selection condition of a real player, and after the skill is clicked, the game client determines what result the currently released skill causes according to the current game running state. The calculation of skill results needs to depend on the current game role state, the battlefield state, the release skill hit state and the enemy state in the game environment, namely, the game role test provided by the application can also simulate the state data, define the distribution interval of the maximum value and the minimum value for each variable, and then randomly select a certain value in the simulation process, so that the actual battle environment of the extranet is simulated, and all possible situations are covered as much as possible through large-batch numerical simulation (such as thousands of times of simulation) so as to truly reflect the operation performance conditions of game extranet players. And finally, calculating all actual game numerical indexes, reporting output results, and storing the output results into a database for subsequent data analysis.
When data related to game characters are simulated, a Monte Carlo algorithm is adopted to simulate the operation of a large number of players in an automatic mode, the operation of the large number of players can cover all possible operations as far as possible, data generated based on the operations also have a better coverage area, and then the mean value or variance of the data is calculated, so that the aim of guiding planners to carry out numerical balance adjustment is achieved. The algorithm used in the present application, that is, the monte carlo algorithm is used, and the monte carlo algorithm can be a numerical calculation method guided by probability statistics theory, and generally, the monte carlo method can be roughly divided into two types: one is that the problem solved has inherent randomness itself, and the stochastic process can be directly simulated by the computing power of a computer. Another type is that the problem being solved can be converted into some randomly distributed characteristic number, such as the probability of the occurrence of a random event, or the expected value of a random variable. The method mainly adopts a first type mode, namely random simulation is carried out according to player operation, and after massive simulation, a final test result can be obtained through statistics.
It should be appreciated that the game character testing method provided herein applies to the field of Artificial Intelligence (AI), which is a theory, method, technique, and application system that simulates, extends, and expands human Intelligence, senses the environment, acquires knowledge, and uses the knowledge to obtain optimal results using a digital computer or a machine controlled by a digital computer. In other words, artificial intelligence is a comprehensive technique of computer science that attempts to understand the essence of intelligence and produce a new intelligent machine that can react in a manner similar to human intelligence. Artificial intelligence is the research of the design principle and the realization method of various intelligent machines, so that the machines have the functions of perception, reasoning and decision making.
The artificial intelligence technology is a comprehensive subject and relates to the field of extensive technology, namely the technology of a hardware level and the technology of a software level. The artificial intelligence infrastructure generally includes technologies such as sensors, dedicated artificial intelligence chips, cloud computing, distributed storage, big data processing technologies, operation/interaction systems, mechatronics, and the like. The artificial intelligence software technology mainly comprises a computer vision technology, a voice processing technology, a natural language processing technology, machine learning/deep learning and the like.
Specifically, the method can adopt a Machine Learning (ML) method to realize automatic testing, wherein the Machine Learning is a multi-field cross subject and relates to multi-subjects such as probability theory, statistics, approximation theory, convex analysis, algorithm complexity theory and the like. The special research on how a computer simulates or realizes the learning behavior of human beings so as to acquire new knowledge or skills and reorganize the existing knowledge structure to continuously improve the performance of the computer. Machine learning is the core of artificial intelligence, is the fundamental approach for computers to have intelligence, and is applied to all fields of artificial intelligence. Machine learning and deep learning generally include techniques such as artificial neural networks, belief networks, reinforcement learning, transfer learning, inductive learning, and formal education learning.
With the research and progress of artificial intelligence technology, the artificial intelligence technology is developed and applied in a plurality of fields, such as common smart homes, smart wearable devices, virtual assistants, smart speakers, smart marketing, unmanned driving, automatic driving, unmanned aerial vehicles, robots, smart medical care, smart customer service, and the like.
With reference to fig. 7, a method for testing a game in the present application will be described below, and an embodiment of the method for testing a game in the embodiment of the present application includes:
101. acquiring a first game role corresponding to a target game;
in this embodiment, the game character testing apparatus first obtains a first game character in a target game, wherein the target game includes, but is not limited to, a MOBA game, an RPG, an MMORPG, and an RTS game. The first game character may be a newly designed game character in the target game, or may be a designed game character in the target game, which is not limited herein.
Different game characters need to be endowed with different professional positions, and the game characters can be generally divided into a law engineer, a soldier, a tank, a stabber, a shooter, an auxiliary game and the like, wherein the law engineer belongs to magic injury type game characters, the soldier belongs to close combat type game characters, the tank belongs to defense type game characters, the stabber belongs to high outbreak type game characters, the shooter belongs to remote physical output type game characters, and the auxiliary game belongs to protection type game characters.
102. Randomly acquiring a second game role from the optional role set, wherein the optional role set comprises at least one role, and the second game role belongs to any one role in the optional role set;
in this embodiment, the game character testing apparatus randomly obtains a second game character from the selectable character set, where the second game character may be a game character already set in the target game, and similarly, the second game character may also have a corresponding professional position. For convenience of introduction, referring to fig. 8, fig. 8 is a diagram illustrating an example of a set of selectable characters in an embodiment of the present application, and as shown in the drawing, it is assumed that a "legal" type character includes "xiaoqiao", "fighter" type characters include "summer Tun", "tank" type characters include "white start" and "moon mi", "spiny" type characters include "trade" and "sun wu kong", "auxiliary" type characters include "joe" and "white start", "shooter" type characters include "luban" and "papaver", and thus, a second game character may randomly select from these characters, and if "alckin" is randomly selected as a second game character, a simulated engagement will be performed subsequently with the attribute of "alckin" of the game character.
103. Acquiring first simulation data corresponding to a first time frame according to a first game role, wherein the first simulation data comprises at least one piece of randomly generated data;
in this embodiment, the game character testing apparatus needs to simulate a battle process between the first game character and the second game character within a period of time. Specifically, it is assumed that the period of time is 2 minutes, that is, the first game character and the second game character need to be engaged in a battle within 2 minutes, and 30 frames per second, that is, 30 frames by 60 frames by 2 frames by 3600 frames in total, where the first time frame may be one of the frames. The game character testing device randomly generates first simulation data corresponding to a first game character in a first time frame, and then performs engagement with a second game character based on the first simulation data.
104. Acquiring second simulation data corresponding to the first time frame according to a second game role, wherein the second simulation data comprises at least one piece of randomly generated data;
in this embodiment, the game character testing device randomly generates second simulation data corresponding to the second game character in the first time frame, and then performs engagement with the first game character based on the second simulation data.
105. And generating a game role test result corresponding to the first time frame according to the first simulation data and the second simulation data, wherein the game role test result is a test result corresponding to the first game role.
In this embodiment, the game character testing apparatus combines the first simulation data and the second simulation data to calculate the game testing result of the first game character in the first time frame. It should be noted that the game test result includes, but is not limited to, a physical injury value, a legal injury value, a real injury value, a shield injury, a team economic situation, and the like of the first game character. Taking the first game role and the second game role to fight for 2 minutes as an example, the test result of 3600 frames is obtained, the test results of the 3600 frames are accumulated, so that the total damage of the first game role to the second game role is formed, and then the total damage is stored in a database to be used as a sample test result.
For convenience of introduction, please refer to fig. 9, and fig. 9 is a schematic flow chart of a game character testing method in the embodiment of the present application, and specifically includes the following modules for performing operations as shown in the figure.
In step S1, the player data simulation module is mainly used for simulating each item of data that is not directly input by the player, such as randomly generating first simulation data and second simulation data.
In step S2, the basic data input module is mainly used to input and convert the configuration file data of the game, and can store the configuration file in the spreadsheet format into the memory and format it into an object for reference by the subsequent module. It is noted that the timing restriction between step S2 and step S1 is not required.
In step S3, the data adaptation processing module is used to combine the data generated by the player data simulation module and the data generated by the basic data input module, that is, combine the read data into a format that is stored in the memory of the battle system and processed into a format that is uniformly required by the battle system interface. The format types include, but are not limited to, integer (int), string (string), and boolean (boolean).
In step S4, the match system is mainly used to calculate the final results of various output indexes based on the data input by the simulated player and the parameters included therein.
In step S5, the data storage module is mainly used to receive data from the battle system, and perform formatting after verification is completed, that is, unify the data found in the dispersed documents into classes, and use the classes after instantiation.
In step S6, the data analysis module is mainly configured to preset some statistical indicators, such as statistical mean or variance, in advance according to the test requirements, and then execute a Structured Query Language (SQL) script in an automated manner to output a statistical report.
