CN113018866A - Map resource loading method and device, storage medium and electronic device - Google Patents

Map resource loading method and device, storage medium and electronic device Download PDF

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Publication number
CN113018866A
CN113018866A CN202110351734.4A CN202110351734A CN113018866A CN 113018866 A CN113018866 A CN 113018866A CN 202110351734 A CN202110351734 A CN 202110351734A CN 113018866 A CN113018866 A CN 113018866A
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area
map
probability
game
areas
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杨晓阳
张朋举
黄自睿
王岩
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Perfect World Beijing Software Technology Development Co Ltd
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Perfect World Beijing Software Technology Development Co Ltd
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Priority to PCT/CN2021/122122 priority patent/WO2022205824A1/en
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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application discloses a map resource loading method and device, a storage medium and an electronic device. Wherein, the method comprises the following steps: under the condition that a preloading condition of a game map is met, determining a first area where a target role is located currently in the game map, wherein the game map is divided into a plurality of areas, the first area belongs to the plurality of areas, the preloading condition is used for triggering execution of operation of selecting the preloading area from the plurality of areas, and the target role is a game role controlled by a user terminal; obtaining a prediction result according to the historical track of the game role, and determining a second area in the plurality of areas according to the prediction result, wherein the prediction result is used for representing an area to be entered by a target role in the plurality of areas obtained by using the historical track prediction, the second area is an area to be loaded with map resources, and the second area is adjacent to the first area; and loading the map resource of the second area in the user terminal. The map area loading method and device solve the technical problem that map area loading accuracy is low in the related technology.

Description

Map resource loading method and device, storage medium and electronic device
Technical Field
The present application relates to the field of computers, and in particular, to a method and an apparatus for loading a map resource, a storage medium, and an electronic apparatus.
Background
As existing game engine technology matures, game developers' technology refinements, and game execution equipment hardware levels increase, more and more game types, such as massively multiplayer online role-playing games, massively living competitive games, and massively open-world games, begin to use large-world scenes. The large world scene is also called a large map, and generally refers to a virtual world scene in a game with the length and the width being more than or equal to 4 kilometers. When a character operated by a player is in a large-scale world scene, due to the limitation of the computing performance and the storage performance of hardware, related resources (including terrain resources, object resources in the scene, weather resources, character resources in the scene, and the like) in a large map cannot be loaded all at the same time. The method generally adopts the scheme that the large map is divided into a plurality of small region forming parts according to region blocks, and the resources of the designated region forming parts are dynamically loaded according to the current state of a player in the running process of the game, so that large map resource loading management meeting the experience of the player is realized.
The above section describes a technical implementation of geodetic resource loading, but more importantly, the timing of resource loading behavior and the selection of the sub-composition area where the resource needs to be loaded are performed. The current selection mode is relatively fixed, and the preloaded map area is not the area which the player really enters.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the application provides a map resource loading method and device, a storage medium and an electronic device, and aims to at least solve the technical problem of low map area loading accuracy in the related art.
According to an aspect of an embodiment of the present application, a method for loading a map resource is provided, including: under the condition that a preloading condition of a game map is met, determining a first area where a target role is located currently in the game map, wherein the game map is divided into a plurality of areas, the first area belongs to the plurality of areas, the preloading condition is used for triggering execution of operation of selecting the preloading area from the plurality of areas, and the target role is a game role controlled by a user terminal; obtaining a prediction result according to the historical track of the game role, and determining a second area in the plurality of areas according to the prediction result, wherein the prediction result is used for representing an area to be entered by a target role in the plurality of areas obtained by using the historical track prediction, the second area is an area to be loaded with map resources, and the second area is adjacent to the first area; and loading the map resource of the second area in the user terminal.
According to another aspect of the embodiments of the present application, there is also provided a loading apparatus for a map resource, including: the game map pre-loading method comprises a searching unit, a pre-loading unit and a control unit, wherein the searching unit is used for determining a first area where a target role is located in the game map under the condition that a pre-loading condition of the game map is met, the game map is divided into a plurality of areas, the first area belongs to the plurality of areas, the pre-loading condition is used for triggering execution of operation of selecting the pre-loading area from the plurality of areas, and the target role is a game role controlled by a user terminal; the determining unit is used for obtaining a prediction result according to the historical track of the game role and determining a second area in the plurality of areas according to the prediction result, wherein the prediction result is used for representing an area to be entered by a target role in the plurality of areas obtained by using the historical track prediction, the second area is an area to be loaded with map resources, and the second area is adjacent to the first area; and the loading unit is used for loading the map resource of the second area in the user terminal.
According to another aspect of the embodiments of the present application, there is also provided a storage medium including a stored program which, when executed, performs the above-described method.
According to another aspect of the embodiments of the present application, there is also provided an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes the above method through the computer program.