In step S7, the data report generating and sending module is mainly used to rely on the statistical report output by the data analysis module, and send the statistical report to the client at regular time, so that the content of the statistical report can be seen by the planning, program and tester concerning the value balance.
In the embodiment of the application, a method for testing a game is provided, which includes obtaining a first game character corresponding to a target game, then obtaining a second game character randomly from an optional character set, obtaining first simulation data corresponding to a first time frame according to the first game character, obtaining second simulation data corresponding to the first time frame according to the second game character, and finally generating a game character testing result corresponding to the first time frame according to the first simulation data and the second simulation data. By the mode, game roles and simulation data thereof can be randomly generated, so that the operation processes of a large number of users can be automatically constructed, a large number of randomized data can cover more complex user interaction scenes, the time for testers to design test cases and manually test can be saved, more types of scenes can be involved, and the accuracy of game testing can be improved.
Optionally, on the basis of the various embodiments corresponding to fig. 7, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, the obtaining, according to the first game character, the first simulation data corresponding to the first time frame may include:
randomly acquiring first skill data corresponding to a first time frame according to a first game role;
randomly acquiring first equipment data corresponding to a first time frame according to a first game role;
randomly acquiring first attribute data corresponding to a first time frame according to a first game role;
acquiring second simulation data corresponding to the first time frame according to the second game character may include:
randomly acquiring second skill data corresponding to the first time frame according to the second game role;
randomly acquiring second equipment data corresponding to the first time frame according to the second game role;
and randomly acquiring second attribute data corresponding to the first time frame according to the second game role.
In this embodiment, a specific method for acquiring simulation data is described, during the process of testing a game character, multiple random simulations are usually required, for example, each simulation time is 2 minutes, and assuming that 2 minutes includes 3600 frames of data, the first time frame may represent the first time frame of the 3600 frames. Since the first time frame is the starting frame for the game to begin, the data that needs to be simulated includes, but is not limited to, skill data, equipment data, and attribute data. However, since the second time frame is started, the game may have data accumulated, for example, the attribute data of the second time frame is calculated based on the attribute data of the previous time frame, but the equipment data may be kept unchanged.
Specifically, after the first game character is determined, first skill data, first equipment data and first attribute data need to be randomly generated, wherein the first skill data represents relevant data of skills adopted by the first game character in a first time frame, active skills and passive skills can be generally divided in the MOBA game, the active skills can further comprise general skills and fixed skills, the active skills represent skills which need to be actively triggered by a player, and the passive skills represent skills which can be automatically triggered without the operation of the player. The first equipment data represents the equipment used by the first game character in the first time frame, the equipment can be divided into local equipment and off-site equipment, the local equipment is commonly used in the MOBA game, namely the equipment used by each game, and different types of local equipment can be adopted by different games. The first attribute data includes the attribute of the first game character at different levels, and assuming a total of 15 levels, the attribute value will be increased accordingly as the level is increased, for example, the life value of the first game character at level 1 is 3323, the life value at level 15 is 5994, and for another example, the physical attack force value of the first game character at level 1 is 170, and the physical attack force value at level 15 is 293.
Similarly, after the second game character is determined, second skill data, second equipment data, and second attribute data need to be randomly generated, where the second skill data represents related data of a skill adopted by the second game character in the first time frame, the second equipment data represents an equipment condition used by the second game character in the first time frame, and the second attribute data includes attribute conditions of the first game character in different levels, which is not described herein again.
Secondly, in the embodiment of the present application, a specific method for acquiring simulation data is provided, that is, for a first time frame, data that can be simulated includes skill data, equipment data, and attribute data. By the mode, various data of different game roles are simulated at the starting time of the game role test, so that the automatic test of the game is realized, and the time for testers to design test cases and manually test is saved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 7, in another optional embodiment of the method for testing a game provided in the embodiment of the present application, the randomly acquiring, according to the first game character, the first skill data corresponding to the first time frame may include:
acquiring a first skill set corresponding to a first time frame according to a first game role, wherein the first skill set comprises at least one available skill type, and the first skill set and the first game role have a corresponding relation;
randomly acquiring a first skill type from a first skill set corresponding to a first time frame;
acquiring first skill data according to a first skill type, wherein the first skill data comprises skill output parameters and further comprises at least one of a skill hit rate and a skill exposure rate;
randomly acquiring second skill data corresponding to the first time frame according to the second game character may include:
acquiring a second skill set corresponding to the first time frame according to a second game role, wherein the second skill set comprises at least one available skill type, and the second skill set and the second game role have a corresponding relationship;
randomly acquiring a second skill type from a second skill set corresponding to the first time frame;
and acquiring second skill data according to the second skill type, wherein the second skill data comprises skill output parameters, and the second skill data further comprises at least one of skill hit rate and skill exposure rate.
In this embodiment, a method for randomly acquiring skill data is described, and for a first game character and a second game character, a skill type needs to be randomly acquired. The game character testing device acquires a first skill set corresponding to a first time frame according to a first game character, wherein the first skill set comprises at least one available skill type, the available skill type is a currently releasable skill type, and the CD time of the available skill type is already finished. Similarly, the game character testing device acquires a second skill set corresponding to the first time frame according to a second game character, wherein the second skill set comprises at least one available skill type. It should be noted that the available skill types included in the second skill set and the first skill set may be partially the same or may not be the same.
For ease of understanding, please refer to table 1, which is an illustration of a first skill set and a second skill set.
TABLE 1
First skill set Second skill set
Common attacks Common attacks
Skill
1 Skill 4
Skill 2 Skill 5
Skill 3 Skill 6
Skill 7
Referring to fig. 10 in conjunction with the content shown in table 1, fig. 10 is a schematic diagram of an embodiment of randomly generating skill types in the embodiment of the present application, as shown in the figure, a skill type is randomly selected in the first skill set, and in the case of 4 skill types, the probability that each skill type is selected is 1/4. A skill type is randomly selected in the second skill set, for example 5 skill types, then the probability of each skill type being selected is 1/5. Assume skill 3 is randomly selected as a first skill type and skill 6 is randomly selected as a second skill type, i.e., within a first time frame, the first game character employs skill 3 to attack the second game character and the second game character employs skill 6 to attack the first game character. It can be understood that if the skills of the game characters are within the CD time, the attack is performed in the form of a common attack.
Specifically, each skill has corresponding skill data, the skill data includes at least an output parameter representing the magnitude of the attack force, and the skill data may further include at least one of a skill hit rate and a skill exposure rate. For ease of understanding, please refer to table 2, where table 2 is an illustration of the first skill data and the second skill data.
TABLE 2
Figure BDA0002381676700000121
As can be seen from table 2, the first skill data and the second skill data both have a skill hit rate and a skill exposure rate, and in practical applications, the skill hit rate of some game characters may default to 100% or the skill exposure rate is 0%.
The embodiment of the application provides a method for randomly acquiring skill data, namely randomly acquiring a skill type from a skill set, and determining corresponding skill data based on the skill type. Through the method, the skill data corresponding to the first time frame can be obtained through simulation, so that the process of skill data randomization is realized, and the feasibility and the operability of the scheme are favorably improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 7, in another optional embodiment of the method for testing a game provided in the embodiment of the present application, the randomly obtaining, according to the first game character, the first equipment data corresponding to the first time frame may include:
acquiring a first equipment set corresponding to a first time frame according to a first game role, wherein the first equipment set comprises at least one equipment type, and the first equipment set and the first game role have a corresponding relation;
randomly acquiring P equipment from a first equipment set corresponding to a first time frame, wherein P is an integer greater than or equal to 1;
acquiring first equipment data according to the P equipment, wherein the first equipment data comprises at least one of defense parameters, attack parameters and correlation parameters;
the randomly acquiring, according to the second game character, the second equipment data corresponding to the first time frame may include:
acquiring a second equipment set corresponding to the first time frame according to a second game role, wherein the second equipment set comprises at least one equipment type, and the second equipment set and the second game role have a corresponding relationship;
randomly acquiring Q equipment from a second equipment set corresponding to the first time frame, wherein Q is an integer greater than or equal to 1;
second equipment data is acquired from the Q equipment, wherein the second equipment data includes at least one of defense parameters, attack parameters, and association parameters.
In this embodiment, a method for randomly acquiring device data is described, and for a first game character and a second game character, a set of devices needs to be randomly acquired. The game role testing device acquires a first equipment set corresponding to a first time frame according to a first game role, wherein the first equipment set comprises at least one equipment, and the first equipment set and the first game role have a corresponding relation. Assuming that the occupation of the first game character is a juridical, then the first set of equipment is equipment associated with a juridical-like occupation. Typically, each game character sets at least one accessory within the game pair, for example, P accessories, which may be 6, are randomly acquired from a first set of accessories. Similarly, the game character testing device acquires a second equipment set corresponding to the first time frame according to a second game character, wherein the second equipment set comprises at least one equipment, and the second equipment set and the second game character have a corresponding relationship. Assuming that the occupation of the second game character is wild, the second set of equipment is equipment associated with a wild-type occupation. Typically, each game character sets at least one accessory within the game pair, e.g., Q accessories are randomly acquired from the second set of accessories, Q may be 6. Note that, the P pieces of equipment and the Q pieces of equipment may partially be the same or may not be the same.
For ease of understanding, please refer to table 3, where table 3 is an illustration of a first set of equipment and a second set of equipment.
TABLE 3
First equipment set Second equipment set
French stick 1 Sword 1
Fa cane 2 Sword 2
Cap 1 Cap 1
Cap 2 Cap 2
Manteau 1 Manteau 1
Manteau 2 Manteau 2
Manteau 3 Manteau 3
Magic wand 1 Shield 1
Magic stick 2 Shield 2
Magic wand 3 Shield 3
As can be seen from table 3, P pieces of equipment can be randomly extracted from the first set of equipment, and the second set of equipment can be randomly extracted from the second set of equipment, so as to increase the reasonableness of the game, in general, the same kind of equipment is not repeatedly selected, for example, the selection stick 1 does not select the selection stick 2, but the situation that some characters can use the same kind of equipment in a superimposed manner is not excluded.
Referring to fig. 11 in conjunction with the content of table 3, fig. 11 is a schematic diagram of an embodiment of randomly generating equipment in the embodiment of the present application, as shown in the figure, P equipment is randomly selected from a first device set, it is assumed that P is equal to 4, and it is assumed that one piece is randomly obtained from each type of equipment, and the randomly generated P equipment are a french stick 1, a hat 2, a cloak 3 and a magic stick 1. Similarly, suppose Q is equal to 4 and suppose each type of equipment randomly acquires one piece, the Q pieces of equipment generated after randomization are respectively sword 2, hat 2, mantle 2 and shield 3. Based on this, the first game character adopts the P equipment to engage with the second game character, and the second game character adopts the Q equipment to engage with the first game character.
Specifically, each equipment has corresponding equipment data, which is at least one of a defense parameter, an attack parameter, and an association parameter, and for ease of understanding, please refer to table 4, where table 4 is an illustration of first equipment data and second equipment data.
TABLE 4
Defense parameters Attack parameters Motion parameter Recovery of normal force parameters Restoring vital parameters
French stick 1 0 200 0 0 0
Cap 2 120 0 60 100 50
Manteau 3 250 0 120 100 100
Magic wand 1 0 280 0 20 0
Sword 2 0 220 0 0 0
Cap 2 130 0 40 90 70
Manteau 2 300 0 160 80 100
Shield 3 380 0 20 120 180
As can be seen from table 4, the associated parameters in the equipment data may include a movement parameter, a recovery normal parameter, and a recovery life parameter, and may also include other parameters, which are only an illustration and should not be construed as a limitation to the present application. In addition, the defense parameters may specifically include law defense parameters and physical defense parameters, and the attack parameters may specifically include law attack parameters and physical attack parameters.
In the embodiment of the present application, a method for randomly acquiring equipment data is provided, that is, P pieces of equipment are randomly acquired from an equipment set, and corresponding equipment data is determined based on the P pieces of equipment. Through the mode, the equipment data corresponding to the first time frame can be obtained through simulation, so that the process of equipment data randomization is realized, and the feasibility and operability of a scheme are improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 7, in another optional embodiment of the method for testing a game provided in the embodiment of the present application, the randomly obtaining, according to the first game character, the first attribute data corresponding to the first time frame may include:
acquiring a first attribute range set according to a first game role, wherein the first attribute range set comprises M first attribute ranges, each first attribute range corresponds to an attribute feature of one dimension, and M is an integer greater than or equal to 1;
performing random value-taking processing on each first attribute range in the first attribute range set to obtain first attribute data corresponding to the first time frame, wherein the first attribute data comprise M attribute parameters, and the attribute parameters and the first attribute ranges have one-to-one correspondence relationship;
randomly acquiring second attribute data corresponding to the first time frame according to the second game character may include:
acquiring a second attribute range set according to a second game role, wherein the second attribute range set comprises N second attribute ranges, each second attribute range corresponds to an attribute feature of one dimension, and N is an integer greater than or equal to 1;
and performing random value-taking processing on each second attribute range in the second attribute range set to obtain second attribute data corresponding to the first time frame, wherein the second attribute data comprise N attribute parameters, and the attribute parameters and the second attribute ranges have one-to-one correspondence relationship.
In this embodiment, a method for randomly acquiring attribute data is described, and for a first game character and a second game character, a group of attribute data needs to be randomly acquired. The game role testing device acquires a first attribute range set corresponding to a first time frame according to a first game role, wherein the first attribute range set comprises M first attribute ranges, and each first attribute range corresponds to an attribute feature of one dimension. The game role testing device obtains a first attribute range corresponding to each attribute feature in the M attribute features, and then randomly takes values from each first attribute range, so that first attribute data are obtained. Similarly, the game character testing device obtains a second attribute range set corresponding to the first time frame according to a second game character, where the second attribute range set includes N second attribute ranges, each second attribute range corresponds to an attribute feature of one dimension, and a value of N is generally the same as that of M. The game role testing device obtains a second attribute range corresponding to each attribute feature in the N attribute features, and then randomly takes values from each second attribute range, so that second attribute data are obtained.
It should be noted that the attribute features include, but are not limited to, the blood volume, the blue volume, the Farad, the magic reactance, the maximum life value, the available skill list, the physical attack, the legal attack, the attack effect, the shift speed, the blood return per second, the blue return per second, the legal blood draw, the physical blood draw, and the attack scope of the game character. For ease of understanding, please refer to table 5, where table 5 is an illustration of a first set of attribute ranges and a second set of attribute ranges.
TABLE 5
Attribute characteristics of a first attribute range First attribute range Attribute characteristics of the second attribute range Second attribute range
Blood volume 0 to 2000 Blood volume 0 to 1800
Amount of blue 0 to 1500 Amount of blue 0 to 1000
Fakang 0 to 1700 Fakang 0 to 800
Maximum life value 500 to 2500 Maximum life value 300 to 2200
Available skills list 1.2, 3 and 4 Available skills list 1.5, 6 and 7
Physical attack power 50 to 200 Physical attack power 200 to 800
Attack power of law 150 to 900 Attack power of law 70 to 160
Impact effect 120 to 200 percent Impact effect 120 to 200 percent
Moving speed
10 to 50 Moving speed 15 to 60
Blood return per second 50 to 100 Blood return per second 60 to 110
Blue back per second 55 to 110 Blue back per second 30 to 70
Blood sucking by legal method 30 to 70 Blood sucking by legal method 40 to 80
Physical blood suction 50 to 90 Physical blood suction 60 to 90
Scope of attack 20 to 40 Scope of attack 25 to 45
As can be seen from table 5, M and N are both 14, the first attribute data may be randomly extracted from 14 different first attribute ranges, and the second attribute data may be randomly extracted from 14 different second attribute ranges, respectively, and in combination with the contents shown in table 5, it is assumed that the physical attack force of the first game character in the first time frame is extracted, that is, the value is randomly taken from 50 to 200. Specifically, for ease of understanding, please refer to table 6, where table 6 is an illustration of the first attribute data and the second attribute data.
TABLE 6
Figure BDA0002381676700000151
As can be seen from table 6, the first attribute data includes 14 attribute parameters, and similarly, the second attribute data also includes 14 attribute parameters, with different attribute parameters corresponding to different first attribute ranges.
In the embodiment of the present application, a method for randomly acquiring attribute data is provided, that is, a random value is respectively randomly acquired from each attribute range, that is, each random value corresponds to an attribute parameter, so as to generate attribute data. By the mode, the attribute data corresponding to the first time frame can be obtained in a simulated mode, so that the process of attribute data randomization is realized, and the feasibility and operability of the scheme are improved.