Considering that the group behavior track routes of the characters operated by the players on the geomap show concentration and regularity more and more along with the passing of the game operation time and the increase of the total number of the players, by the technical scheme, the results meeting the laws can be determined by using the historical tracks, the area to which the players are about to enter is further determined, and the technical problem that the map area loading accuracy is low in the related technology can be solved.
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The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a schematic diagram of a hardware environment for a loading method of map resources according to an embodiment of the present application;
FIG. 2 is a flowchart of an alternative map resource loading method according to an embodiment of the present application;
FIG. 3 is a schematic diagram of an alternative map resource according to an embodiment of the present application;
FIG. 4 is a schematic diagram of an alternative map resource loading scheme according to an embodiment of the present application;
FIG. 5 is a schematic diagram of an alternative map resource loading scheme according to an embodiment of the present application;
FIG. 6 is a schematic diagram of an alternative historical track according to an embodiment of the present application;
FIG. 7 is a schematic diagram of an alternative map resource loading device according to an embodiment of the application; and the number of the first and second groups,
fig. 8 is a block diagram of a terminal according to an embodiment of the present application.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above 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 capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," 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.
The inventor analyzes the related art to recognize that the loading mode of the geodetic regional resources in the related art is designed by game developers, and the loading strategy is a time-independent static strategy. The loading mode of geodetic regional resources based on the static loading strategy has some defects which are difficult to balance: for example, if the game designer designs the strategy to be relatively conservative (e.g., using a robust and low-resource-wasting trigger mechanism), the map area resource loading will be relatively late; if the strategy is designed to be relatively aggressive (i.e., resource loading can be easily triggered), map area resource loading will cause a high probability of waste because the probability that the player will enter the loaded area next is relatively small.
Considering that as the game operation time goes on and the total number of players increases, the group behavior track routes of the characters controlled by the players on the geograph increasingly show concentration and regularity, the regular data and the loading strategy designed by the game developer often have certain deviation, and the deviation cannot be used as the correction input of the loading strategy to generate negative feedback in real time, so that the deviation cannot be corrected spontaneously, and the current strategy lacks the capability of dynamic self-improvement correction.
In order to overcome the above problems, according to an aspect of embodiments of the present application, a method embodiment of a method for loading a map resource is provided.
Alternatively, in this embodiment, the method described above may be applied to a hardware environment formed by the terminal 101 and the server 103 as shown in fig. 1. As shown in fig. 1, a server 103 is connected to a terminal 101 through a network, which may be used to provide services (such as game services) for the terminal or a client installed on the terminal, and a database 105 may be provided on the server or separately from the server, and is used to provide data storage services for the server 103, and the network includes but is not limited to: the terminal 101 is not limited to a PC, a mobile phone, a tablet computer, and the like.
The method of the embodiment of the present application may be executed by the server 103, the terminal 101, or both the server 103 and the terminal 101. The following description is made by taking the above method as an example, and the terminal 101 may execute the method of the embodiment of the present application by a client installed thereon.
Fig. 2 is a flowchart of an optional map resource loading method according to an embodiment of the present application, and as shown in fig. 2, the method may include the following steps:
step S202, under the condition that the preloading condition of the game map is met, determining a first area where a target role is located currently in the game map, wherein the target role is a game role controlled by the user terminal. The user terminal is provided with a game client of the game application, and the player can control the game role in the game scene through the game client. The preload condition is used to trigger execution of an operation of selecting a preload region from the plurality of regions (i.e., an operation corresponding to a subsequent step).
And step S204, obtaining a prediction result according to the historical track of the game character, and determining a second area in the plurality of areas according to the prediction result, wherein the prediction result is used for representing an area to be entered by a target character in the plurality of areas obtained by using the historical track prediction, the second area is an area to be loaded with map resources, and the second area is adjacent to the first area.
When a second region of the plurality of regions is determined from the prediction result, the region predicted by the prediction result may be directly taken as the second region; the area predicted by the prediction result and the area determined according to the static loading strategy can also be comprehensively considered, and then the second area is determined.
The historical track of the game character comprises the following situations: 1) the game role represents all game roles, namely the tracks of all game roles can be taken as historical tracks; 2) the game role represents a target role, namely only the track of the target role is taken as a historical track; 3) the game character represents the same kind of character as the target character, that is, only the trajectory of the same kind of character as the target character is taken as the history trajectory.
When the same type of target role is determined, the characteristic values of the game role on a plurality of characteristic dimensions (such as regions, role types, role attributes and the like) can be determined, the characteristic values can be vector values obtained by mapping in a vector space, each characteristic dimension corresponds to a weight, and the sum of the weights corresponding to all the characteristic dimensions is 1; the similarity P of each game character to the target character is calculated according to the following formula,
Figure BDA0003002554200000061
n denotes the number of a plurality of characteristic dimensions, kiWeight representing the ith characteristic dimension, MiRepresenting the eigenvalue of the target character in the ith eigendimension, NiA feature value, f (M), representing the game character in the ith feature dimensioni,Ni) And the Euclidean distance between the target character and the game character in the ith characteristic dimension is represented, and for the calculated P, when the P is smaller than a certain threshold (such as 0.2), the game character is similar to the target character and is a same-class character, otherwise, the game character is not similar to the target character.
Step S206, the map resource of the second area is loaded in the user terminal.
Considering that the group behavior track routes of the characters operated by the players on the geomap show concentration and regularity more and more along with the passing of the game operation time and the increase of the total number of the players, by the technical scheme, the results meeting the laws can be determined by using the historical tracks, the area to which the players are about to enter is further determined, and the technical problem that the map area loading accuracy is low in the related technology can be solved.
Aiming at the scene of loading the resources in the large map area, the scheme mainly solves the problem of how to predict and load the map area resources to be used by the user next step, and adds the real-time dynamic feedback correction of the historical track data of the player on the loading strategy compared with the static loading strategy in the related technology, thereby improving the prediction accuracy and the resource utilization rate of the resource loading in the large map area. The technical scheme of the application is further detailed by combining specific steps as follows:
step 1, a game map of a game scene is divided into a plurality of areas, for example, the game map may be divided into a plurality of box areas as shown in fig. 3.
And 2, in the process that the player controls the game character to play the game, under the condition that the preloading condition of the game map is met, determining a first area where the target character is located currently in the game map.
The preload conditions include, but are not limited to, the following: determining that a preloading condition of a game map is satisfied in a case where a target character enters a first area from one of a plurality of areas; determining that a preloading condition of the game map is satisfied in a case where the target character reaches a target position in the first area (e.g., a depth of entering the first area reaches a certain depth, near an edge of the area); in the case where the target character triggers a specific scenario or a specific game task, it is determined that a preloading condition of the game map is satisfied, and the first area is associated with the specific scenario or the specific game task, for example, the specific scenario or the specific game task is spread out in a series of areas including the first area.
And 3, triggering a map loading strategy to determine a second area of the map resource to be loaded.
As shown in fig. 4, the map loading policy includes a dynamic loading policy and/or a static loading policy, that is, the static loading policy or the dynamic loading policy may be used alone, or a combined loading policy of the two may be used.
Scheme one, the static loading strategy is independently operated
Under the static loading strategy, when a character operated by a player enters a current area, a plurality of operations are often required, such as triggering a game developer to arrange a buried point in advance, or completing a specified task, and the triggering time is often lagged. If the trigger and the buried point are placed at the specified position, after the player enters the trigger area, the loading of the resources of the specified map area is triggered; determining a detail level of resource loading of the area according to the distance between the current camera and the boundary of the designated area; and a series of trigger conditions are established according to the level of the player for controlling the character and the completion condition of the game task. However, over time, the accumulation of player behavior in the game does not affect the loading strategy developed by the game developer.
Scheme two, independently operating dynamic loading strategy
When a character operated by a player triggers the opportunity of loading resources of a prediction area in a current area, as shown in fig. 5, according to historical track data of all players of the game or the player himself in the geomap, a future route with the maximum probability is screened out according to the same track number of times, when the maximum probability is greater than or equal to a preset loading probability threshold value, a next area is predicted according to the track route and a resource loading behavior is carried out in advance, and a specific implementation mode using a dynamic loading strategy can refer to the description in the third scheme.
Scheme three, operating comprehensive loading strategy
The comprehensive loading strategy adopts a mode of combining a dynamic loading strategy and a static loading strategy to realize the loading of map area resources, the overall implementation framework is shown in fig. 4, in the comprehensive loading strategy, the action track of a player in a geodetic map can be determined by utilizing the historical operation data (namely data corresponding to the historical track) of the player and the segmentation mode of the geodetic map area, so that the area resource loading strategy is dynamically strengthened and corrected according to the action track, and the area resources to be used by the player in the future are judged and loaded. The scheme can be realized by the following steps:
and 31, running a dynamic loading strategy, and predicting a third area to be entered by the target role in the plurality of areas by using the historical track.
Searching a first target track passing through each map area in a first area sequence in sequence from the historical track, wherein the first area sequence comprises a plurality of map areas through which a target role passes in sequence, and the last map area in the first area sequence is a first area; and taking an area which enters the plurality of areas after passing through the first area according to the first target track as a third area.
The maximum history step length, that is, the number of the first area and the consecutive areas passing before the first area, may be determined, and these consecutive areas may be represented by a first area sequence, as shown in fig. 6, where the first area sequence includes a plurality of map areas D through which the target character passes in sequence0、C0、C1、B1Determining a track passing through each region in the first region sequence in the historical track as a first target track, where the first target track may include a plurality of first target tracks, and the plurality of first target tracks are different in that a next region (i.e. a first candidate region) passing through the first region is different, for example, from B1The third region which is possibly accessible has A2、C2
And step 32, obtaining a sixth area to be entered by the target role when the target role meets the trigger condition of the static loading strategy in the first area.
Step 33, selecting a second region from a set of regions comprising a third region and a sixth region.