Optionally, on the basis of the various embodiments corresponding to fig. 7, in another optional embodiment of the game testing method provided in the embodiment of the present application, generating a game character testing result corresponding to the first time frame according to the first simulation data and the second simulation data may include:
and calculating the first simulation data and the second simulation data to obtain a game role test result corresponding to the first time frame.
In this embodiment, a method for generating a game character test result in a first time frame is described, and based on the above embodiments, for a first game character and a second game character, a game character testing device generates first simulation data and second simulation data, respectively, and the game character testing device performs calculation in a battle system based on the first simulation data and the second simulation data, thereby obtaining a game character test result corresponding to the first time frame.
Specifically, it is assumed that the first simulation value includes that the first skill data of the first game character is skill 1, the skill 1 is a legal injury, the legal injury value is 300, the first equipment data includes a physical defense value of 2000, and the life value of the first attribute data is 3000. And the second simulation value includes that the second skill data of the game character is skill 7, the skill 7 is physical injury, the physical injury value is 500, the second equipment data includes a legal defense value of 1000, and the life value of the second attribute data is 2500. As can be seen from the above values, the first game character has a total life value of 2000+3000 ═ 5000 against physical injury, and the second game character has a total life value of 1000+2500 ═ 3500 against legal injury.
At the first time frame, the second game character initiates a physical harm value of 500 to the first game character, so that the first game character residual life value of 5000-. Since the first game character initiates 300 the legal injury value to the second game character, the second game character has 3500-300-3200 remaining life value calculated.
It should be noted that the above example may be applied to calculation based on one time frame, if there are multiple time frames, data of the previous time frame needs to be overlapped, and furthermore, the game character testing apparatus may record the result obtained by calculation of each time frame into the database, so as to facilitate subsequent extraction and generation of the test report.
Secondly, in the embodiment of the application, a method for generating a game role test result in a first time frame is provided, and by the above method, a role test result corresponding to each time frame can be calculated, and then the role test results of each time frame can be superimposed, so that summary of the test results is realized, and the test operability is improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 7, in another optional embodiment of the method for testing a game provided in the embodiment of the present application, the method may further include:
acquiring an interaction state range set, wherein the interaction state range set comprises L interaction state ranges, and L is an integer greater than or equal to 1;
carrying out random value-taking processing on each interactive state range in the interactive state range set to obtain L pieces of first interactive state data, wherein the first interactive state data and the interactive state ranges have one-to-one correspondence;
generating a game role test result corresponding to the first time frame according to the first simulation data and the second simulation data, wherein the game role test result comprises the following steps:
and calculating the first simulation data, the second simulation data and the L first interaction state data to obtain a game role test result corresponding to the first time frame.
In this embodiment, a method for randomly simulating interaction state data in a first time frame is described, where in the first time frame, a game Character testing apparatus may further obtain current L pieces of first interaction state data, where each piece of first interaction state data is randomly selected from a corresponding interaction state range, and when a game Character testing result corresponding to the first time frame is calculated, influence of the L pieces of first interaction state data needs to be considered at the same time, for example, a residual life value of a first game Character and a second game Character after a war is 3500, and meanwhile, damage caused by some Non-Player characters (NPCs) around the first game Character is also present, and if the damage value is 50, a final residual life value of the first game Character in the first time frame is 3450.
Specifically, the interaction state range set includes L interaction state ranges, a value of L may be an integer greater than or equal to 1, each interaction state range corresponds to an interaction feature, and it should be noted that the interaction features include, but are not limited to, an enemy teammate distance, a grand dragon gain (buff), a minor dragon buff, an friend team distance, an friend addition buff, an enemy reduction buff, and the like. For ease of understanding, please refer to table 7, where table 7 is an illustration of L first interaction state data.
TABLE 7
Interactive features Interaction State Range First interaction state data
Distance of enemy teammates 10 to 100 20
Dalong buff 0 to 2000 1000
Small dragon buff 0 to 1000 500
Distance between friends and teams 0 to 500 300
Friend addition buff 0 to 800 200
Buff for reducing benefit of enemy 0 to 800 700
As can be seen from table 7, L may be 6, and the first interaction state data is generated by randomly taking values from the corresponding interaction state ranges, which is only one example here and should not be construed as a limitation to the present application.
Secondly, in the embodiment of the application, a method for randomly simulating interactive state data in a first time frame is provided, and by the method, the actual engagement situation can be simulated more comprehensively, not only the simulation data of both sides of the game role is considered, but also the simulation data in the engagement scene can be further considered, so that the accuracy of the game role test is improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 7, in another optional embodiment of the method for testing a game provided in the embodiment of the present application, the method may further include:
acquiring third simulation data corresponding to a second time frame according to the first game role, wherein the second time frame represents a next time frame adjacent to the first time frame;
acquiring fourth simulation data corresponding to the second time frame according to the second game role;
and generating a game role test result corresponding to the second time frame according to the third simulation data and the fourth simulation data.
In this embodiment, a method for generating a game character test result in a second time frame is described, where after a game character testing device obtains first simulation data and second simulation data corresponding to a first time frame, third simulation data and fourth simulation data corresponding to the second time frame are continuously obtained, and a game character test result corresponding to the second time frame is obtained by calculation based on the third simulation data and the fourth simulation data. Taking an example of 2 minutes per simulation time, and assuming that 2 minutes includes 3600 frames of data, the first time frame may represent a first time frame of the 3600 frames, and the second time frame may represent a second time frame of the 3600 frames.
For convenience of understanding, fig. 12 is a schematic flowchart of a game character test based on a single player in the embodiment of the present application, and as shown in the drawing, specifically:
in step a1, a frame of data needs to be initialized, where the initialization data includes two major parts, namely, the current state of the first game character and the current state of the second game character, and each part is to simulate skill data, equipment data, attribute data, and interaction state data, and the value to be used at this time is randomly selected by simulating the variable interval of each data. The data that can be simulated includes, among other things, the skills to be released by the selected game character, the current amount of blood and blue remaining for the selected game character, the equipment wear of the selected game character, the economic condition and the development level of the selected game character, and so on.
In step a2, the prepared current state of the first game character and the current state of the second game character are input to a game numerical calculation system (i.e., a combat system) and a game numerical calculation is performed by the system.
In step a3, the system first makes a conditional judgment before releasing the skill according to the current state, such as judging whether the skill will hit this time or judging whether the skill effect will hit violently, and the like, and records the judgment result no matter whether the judgment result is yes or no.
In step a4, after step A3 is executed, the system has determined values of all used parameters that are finally involved in the calculation, and then calculates indexes to be finally output according to the values, such as physical injuries caused by the current skill, legal injuries caused by the current skill, real injuries caused by the current skill, and the like.
In step a5, after a 2-minute loop calculation, the calculation result is stored in a database as data to be used for subsequent data analysis, such as a player Identification (ID), a used game character, an initial level, an enemy game character, a used equipment ID string, a game character used equipment ID string, and a 2-minute cumulative output damage value.
The above process is to simulate the operation of a single player, each player is used as an input combination, the simulation input data of each group of players is a random simulation, and an independent sample is generated. The number of groups of specific simulated players is determined according to the current test condition, and is usually not less than 100 ten thousand groups. The combined simulation of a plurality of players can adopt a multi-thread operation mode, and is executed in batch and in parallel, so that the test result data is more efficiently given, and each simulation of 100 ten thousand player data takes about 1.5 hours after testing.
Referring to fig. 13, fig. 13 is a schematic flow chart illustrating a process of testing a game character by multiple players according to an embodiment of the present disclosure, specifically, 100 sets of game operation data of players are initialized in parallel in batches each time, a fighting process is started, and a value result of each set of players is calculated and stored in a database. After the above operations are executed for multiple times in a circulating manner, for example, 10000 times in a circulating manner, the data analysis program is started, so that the simulated player data can be analyzed and processed, and further, the test report is automatically generated according to the analysis result, for example, a mail for generating the test report is sent to relevant personnel in a mail form.