Step 331, determining a first candidate region as a first probability of the region to be entered of the target character according to the historical track.
If a plurality of first candidate regions exist (each first candidate region corresponds to one corresponding first target track), for each first target track, when calculating the first probability of the first target track, acquiring a first frequency (namely, the cumulative passing frequency of the game character to all the first target tracks) and a second frequency of the game character, wherein the second frequency is the cumulative passing frequency of the game character to a first specified track (namely, the first target track of which the first probability is to be calculated currently) in all the first target tracks; and taking the ratio of the second times to the first times as the first probability of the current candidate region.
For example, when the player operates the character to trigger the opportunity to load the resources of the prediction region in the current region, the current region is simultaneously adjacent to at most 8 regions (the 8 regions are equivalent to the third region, and the third region may be only partially adjacent regions in the actual process), as shown in B of fig. 61The prediction probability of all the adjacent areas to be entered is calculated according to the dynamic loading strategy in the above mode from the eight surrounding areas, such as the historical track1The third region which is possibly accessible has A2The number of times of (2) from B1A third region which is possibly accessible has C2The number of times of (2) is 8, the probability of the former is 20%, and the probability of the latter is 80%.
Step 332, obtaining a second probability that the first candidate area is the area to be entered of the target character when the target character satisfies the trigger condition in the first area.
The probability of all the adjacent areas to be entered can be calculated according to a static loading strategy (a common loading strategy established by game developers and including buried point triggering or task state and the like).
Step 333, determining a first product between the first probability and the weight α of the first probability, and a second product between the second probability and the weight (1- α) of the second probability, and taking the sum of the third product and the fourth product as the comprehensive prediction probability of the first candidate region.
At step 334, a second region is selected from the set of regions based on the integrated prediction probability.
When the comprehensive prediction probability is greater than a target threshold (the target threshold is less than the loading probability threshold, and may be 80%), selecting a region with the highest comprehensive prediction probability from the region set as the second region, that is, calculating the comprehensive prediction probability according to the policy weights of α and (1- α) for the two sets of probability data, and selecting the target region (i.e., the second region) with the highest comprehensive prediction probability.
When the integrated prediction probability is not greater than the target threshold, a region with the highest first probability is selected from the region set as the second region, or a region with the highest second probability is selected from the region set as the second region, or a region corresponding to the highest probability may be selected from all of the first probability and the second probability as the second region.
And running a dynamic loading strategy, obtaining a prediction result according to the historical track of the game role, wherein the prediction result represents a third area to which the target role is to enter in the plurality of areas obtained by using the historical track prediction, and selecting one of the third areas as the second area, for example, selecting the one with the highest prediction probability.
It should be noted that, considering that the behavior trajectory of the user may exhibit regularity, for example, the user may arrive at a specific location to participate in a specific activity within a period of time, and the behavior of the user may change after the activity is ended, so the regularity in the previous period may not be suitable for prediction in the later period of time. The weight α is initially a fixed value (e.g., 0.5), and may be adjusted over time as follows:
obtaining the prediction accuracy of the previous period (e.g. the previous week): the prediction accuracy is the number of times that the result predicted by the dynamic loading strategy is consistent with the result predicted by the comprehensive loading strategy/the total prediction number of times; if the prediction accuracy reaches a certain threshold (such as 80%), increasing the value of the weight alpha (such as + 0.1); if the prediction accuracy is within a certain range (such as 50% -80%), keeping the value of the weight alpha; if the prediction accuracy is below a certain threshold (e.g., 50%), the value of the weight α is decreased (e.g., -0.1).
Compared with a static loading strategy, the resource loading behavior under the comprehensive loading strategy can predict the resource loading behavior of the region earlier because the region which the player will enter next is predicted better, and the triggering time of the resource loading behavior under the comprehensive loading strategy is advanced or lagged according to the time, including but not limited to the following steps:
the first method is that when the character operated by the player enters the current area, the triggering calculation is carried out and the resource of the next prediction area is loaded. The scheme has the advantages that the loading time is the most advanced, the most sufficient time is provided for slowly loading the region, the calculation performance expense in the loading process is the minimum, and the influence on the operation experience of a player is the minimum. But the opportunity represents that α is 100%, which is a one hundred percent dynamic loading strategy, and a static loading strategy is lacked as decision assistance.
The second is when the player-manipulated character enters the current area and the displacement from the entry point exceeds a specified threshold (e.g., 0.5 times the diagonal length of the square area), a trigger calculation is performed and the resources of the next predicted area are loaded. The scheme has moderate loading opportunity and has relatively long time to load the region, so that the performance expense calculation and the influence on the operation experience of the player are moderate in the loading process. The opportunity represents alpha < 100%, and on the basis of the prediction probability of the dynamic loading strategy, a static loading strategy is added for probability correction.
The third is when the player leaves the current zone, i.e. performs the trigger calculation and loads the resources of the next prediction zone. The scheme is used as a bottom-guaranteeing scheme, the target area is loaded with the least time after the opportunity is loaded, and the player experience is relatively poor. However, the processing timing has an advantage that the prediction accuracy reaches 100%, and thus can be used as a warranty scheme.
In summary, the game developer can select the first scheme with the third trigger opportunity for bottom protection or the second scheme with the third scheme for bottom protection according to the specific situation of the map.
And 4, loading the map resource of the second area in the user terminal.
And 5, after selecting the second region with the highest comprehensive prediction probability from the multiple regions, predicting the next region according to the track route and performing resource loading operation in advance when the comprehensive maximum prediction probability is greater than or equal to a preset loading probability threshold (for example, 90%) (the specific implementation manner may refer to the above).
Step 51, obtaining a third frequency and a fourth frequency of the game character, where the third frequency is the cumulative passing frequency of the game character on all second target tracks, the third frequency is the cumulative passing frequency of the game character on a second designated track in all second target tracks, the second target track is a track in the historical track that sequentially passes through each map area in the second area sequence, the second area sequence includes a plurality of map areas that the game character sequentially passes through, and the last map area in the second area sequence is the second area, the second designated track is a track in all second target tracks that sequentially passes through each map area and a second candidate area in the second area sequence, and the second candidate area is an area adjacent to the second area in the plurality of areas.
And step 52, taking the ratio of the fourth time to the third time as the third probability of the second candidate region.
And step 53, determining a third product between the third probability and the weight of the third probability and a fourth product between the fourth probability and the weight of the fourth probability, and taking the sum of the third product and the fourth product as the comprehensive prediction probability of the second candidate region.
And 54, selecting a fourth area from the plurality of second candidate areas according to the comprehensive prediction probability, wherein the fourth area is a map area of the map resource to be loaded, and the selection mode of the fourth area is similar to that of the second area.
Step 6, after obtaining the prediction result according to the historical track of the game character and determining the second area in the plurality of areas according to the prediction result, adopting the following scheme to carry out bottom stitching under the condition that the target character moves to the area boundary of the first area and the area boundary is not the area boundary of the second area, namely under the condition of wrong prediction: determining a fifth region adjacent to the region boundary; and loading the map resource of the fifth area in the user terminal.
As can be seen from the foregoing analysis regarding the related art, map area resource loading ultimately serves as a experience of the player's traversing displacement in the map, but the entire strategy is formulated without adopting the player's actual operational and usage data. Then, the actual behavior track data of the player in the large map is used for feeding back to the resource loading strategy of the large map area, so that the loading prediction accuracy and the resource utilization rate are improved, and the method has high application significance.
As an alternative example, the following detailed description is provided to further describe the technical solution of the present application in conjunction with the following specific embodiments:
for the player historical behavior track data model and the processing storage in the dynamic loading strategy, for a specific geodetic chart, the player historical track data is the sum of all the players or all the single historical behavior track data previously passed by the current player. If all players are, the data is stored in the game server, and if the players are current, the data can be stored in the local device.
The single player historical behavior trace data refers to: the character manipulated by the player enters the map, the midway approach area identification, a chain of trajectories for a region of experience that the player experiences as it leaves the map (the way of leaving includes leaving from an exit, transferring away, closing the game, etc.). As shown in FIG. 6, the player has gone through 10 times this track in his historical track:
D0→C0→B0→A0→B1→B2→A3
since the behavior patterns of the players at different times and the behavior patterns of the different players are diverse in the same large map, there are various possibilities of historical tracks and a concentration trend is presented. As shown in FIG. 6, in the player's historical track, two divergences are generated after walking to B1, the first track goes to A2, and the track goes through 4 times:
D0→C0→C1→B1→A2
the second trace reached C2, which was taken 16 times:
D0→C0→C1→B1→C2
after a plurality of single-player trajectory data sets exist, statistical modeling processing needs to be carried out on the data, and the basic idea is to predict the area which the player will reach next based on the trajectory if the player has traveled a lot of tracks. That is, in fig. 6, when the character manipulated by the player currently walks a certain path, the area that is most likely to be entered next is predicted according to the history data.
In the calculation process, in order to measure the reference standard of the ever-used track length, a maximum history step length concept needs to be introduced: how many area chains at maximum are recorded as a piece of history data. Since a player may have a continuous route through an infinite number of zone nodes when the number of zone nodes in the map is m, the strategy should only care about the historical data of the player in the fixed mode, i.e., what historical tracks are at maximum k steps before the next zone node. It can be known that, when the player is in a certain area, there is a history track possibility number Np _ max of:
Np_max=mk
TABLE 1
Np_max m=9 m=16 m=25
k=2 81 256 625
k=3 729 4096 15625
k=4 6561 65536 390625
As shown in table 1, it can be seen that when the number of large map areas and the maximum history step size increase, the possible route types also increase greatly, and the more complicated the data required to store statistics, the maximum history step size needs to be selected reasonably according to the situation. Usually 3 or 4 is chosen as the maximum history step.