Further, in the embodiment of the present application, a method for generating a game role test result in a second time frame is provided, and by the above manner, a role test result corresponding to each time frame can be calculated, and then the role test results of each time frame can be superimposed, so that summary of the test results is realized, and operability of the test is improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 7, in another optional embodiment of the method for testing a game provided in the embodiment of the present application, the obtaining, according to the first game character, third simulation data corresponding to the second time frame may include:
if at least one available skill type exists in the first skill set corresponding to the second time frame, randomly acquiring third skill data corresponding to the second time frame according to the first game role;
acquiring third equipment data corresponding to a second time frame according to first equipment data corresponding to the first time frame;
acquiring third attribute data corresponding to a second time frame according to the first attribute data, wherein the first attribute data is randomly acquired according to the first game role in the first time frame;
acquiring fourth simulation data corresponding to the second time frame according to the second game character may include:
if at least one available skill type exists in a second skill set corresponding to the second time frame, randomly acquiring fourth skill data corresponding to the second time frame according to the second game role;
acquiring fourth equipment data corresponding to a second time frame according to the second equipment data corresponding to the first time frame;
and acquiring fourth attribute data corresponding to the second time frame according to the second attribute data, wherein the second attribute data is randomly acquired according to the second game role in the first time frame.
In this embodiment, a method for acquiring third simulation data and fourth simulation data is described, and for a first game character and a second game character, one simulation data needs to be acquired at random. The game character testing device acquires a first skill set corresponding to a second time frame according to the first game character, the first skill set corresponding to the second time frame comprises at least one available skill type, the available skill type is a currently releasable skill type, and the CD time of the available skill type is already finished. Assume that the CD times for skill 1 and skill 2 for the first game character both end, but the CD time for skill 3 does not end. While the CD time for skill 4 and skill 7 for the second game character both end, the CD for skill 5 and skill 6 has not yet ended. Based on this, referring to fig. 14, fig. 14 is a diagram illustrating another embodiment of randomly generating skill types in the embodiment of the present application, as shown, a skill type is randomly selected among skill 1, skill 2 and general attack, and the probability of each skill type being selected is 1/3 taking 3 skill types as an example. In skills 4, skills 7 and general attacks, a skill type is randomly selected, taking 3 skill types as an example, then the probability that each skill type is selected is 1/3. Assume skill 1 is randomly selected as the third skill type and skill 4 is randomly selected as the fourth skill type, i.e., within the second time frame, the first game character employs skill 1 to attack the second game character and the second game character employs skill 4 to attack the first game character. It can be understood that if the skills of the game characters are within the CD time, the attack is performed in the form of a common attack.
It should be noted that each skill has corresponding skill data, the skill data at least includes an output parameter, the output parameter represents the magnitude of the attack power, and in addition, the skill data may further include at least one of a skill hit rate and a skill exposure rate, which is described in detail with reference to table 2 and is not described herein.
The simulation data also includes equipment data, and for convenience of explanation, the acquisition of the equipment data of each game character will be described below as an example. The game role testing device acquires a third equipment set corresponding to the second time frame according to the first game role, wherein the third equipment set comprises at least one equipment, and the third equipment set and the first game role have a corresponding relation. Optionally, the third set of equipment may be consistent with all the equipment in the first set of equipment, may also be consistent with some equipment in the first set of equipment, and may also be inconsistent with none of the equipment in the first set of equipment, which is not limited herein. Assuming that the occupation of the first game character is a juridical, then the third set of equipment is equipment associated with a juridical-like occupation. Typically, each game character sets at least one accessory within the game play. Similarly, the game character testing device acquires a fourth equipment set corresponding to the second time frame according to the second game character, wherein the fourth equipment set comprises at least one equipment, and the fourth equipment set has a corresponding relationship with the second game character. Assuming that the occupation of the second game character is wild, then the fourth set of equipment is equipment associated with a wild-type occupation. Typically, each game character sets at least one accessory within the game play.
It should be noted that each equipment has corresponding equipment data, and the equipment data includes at least one of defense parameters, attack parameters, and associated parameters, where the associated parameters in the equipment data may include movement parameters, recovery law parameters, and recovery life parameters, and may also include other parameters, which are only an illustration and should not be construed as limiting the present application. In addition, the defense parameters may specifically include law defense parameters and physical defense parameters, and the attack parameters may specifically include law attack parameters and physical attack parameters. For a detailed description, please refer to tables 3 and 4, which are not described herein.
The simulation data further includes attribute data, and for convenience of description, the acquisition of the attribute data of each game character will be described as an example. The game character testing device needs to perform further superimposition processing based on the attribute data of the previous time frame, and for the first game character, the first attribute data has been randomly acquired in the first time frame, and similarly, for the second game character, the second attribute data has also been randomly acquired in the first time frame, and therefore, in the second time frame, data such as damage or addition to the first game character and the second game character in the first time frame, respectively, needs to be determined in advance. It is assumed that the first attribute data includes the blood volume of the first game character, and the blood volume is 1800, but the first attribute data is attacked by the second game character in the first time frame, and the attack is damaged by 200, that is, the blood volume is decreased by 200, so the blood volume of the first game character included in the third attribute data is 1800-. Similarly, it is assumed that the second attribute data includes the physical attack force of the second game character, and the physical attack force is 600, whereas the second game character has a large dragon buff at the first time frame, i.e. the attack force is increased by 50%, and therefore, the physical attack force of the second game character included in the fourth attribute data is 600 × 150 — 900.
It should be noted that each attribute data corresponds to an attribute feature of different dimensions, and the attribute features include, but are not limited to, blood volume, blue volume, legal reactance, magic reactance, maximum life value, available skill list, physical offensive power, legal offensive power, offensive effect, shift speed, blood return per second, blue return per second, legal blood draw, physical blood draw, and attack scope of the game character. For a detailed description, please refer to tables 5 and 6, which are not described herein.
Furthermore, in the embodiment of the present application, a method for acquiring third simulation data and fourth simulation data is provided, and through the above manner, the equipment data in the previous time frame can be continuously used, the superposition calculation is performed based on the attribute data in the previous time frame, and the influence of skill CD time is considered at the same time, so that more accurate simulation data is generated, and the accuracy of the game character test is improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 7, in another optional embodiment of the method for testing a game provided in the embodiment of the present application, the method may further include:
acquiring an interaction state range set, wherein the interaction state range set comprises L interaction state ranges, and L is an integer greater than or equal to 1;
carrying out random value-taking processing on each interactive state range in the interactive state range set to obtain L pieces of second interactive state data, wherein the second interactive state data and the interactive state ranges have one-to-one correspondence;
generating a game role test result corresponding to the second time frame according to the third simulation data and the fourth simulation data, wherein the game role test result comprises the following steps:
and calculating the third simulation data, the fourth simulation data and the L second interaction state data to obtain a game role test result corresponding to the second time frame.
In this embodiment, a method for randomly simulating interaction state data in a second time frame is introduced, where in the second time frame, a game character testing apparatus may further obtain current L second interaction state data, where each second interaction state data is randomly selected from a corresponding interaction state range, and when a game character testing result corresponding to the second time frame is calculated, influence of the L second interaction state data needs to be considered at the same time, for example, after a first game character and a second game character are subjected to a match, a remaining life value in a first time frame is 3450, when the second time frame is obtained, the second game character has a sum of 200% of a big dragon buff, and if an original attack power of the second game character is 100, an attack power of 200 is obtained after the sum, and at this time, after the first game character and the second game character are subjected to the match, the remaining life value is 3250 at the second time frame.
It should be noted that the value of the L second interaction state data is similar to that of the L first interaction state data, and random value may also be taken in the corresponding interaction state range, so that details are not described here.
Still further, in the embodiment of the application, a method for randomly simulating interactive state data in a second time frame is provided, and by the method, an actual engagement situation can be simulated more comprehensively, not only simulation data of both sides of a game role is considered, but also simulation data in an engagement scene can be further considered, so that accuracy of game role testing is improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 7, in another optional embodiment of the method for testing a game provided in the embodiment of the present application, before randomly acquiring a second game character from an optional character set, the method may further include:
acquiring a selectable role set and a full equipment type set, wherein the full equipment type set comprises at least one equipment type;
acquiring basic attribute data corresponding to each role in the selectable role set;
acquiring skill execution data corresponding to each role in the selectable role set;
acquiring skill configuration data corresponding to each role in the selectable role set;
acquiring equipment configuration data corresponding to each equipment type in a full equipment type set;
and acquiring interaction configuration data corresponding to each interaction type in the full interaction type set.
In this embodiment, a method of configuring various types of data in advance is described, and in practical applications, before a game character testing apparatus performs a test, data of each game character, data of each skill type, data of each equipment, and data of each interaction state need to be input to a battle system in advance. Specifically, the following description will be made in conjunction with table 8, please refer to table 8, and table 8 is an illustration of a basic data list.