After the player historical behavior track data stored in the designated large map and the determined maximum historical step length are possessed, the calculation of the prediction region can be carried out according to the dynamic loading strategy.
In the dynamic loading strategy, the probability can be calculated based on the prediction region of the historical behavior track data of the player, when the historical track data of the player is continuously increased and accumulated, the statistical data of a preliminary scale is obtained, and reinforcement can be continuously performed according to new track data. Taking the above map 6 as an example, assuming that the maximum historical track step is 3, the probability is shown in table 2:
TABLE 2
Current sub-area Trajectory route Prediction sub-region Frequency of historical tracks Probability of historical track
B1 D0→C0→C1 A2 4 0.2
B1 D0→C0→C1 C2 16 0.8
B1 C0→B0→A0 B2 25 1.0
As shown in Table 2, assume that the player has just currently entered the area B1 and that the current trajectory route is D0→C0→C1→B1According to the historical track statistics, the player may enter the A2 area or the C2 area next, and according to the frequency statistics, the probability of entering the A2 area is 0.8, and the area is predicted according to the maximum probability in the track. Thus, the map resources of the A2 zone are streamed, and when the player enters the A2 zone, the zone resources have assumed a load complete status.
In addition to the comprehensive loading strategy, according to the foregoing, when the comprehensive loading strategy is triggered at a specific loading time, the weighted comprehensive prediction probability is calculated according to the dynamic prediction probability calculated by the dynamic loading strategy and the static prediction probability calculated by the static loading strategy, and according to the weights of α and (1- α). If the prediction probability of the target region with the maximum comprehensive prediction probability is lower than the trigger probability threshold value or the player does not enter the pre-estimated region (prediction fails) finally, the player is ensured to experience correctly by adopting a traditional static loading strategy or a mode of bottom-preserving loading opportunity.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present application is not limited by the order of acts described, as some steps may occur in other orders or concurrently depending on the application. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required in this application.
According to the technical scheme, the resource loading strategy of the large-scale game scene area is realized based on the historical behavior track data of the player in the large map, the loading prediction accuracy and the resource utilization rate can be improved, and the game can run more smoothly.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present application may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present application.
According to another aspect of the embodiment of the application, a map resource loading device for implementing the map resource loading method is further provided. Fig. 7 is a schematic diagram of an alternative map resource loading device according to an embodiment of the present application, and as shown in fig. 7, the device may include:
the search unit 701 is configured to determine a first area where a target character is currently located in a game map, where the game map is divided into a plurality of areas, the first area belongs to the plurality of areas, when a pre-loading condition of the game map is met, where the pre-loading condition is used to trigger execution of an operation of selecting a pre-loading area from the plurality of areas, and the target character is a game character controlled by a user terminal.
Determining that a preloading condition of the game map is satisfied in a case where the target character enters the first area from one of the plurality of areas; determining that a preloading condition of a game map is satisfied in a case where the target character reaches a target position in the first area; in the case where the target character triggers a specific scenario or a specific game task, it is determined that a preloading condition of the game map is satisfied, wherein the first area is associated with the specific scenario or the specific game task.
The determining unit 703 is configured to obtain a result according to the historical track of the game character, and determine a second area of the multiple areas according to the result, where the result is used to indicate an area to be entered by the target character in the multiple areas obtained by using the historical track, the second area is an area to which the map resource is to be loaded, and the second area is adjacent to the first area.
A loading unit 705, configured to load the map resource of the second area in the user terminal.
It should be noted that the search unit 701 in this embodiment may be configured to execute step S202 in this embodiment, the determination unit 703 in this embodiment may be configured to execute step S204 in this embodiment, and the loading unit 705 in this embodiment may be configured to execute step S206 in this embodiment.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may operate in a hardware environment as shown in fig. 1, and may be implemented by software or hardware.
Considering that the group behavior track routes of the characters operated by the players on the geomap show concentration and regularity more and more along with the passing of the game operation time and the increase of the total number of the players, by the technical scheme, the results meeting the laws can be determined by using the historical tracks, the area to which the players are about to enter is further determined, and the technical problem that the map area loading accuracy is low in the related technology can be solved.
Optionally, the determining unit is further configured to, when a result is obtained according to a historical trajectory of a game character and a second area in the plurality of areas is determined according to the result, utilize a third area to be entered by the target character in the plurality of areas in the historical trajectory, and select one of the third areas as the second area; or selecting the second region from a region set comprising the third region by using a third region to be entered by the target character in the plurality of regions according to the historical track, wherein the region set further comprises a region to be entered by the target character obtained when the target character meets a trigger condition in the first region.
Optionally, the determining unit is further configured to, when a third area to be entered by the target character in the plurality of areas is obtained by using the historical track, search, from the historical track, a first target track that sequentially passes through each map area in a first area sequence, where the first area sequence includes the plurality of map areas that the target character sequentially passes through, and a last map area in the first area sequence is the first area; and taking an area which enters the plurality of areas after passing through the first area according to the first target track as the third area.
Optionally, the determining unit is further configured to, when a third region to be entered by the target character in the plurality of regions is utilized and the second region is selected from a region set including the third region, obtain a first probability and a second probability corresponding to each first candidate region in the region set, where the first probability is a probability that the first candidate region is determined according to the historical trajectory and is the region to be entered by the target character, and the second probability is a probability that the first candidate region is the region to be entered by the target character obtained when the target character satisfies the trigger condition in the first region; determining a first product between the first probability and a weight of the first probability, and a second product between the second probability and a weight of the second probability, and taking a sum of the first product and the second product as a composite probability of the first candidate region; selecting the second region from the set of regions according to a composite probability.
Optionally, the determining unit is further configured to, when the second region is selected from the region set according to a composite probability, select a region with a highest composite probability from the region set as the second region if the composite probability is greater than a target threshold; in a case where the composite probability is not greater than the target threshold, selecting a region with a highest first probability from the set of regions as the second region, or selecting a region with a highest second probability from the set of regions as the second region.
Optionally, the determining unit is further configured to, when obtaining the first probability corresponding to each first candidate region in the region set, determine the first probability corresponding to each first candidate region as follows: acquiring a first frequency and a second frequency corresponding to a game character, wherein the first frequency is the accumulated passing frequency of the game character on all first target tracks, the second frequency is the accumulated passing frequency of the game character on a first designated track in all the first target tracks, the first designated track is a track which sequentially passes through each map area in the first area sequence and a current candidate area in all the first target tracks, and the current candidate area is a candidate area which is currently processed in all the first candidate areas; and taking the ratio of the second times to the first times as the first probability of the current candidate region.
Optionally, the determining unit is further configured to, after selecting the second area with the highest integrated probability from the area set, obtain a third number and a fourth number of times of the game character when the integrated probability is greater than a loading probability threshold, where the third number is a cumulative number of passes of the game character over all second target tracks, the third number is a cumulative number of passes of the game character over all second specified tracks, the second target track is a track in the historical track that passes through each map area in a second area sequence in turn, the second area sequence includes a plurality of map areas that the game character passes through in turn and a last map area in the second area sequence is the second area, and the second specified track is a track in all second target tracks that passes through each map area in the second area sequence and a second candidate area in turn, the second candidate region is a region adjacent to the second region among the plurality of regions; taking a ratio between the fourth number of times and the third number of times as a third probability of the second candidate region; determining a third product between the third probability and the weight of the third probability, and a fourth product between the fourth probability and the weight of the fourth probability, and taking the sum of the third product and the fourth product as the comprehensive probability of the second candidate region; and selecting a fourth area from the plurality of second candidate areas according to the comprehensive probability, wherein the fourth area is a map area to be loaded with map resources.
Optionally, the determining unit is further configured to, after obtaining a result according to a historical trajectory of the game character and determining a second area of the plurality of areas according to the result, determine a fifth area adjacent to an area boundary of the first area in a case where the target character moves to the area boundary of the first area and the area boundary is not an area boundary of the second area; and loading the map resource of the fifth area in the user terminal.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may be operated in a hardware environment as shown in fig. 1, and may be implemented by software, or may be implemented by hardware, where the hardware environment includes a network environment.
According to another aspect of the embodiment of the application, a server or a terminal for implementing the loading method of the map resource is also provided.
Fig. 8 is a block diagram of a terminal according to an embodiment of the present application, and as shown in fig. 8, the terminal may include: one or more processors 801 (only one shown), memory 803, and transmission means 805, as shown in fig. 8, the terminal may also include input and output devices 807.
The memory 803 may be used to store software programs and modules, such as program instructions/modules corresponding to the map resource loading method and apparatus in the embodiment of the present application, and the processor 801 executes various functional applications and data processing by running the software programs and modules stored in the memory 803, that is, implements the map resource loading method described above. The memory 803 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 803 may further include memory located remotely from the processor 801, which may be connected to the terminal via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The above-mentioned transmission device 805 is used for receiving or sending data via a network, and may also be used for data transmission between a processor and a memory. Examples of the network may include a wired network and a wireless network. In one example, the transmission device 805 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices to communicate with the internet or a local area Network. In one example, the transmission device 805 is a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
Among them, the memory 803 is used to store an application program, in particular.
The processor 801 may call an application stored in the memory 803 via the transmission means 805 to perform the following steps:
under the condition that a preloading condition of a game map is met, determining a first area where a target role is located currently in the game map, wherein the game map is divided into a plurality of areas, the first area belongs to the plurality of areas, the preloading condition is used for triggering execution of operation of selecting the preloading area from the plurality of areas, and the target role is a game role controlled by a user terminal;
obtaining a prediction result according to the historical track of the game role, and determining a second area in the plurality of areas according to the prediction result, wherein the prediction result is used for representing an area to be entered by a target role in the plurality of areas obtained by using the historical track prediction, the second area is an area to be loaded with map resources, and the second area is adjacent to the first area;
and loading the map resource of the second area in the user terminal.