TABLE 8
Figure BDA0002381676700000211
It should be noted that the specific content shown in table 8 is only one example, for example, the skill execution data may further include an order of executing different skills of all game characters in the game, and the equipment configuration data may further include a defense addition value of equipment in the game after being worn, and thus is not limited herein.
Secondly, in the embodiment of the application, a method for configuring various types of data in advance is provided, that is, optional role sets, a total equipment type set, basic attribute data corresponding to each role, skill execution data corresponding to each role, skill configuration data corresponding to each role, equipment configuration data corresponding to each equipment type and interaction configuration data corresponding to each interaction type are configured in a pre-simulation battle system. Through the mode, the total amount of basic data can be recorded in advance, so that the data of subsequent simulation can be randomly taken out from the total amount of basic data, a specific and feasible basis is provided for implementation of the scheme, and the feasibility and the operability of the scheme are improved.
Optionally, on the basis of the various embodiments corresponding to fig. 7, in another optional embodiment of the game testing method provided in the embodiment of the present application, after generating the game character testing result corresponding to the first time frame according to the first simulation data and the second simulation data, the method may further include:
if the game role test results corresponding to the K time frames are obtained, target test information is generated according to the game role test results corresponding to the K time frames;
and sending the target test information to the client so that the client displays the target test information.
In this embodiment, a method for displaying target test information by a client is introduced, and in the process of testing a game character, multiple random simulations are usually required, taking 2 minutes as an example for each simulation time, and assuming that 2 minutes includes 3600 frame data, K is 3600. The game character testing device needs to count and record the game character testing result of each time frame, and for the convenience of understanding, please refer to table 9, where table 9 is an illustration of the game character testing result.
TABLE 9
Figure BDA0002381676700000221
It should be noted that the numerical type shown in table 9 is only an example, and in practical applications, other numerical types that need to be observed may also be set. Based on this, for each time frame, the result corresponding to the above numerical value type can be recorded, please refer to table 10, where table 10 is a recording illustration of the game character test result corresponding to one time frame.
Watch 10
Figure BDA0002381676700000222
As can be seen from table 10, taking the statistics of the game character test results of the first game character in the first time frame as an example, in practical applications, the number of times of statistics is determined according to the K value, and if K is 3600, 3600 game character test results need to be counted, so that the game character testing apparatus needs to count the K game character test results, thereby generating the target test information. Referring to table 11, table 11 is an illustration of target test information.
TABLE 11
Figure BDA0002381676700000231
The target test information of the first game role can be directly sent to the client side, the client side displays the target test information in real time, subsequent calculation can also be continuously carried out, and a summary report is obtained and fed back to the client side. For easy understanding, please refer to table 12, where table 12 is an illustration of the summary report.
TABLE 12
Figure BDA0002381676700000232
As can be seen from table 12, it is assumed that a total of 20 game characters are tested, wherein the overall value of the first game character in the same occupation is ranked in the sixth. When the set of accessories a is employed, the first game character is ranked as the third among the 20 game characters. When the accessory set B is adopted, the first game character is ranked as the sixth among the 20 game characters. When the accessory set B is adopted, the first game character is ranked as the fifth among the 20 game characters. Therefore, the first game character is more suitable for using each of the accessories in the accessory set a. And the average time for the first game character to be killed by the wild type game character is 1.2 seconds, the average time for the first game character to be killed by the auxiliary type game character is 5.9 seconds, the average time for the first game character to be killed by the French type game character is 2.1 seconds, the average time for the first game character to be killed by the shooter type game character is 0.5 seconds, the average time for the first game character to be killed by the tank type game character is 4.2 seconds, and the average time for the first game character to be killed by the fighter type game character is 3.1 seconds, so that the first game character is more required to be protected against the shooter type game character.
It should be noted that, the whole number of game characters can be tested each time the test is performed, so most of the game characters can adopt ranking data, and the balance of the whole game can be observed.
Based on the above description, the processing manner in the actual test scenario will be described below, please refer to fig. 15, and fig. 15 is a schematic diagram of debugging game role data based on the game role test system in the embodiment of the present application, as shown in the figure, specifically, the usage flow of the current algorithm in the actual application is to plan the online date of the new game role in the game version first, and integrate the value of the new game role into the current version. And then starting an algorithm program, pulling a game configuration file to acquire configuration data related to the whole online game role, configuration data of a new offline game role and configuration data related to the scene in the game, and inputting the data into a fighting system of the game. And starting the numerical simulation module, simulating massive game operation data of enemy players and massive game operation data of current players, and inputting the massive game operation data into the battle system. The fight system circularly executes the input data of each group of users for 2 minutes based on the input data, gives massive fight result data of players, and inputs the fight result data into the statistical analysis system. And after the statistical analysis system analyzes the data, the mail is automatically sent back to the planning personnel. And the planning personnel adjusts the numerical value of the new game role and the numerical value of the online game role according to the received data analysis report and updates the game configuration file data. And after detecting that the value of the game configuration file is updated, the system starts the whole process again to carry out a new round of value simulation and analysis until the value intensity adjustment of the new game role reaches the planning expectation.
Secondly, in the embodiment of the application, a method for displaying target test information by a client is provided, namely, the target test information is generated according to the game role test result corresponding to K time frames, then the target test information is sent to the client, and the client displays the target test information. By the mode, a tester can directly check the test report through the client, so that the subsequent game role can be conveniently adjusted, and the test convenience is improved.
Referring to fig. 16, fig. 16 is a schematic view of an embodiment of a game character testing apparatus according to an embodiment of the present application, and a game character testing apparatus 20 includes:
an obtaining module 201, configured to obtain a first game role corresponding to a target game;
the obtaining module 201 is further configured to randomly obtain a second game role from an optional role set, where the optional role set includes at least one role, and the second game role belongs to any one role in the optional role set;
the obtaining module 201 is further configured to obtain first simulation data corresponding to a first time frame according to a first game character, where the first simulation data includes at least one randomly generated data;
the obtaining module 201 is further configured to obtain second simulation data corresponding to the first time frame according to a second game role, where the second simulation data includes at least one randomly generated data;
the generating module 202 is configured to generate a game role test result corresponding to the first time frame according to the first simulation data and the second simulation data acquired by the acquiring module 201, where the game role test result is a test result corresponding to the first game role.
Alternatively, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing device 20 provided in the embodiment of the present application,
an obtaining module 201, configured to randomly obtain, according to a first game role, first skill data corresponding to a first time frame;
randomly acquiring first equipment data corresponding to a first time frame according to a first game role;
randomly acquiring first attribute data corresponding to a first time frame according to a first game role;
an obtaining module 201, configured to randomly obtain, according to a second game role, second skill data corresponding to a first time frame;
randomly acquiring second equipment data corresponding to the first time frame according to the second game role;
and randomly acquiring second attribute data corresponding to the first time frame according to the second game role.
Alternatively, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing device 20 provided in the embodiment of the present application,
an obtaining module 201, configured to obtain, according to a first game character, a first skill set corresponding to a first time frame, where the first skill set includes at least one available skill type, and the first skill set and the first game character have a corresponding relationship;
randomly acquiring a first skill type from a first skill set corresponding to a first time frame;
acquiring first skill data according to a first skill type, wherein the first skill data comprises skill output parameters and further comprises at least one of a skill hit rate and a skill exposure rate;
an obtaining module 201, configured to obtain, according to a second game character, a second skill set corresponding to the first time frame, where the second skill set includes at least one available skill type, and the second skill set and the second game character have a corresponding relationship;
randomly acquiring a second skill type from a second skill set corresponding to the first time frame;
and acquiring second skill data according to the second skill type, wherein the second skill data comprises skill output parameters, and the second skill data further comprises at least one of skill hit rate and skill exposure rate.
Alternatively, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing device 20 provided in the embodiment of the present application,
an obtaining module 201, configured to obtain, according to a first game role, a first equipment set corresponding to a first time frame, where the first equipment set includes at least one equipment type, and the first equipment set and the first game role have a corresponding relationship;
randomly acquiring P equipment from a first equipment set corresponding to a first time frame, wherein P is an integer greater than or equal to 1;
acquiring first equipment data according to the P equipment, wherein the first equipment data comprises at least one of defense parameters, attack parameters and correlation parameters;
an obtaining module 201, configured to obtain, according to a second game role, a second equipment set corresponding to the first time frame, where the second equipment set includes at least one equipment type, and the second equipment set and the second game role have a corresponding relationship;
randomly acquiring Q equipment from a second equipment set corresponding to the first time frame, wherein Q is an integer greater than or equal to 1;
second equipment data is acquired from the Q equipment, wherein the second equipment data includes at least one of defense parameters, attack parameters, and association parameters.
Alternatively, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing device 20 provided in the embodiment of the present application,
an obtaining module 201, configured to obtain a first attribute range set according to a first game character, where the first attribute range set includes M first attribute ranges, each first attribute range corresponds to an attribute feature of one dimension, and M is an integer greater than or equal to 1;
performing random value-taking processing on each first attribute range in the first attribute range set to obtain first attribute data corresponding to the first time frame, wherein the first attribute data comprise M attribute parameters, and the attribute parameters and the first attribute ranges have one-to-one correspondence relationship;
the obtaining module 201 is specifically configured to obtain a second attribute range set according to a second game character, where the second attribute range set includes N second attribute ranges, each second attribute range corresponds to an attribute feature of one dimension, and N is an integer greater than or equal to 1;
and performing random value-taking processing on each second attribute range in the second attribute range set to obtain second attribute data corresponding to the first time frame, wherein the second attribute data comprise N attribute parameters, and the attribute parameters and the second attribute ranges have one-to-one correspondence relationship.
Alternatively, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing device 20 provided in the embodiment of the present application,
the generating module 202 is specifically configured to calculate the first simulation data and the second simulation data to obtain a game role test result corresponding to the first time frame.
Optionally, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing apparatus 20 provided in the embodiment of the present application, the game character testing apparatus 20 further includes a processing module 203;
the obtaining module 201 is further configured to obtain an interaction state range set, where the interaction state range set includes L interaction state ranges, and L is an integer greater than or equal to 1;
a processing module 203, configured to perform random value-taking processing on each interaction state range in the interaction state range set acquired by the acquisition module 201 to obtain L pieces of first interaction state data, where the first interaction state data and the interaction state ranges have a one-to-one correspondence relationship;
the generating module 202 is specifically configured to calculate the first simulation data, the second simulation data, and the L first interaction state data to obtain a game role test result corresponding to the first time frame.
Alternatively, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing device 20 provided in the embodiment of the present application,
the obtaining module 201 is further configured to obtain, according to the first game character, third simulation data corresponding to a second time frame, where the second time frame represents a next time frame adjacent to the first time frame;
the obtaining module 201 is further configured to obtain fourth simulation data corresponding to the second time frame according to the second game role;
the generating module 202 is further configured to generate a game role test result corresponding to the second time frame according to the third simulation data and the fourth simulation data acquired by the acquiring module.
Alternatively, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing device 20 provided in the embodiment of the present application,
an obtaining module 201, configured to, if at least one available skill type exists in the first skill set corresponding to the second time frame, randomly obtain third skill data corresponding to the second time frame according to the first game character;
acquiring third equipment data corresponding to a second time frame according to first equipment data corresponding to the first time frame;
acquiring third attribute data corresponding to a second time frame according to the first attribute data, wherein the first attribute data is randomly acquired according to the first game role in the first time frame;
the obtaining module 201 is specifically configured to, if at least one available skill type exists in a second skill set corresponding to a second time frame, randomly obtain fourth skill data corresponding to the second time frame according to a second game character;
acquiring fourth equipment data corresponding to a second time frame according to the second equipment data corresponding to the first time frame;
and acquiring fourth attribute data corresponding to the second time frame according to the second attribute data, wherein the second attribute data is randomly acquired according to the second game role in the first time frame.
Alternatively, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing device 20 provided in the embodiment of the present application,
the obtaining module 201 is further configured to obtain an interaction state range set, where the interaction state range set includes L interaction state ranges, and L is an integer greater than or equal to 1;
the processing module 203 is further configured to perform random value taking processing on each interaction state range in the interaction state range set acquired by the acquisition module 201 to obtain L second interaction state data, where the second interaction state data and the interaction state ranges have a one-to-one correspondence relationship;
the generating module 202 is specifically configured to calculate the third simulation data, the fourth simulation data, and the L second interaction state data to obtain a game role test result corresponding to the second time frame.
Alternatively, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing device 20 provided in the embodiment of the present application,
the obtaining module 201 is further configured to obtain an optional character set and a full equipment type set before randomly obtaining a second game character from the optional character set, where the full equipment type set includes at least one equipment type;
acquiring basic attribute data corresponding to each role in the selectable role set;
acquiring skill execution data corresponding to each role in the selectable role set;
acquiring skill configuration data corresponding to each role in the selectable role set;
acquiring equipment configuration data corresponding to each equipment type in a full equipment type set;
and acquiring interaction configuration data corresponding to each interaction type in the full interaction type set.
Optionally, on the basis of the embodiment corresponding to fig. 16, in another embodiment of the game character testing apparatus 20 provided in the embodiment of the present application, the game character testing apparatus 20 further includes a sending module 204;
the generating module 202 is further configured to generate, according to the first simulation data and the second simulation data, a game role test result corresponding to a first time frame, and if a game role test result corresponding to K time frames is obtained, generate target test information according to a game role test result corresponding to K time frames;
the sending module 204 is configured to send the target test information generated by the generating module 202 to the client, so that the client displays the target test information.
Fig. 17 is a schematic structural diagram of a computer device 300 according to an embodiment of the present disclosure, where the computer device 300 may have a relatively large difference due to different configurations or performances, and may include one or more Central Processing Units (CPUs) 322 (e.g., one or more processors) and a memory 332, and one or more storage media 330 (e.g., one or more mass storage devices) storing applications 342 or data 344. Memory 332 and storage media 330 may be, among other things, transient storage or persistent storage. The program stored on the storage medium 330 may include one or more modules (not shown), each of which may include a series of instructions operating on a computer device. Still further, the central processor 322 may be configured to communicate with the storage medium 330 to execute a series of instruction operations in the storage medium 330 on the computer device 300.
The computer apparatus 300 may also include one or more power supplies 326, one or more wired or wireless network interfaces 350, one or more input-output interfaces 358, and/or one or more operating systems 341, such as a Windows ServerTM,Mac OS XTM,UnixTM,LinuxTM,FreeBSDTMAnd so on.
In this embodiment of the present application, the CPU 322 is configured to execute the following steps:
acquiring a first game role corresponding to a target game;
randomly acquiring a second game role from the optional role set, wherein the optional role set comprises at least one role, and the second game role belongs to any one role in the optional role set;
acquiring first simulation data corresponding to a first time frame according to a first game role, wherein the first simulation data comprises at least one piece of randomly generated data;
acquiring second simulation data corresponding to the first time frame according to a second game role, wherein the second simulation data comprises at least one piece of randomly generated data;
and generating a game role test result corresponding to the first time frame according to the first simulation data and the second simulation data, wherein the game role test result is a test result corresponding to the first game role.
The steps performed by the computer device in the above embodiments may be based on the computer device structure shown in fig. 17.
An embodiment of the present application further provides a computer-readable storage medium, in which a computer program is stored, and when the computer program runs on a computer, the computer is caused to execute the steps performed by the game character testing apparatus in the method described in the foregoing embodiments shown in fig. 2 to 15.
Also provided in embodiments of the present application is a computer program product comprising a program which, when run on a computer, causes the computer to perform the steps performed by the game character testing apparatus in the method described in the foregoing embodiments shown in fig. 2 to 15.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other manners. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a read-only memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
The above embodiments are only used for illustrating the technical solutions of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions in the embodiments of the present application.

Claims (14)

1. A method of game testing, comprising:
acquiring a first game role corresponding to a target game;
randomly acquiring a second game role from an optional role set by utilizing a Monte Carlo algorithm, wherein the optional role set comprises at least one role, and the second game role belongs to any one role in the optional role set;
acquiring first simulation data corresponding to a first time frame according to the first game role, wherein the first simulation data comprises at least one piece of data randomly generated through a Monte Carlo algorithm;
acquiring second simulation data corresponding to the first time frame according to the second game role, wherein the second simulation data comprises at least one piece of data randomly generated through a Monte Carlo algorithm;
generating a game role test result corresponding to the first time frame according to the first simulation data and the second simulation data, wherein the game role test result is a test result corresponding to the first game role;
acquiring an interaction state range set, wherein the interaction state range set comprises L interaction state ranges, and L is an integer greater than or equal to 1; performing random value-taking processing on each interactive state range in the interactive state range set to obtain L pieces of first interactive state data, wherein the first interactive state data and the interactive state ranges have one-to-one correspondence;
generating a game character test result corresponding to the first time frame according to the first simulation data and the second simulation data, including: and calculating the first simulation data, the second simulation data and the L pieces of first interaction state data to obtain a game role test result corresponding to the first time frame.
2. The method of claim 1, wherein said obtaining first simulation data corresponding to a first time frame from the first game character comprises:
randomly acquiring first skill data corresponding to the first time frame according to the first game role;
randomly acquiring first equipment data corresponding to the first time frame according to the first game role;
randomly acquiring first attribute data corresponding to the first time frame according to the first game role;
the acquiring, according to the second game character, second simulation data corresponding to the first time frame includes:
randomly acquiring second skill data corresponding to the first time frame according to the second game role;
randomly acquiring second equipment data corresponding to the first time frame according to the second game role;
and randomly acquiring second attribute data corresponding to the first time frame according to the second game role.
3. The method of claim 2, wherein said randomly acquiring first skill data corresponding to the first time frame based on the first game character comprises:
acquiring a first skill set corresponding to the first time frame according to the first game role, wherein the first skill set comprises at least one available skill type, and the first skill set and the first game role have a corresponding relation;
randomly acquiring a first skill type from a first skill set corresponding to the first time frame;
acquiring the first skill data according to the first skill type;
the randomly acquiring second skill data corresponding to the first time frame according to the second game character includes:
acquiring a second skill set corresponding to the first time frame according to the second game role, wherein the second skill set comprises at least one available skill type, and the second skill set and the second game role have a corresponding relation;
randomly acquiring a second skill type from a second skill set corresponding to the first time frame; and acquiring the second skill data according to the second skill type.
4. The method of claim 2, wherein randomly acquiring the first equipment data corresponding to the first time frame according to the first game character comprises:
acquiring a first equipment set corresponding to the first time frame according to the first game role, wherein the first equipment set comprises at least one equipment type, and the first equipment set and the first game role have a corresponding relation;
randomly acquiring P equipment from a first equipment set corresponding to the first time frame, wherein P is an integer greater than or equal to 1;
acquiring the first equipment data according to the P equipment;
the randomly acquiring second equipment data corresponding to the first time frame according to the second game character includes:
acquiring a second equipment set corresponding to the first time frame according to the second game role, wherein the second equipment set comprises at least one equipment type, and the second equipment set and the second game role have a corresponding relation;
randomly acquiring Q equipment from a second equipment set corresponding to a first time frame, wherein Q is an integer greater than or equal to 1;
obtaining the second equipment data according to the Q equipment.
5. The method of claim 2, wherein randomly acquiring the first attribute data corresponding to the first time frame according to the first game character comprises:
acquiring a first attribute range set according to the first game role, wherein the first attribute range set comprises M first attribute ranges, each first attribute range corresponds to an attribute feature of one dimension, and M is an integer greater than or equal to 1;
performing random value-taking processing on each first attribute range in the first attribute range set to obtain first attribute data corresponding to the first time frame, wherein the first attribute data comprise M attribute parameters, and the attribute parameters and the first attribute ranges have corresponding relations;
the randomly acquiring second attribute data corresponding to the first time frame according to the second game character includes:
acquiring a second attribute range set according to the second game role, wherein the second attribute range set comprises N second attribute ranges, each second attribute range corresponds to an attribute feature of one dimension, and N is an integer greater than or equal to 1;
and performing random value-taking processing on each second attribute range in the second attribute range set to obtain second attribute data corresponding to the first time frame, wherein the second attribute data comprises N attribute parameters, and the attribute parameters and the second attribute ranges have corresponding relations.
6. The method of claim 1, wherein generating the game character test result corresponding to the first time frame according to the first simulation data and the second simulation data comprises:
and calculating the first simulation data and the second simulation data to obtain a game role test result corresponding to the first time frame.
7. The method according to any one of claims 1 to 6, further comprising:
acquiring third simulation data corresponding to a second time frame according to the first game character, wherein the second time frame represents a next time frame adjacent to the first time frame;
acquiring fourth simulation data corresponding to the second time frame according to the second game role;
and generating a game role test result corresponding to the second time frame according to the third simulation data and the fourth simulation data.
8. The method of claim 7, wherein said obtaining third simulation data corresponding to a second time frame from the first game character comprises:
if at least one available skill type exists in a first skill set corresponding to a second time frame, randomly acquiring third skill data corresponding to the second time frame according to the first game role;
acquiring third equipment data corresponding to a second time frame according to the first equipment data corresponding to the first time frame;
acquiring third attribute data corresponding to a second time frame according to first attribute data, wherein the first attribute data is randomly acquired according to the first game role in the first time frame;
the obtaining, according to the second game character, fourth simulation data corresponding to the second time frame includes:
if at least one available skill type exists in a second skill set corresponding to a second time frame, randomly acquiring fourth skill data corresponding to the second time frame according to the second game role;
acquiring fourth equipment data corresponding to a second time frame according to the second equipment data corresponding to the first time frame;
and acquiring fourth attribute data corresponding to a second time frame according to the second attribute data, wherein the second attribute data is randomly acquired according to the second game role in the first time frame.
9. The method of claim 8, further comprising:
acquiring an interaction state range set, wherein the interaction state range set comprises L interaction state ranges, and L is an integer greater than or equal to 1;
performing random value-taking processing on each interactive state range in the interactive state range set to obtain L pieces of second interactive state data, wherein the second interactive state data and the interactive state ranges have corresponding relations;
generating a game character test result corresponding to the second time frame according to the third simulation data and the fourth simulation data, including:
and calculating the third simulation data, the fourth simulation data and the L second interaction state data to obtain a game role test result corresponding to the second time frame.
10. The method of claim 1, wherein prior to randomly acquiring the second game character from the set of selectable characters, the method further comprises:
acquiring the selectable role set and a full equipment type set, wherein the full equipment type set comprises at least one equipment type;
acquiring basic attribute data corresponding to each role in the selectable role set;
acquiring skill execution data corresponding to each role in the selectable role set;
acquiring skill configuration data corresponding to each role in the selectable role set;
acquiring equipment configuration data corresponding to each equipment type in the full equipment type set;
and acquiring interaction configuration data corresponding to each interaction type in the full interaction type set.
11. The method of claim 1, wherein after generating the game character test result corresponding to the first time frame according to the first simulation data and the second simulation data, the method further comprises:
if game role test results corresponding to K time frames are obtained, target test information is generated according to the game role test results corresponding to the K time frames; k is an integer greater than or equal to 1;
and sending the target test information to a client so that the client displays the target test information.
12. A game character testing apparatus, comprising:
the acquisition module is used for acquiring a first game role corresponding to a target game;
the obtaining module is further configured to randomly obtain a second game role from an optional role set by using a monte carlo algorithm, where the optional role set includes at least one role, and the second game role belongs to any one of the optional role sets;
the acquisition module is further used for acquiring first simulation data corresponding to a first time frame according to the first game role, wherein the first simulation data comprises at least one piece of data randomly generated through a Monte Carlo algorithm;
the acquisition module is further configured to acquire second simulation data corresponding to the first time frame according to the second game character, where the second simulation data includes at least one piece of data randomly generated by a monte carlo algorithm;
a generating module, configured to generate a game role test result corresponding to the first time frame according to the first simulation data and the second simulation data acquired by the acquiring module, where the game role test result is a test result corresponding to the first game role;
the obtaining module is further configured to obtain an interaction state range set, where the interaction state range set includes L interaction state ranges, and L is an integer greater than or equal to 1;
a processing module, configured to perform random value-taking processing on each interaction state range in the interaction state range set to obtain L pieces of first interaction state data, where the first interaction state data and the interaction state ranges have a one-to-one correspondence relationship;
the generating module is specifically configured to calculate the first simulation data, the second simulation data, and the L first interaction state data to obtain a game role test result corresponding to the first time frame.
13. A computer device, comprising: a memory, a transceiver, a processor, and a bus system;
wherein the memory is used for storing programs;
the processor is configured to execute a program in the memory, including performing the method of any of claims 1 to 11;
the bus system is used for connecting the memory and the processor so as to enable the memory and the processor to communicate.
14. A computer-readable storage medium comprising instructions that, when executed on a computer, cause the computer to perform the method of any of claims 1 to 11.
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