The processor 801 is further configured to perform the following steps:
under the condition that the comprehensive prediction probability is greater than the loading probability threshold, acquiring a third time and a fourth time of the game role, wherein the third time is the accumulated passing time of the game role on all second target tracks, the third time is the accumulated passing time of the game role on a second designated track in all the second target tracks, the second target track is a track which passes through each map area in the second area sequence in the historical track, the second area sequence comprises a plurality of map areas which the game role passes through in sequence, the last map area in the second area sequence is a second area, the second designated track is a track which passes through each map area in the second area sequence and a second candidate area in sequence in all the second target tracks, and the second candidate area is an area adjacent to the second area in the plurality of areas;
taking the ratio of the fourth time to the third time as a third probability of the second candidate region;
determining a third product between the third probability and the weight of the third probability, and a fourth product between the fourth probability and the weight of the fourth probability, and taking the sum of the third product and the fourth product as the comprehensive probability of the second candidate region;
and selecting a fourth area from the plurality of second candidate areas according to the comprehensive probability, wherein the fourth area is a map area to be loaded with map resources.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
It can be understood by those skilled in the art that the structure shown in fig. 8 is only an illustration, and the terminal may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, and a Mobile Internet Device (MID), a PAD, etc. Fig. 8 is a diagram illustrating a structure of the electronic device. For example, the terminal may also include more or fewer components (e.g., network interfaces, display devices, etc.) than shown in FIG. 8, or have a different configuration than shown in FIG. 8.
Those skilled in the art will appreciate that all or part of the steps in the methods of the above embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
Embodiments of the present application also provide a storage medium. Alternatively, in this embodiment, the storage medium may be a program code for executing a loading method of a map resource.
Optionally, in this embodiment, the storage medium may be located on at least one of a plurality of network devices in a network shown in the above embodiment.
Optionally, in this embodiment, the storage medium is configured to store program code for performing the following steps:
under the condition that a preloading condition of a game map is met, determining a first area where a target role is located currently in the game map, wherein the game map is divided into a plurality of areas, the first area belongs to the plurality of areas, the preloading condition is used for triggering execution of operation of selecting the preloading area from the plurality of areas, and the target role is a game role controlled by a user terminal;
obtaining a prediction result according to the historical track of the game role, and determining a second area in the plurality of areas according to the prediction result, wherein the prediction result is used for representing an area to be entered by a target role in the plurality of areas obtained by using the historical track prediction, the second area is an area to be loaded with map resources, and the second area is adjacent to the first area;
and loading the map resource of the second area in the user terminal.
Optionally, the storage medium is further arranged to store program code for performing the steps of:
under the condition that the comprehensive probability is greater than the loading probability threshold, acquiring a third frequency and a fourth frequency of the game role, wherein the third frequency is the accumulated passing frequency of the game role on all second target tracks, the third frequency is the accumulated passing frequency of the game role on second designated tracks in all the second target tracks, the second target tracks are tracks which pass through all map areas in the second area sequence in the historical tracks, the second area sequence comprises a plurality of map areas which the game role passes through in sequence, the last map area in the second area sequence is the second area, the second designated tracks are tracks which pass through all the map areas in the second area sequence and second candidate areas in sequence in all the second target tracks, and the second candidate areas are areas adjacent to the second areas in the plurality of areas;
taking the ratio of the fourth time to the third time as a third probability of the second candidate region;
determining a third product between the third probability and the weight of the third probability, and a fourth product between the fourth probability and the weight of the fourth probability, and taking the sum of the third product and the fourth product as the comprehensive probability of the second candidate region;
and selecting a fourth area from the plurality of second candidate areas according to the comprehensive probability, wherein the fourth area is a map area to be loaded with map resources.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
Optionally, in this embodiment, the storage medium may include, but is not limited to: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or a part of or all or part of the technical solution contributing to the prior art may be embodied in the form of a software product stored in a storage medium, and including instructions for causing one or more computer devices (which may be personal computers, servers, network devices, or the like) to execute all or part of the steps of the method described in the embodiments of the present application.
In the above embodiments of the present application, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be 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, units or modules, and may be in an electrical 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 foregoing is only a preferred embodiment of the present application and it should be noted that those skilled in the art can make several improvements and modifications without departing from the principle of the present application, and these improvements and modifications should also be considered as the protection scope of the present application.

Claims (12)

1. A map resource loading method is characterized by comprising the following steps:
under the condition that a preloading condition of a game map is met, determining a first area where a target character is located currently in the game map, wherein the game map is divided into a plurality of areas, the first area belongs to the plurality of areas, the preloading condition is used for triggering execution of operation of selecting the preloading area from the plurality of areas, and the target character is a game character controlled by a user terminal;
obtaining a prediction result according to a historical track of a game character, and determining a second area in the plurality of areas according to the prediction result, wherein the prediction result is used for representing an area to be entered by the target character in the plurality of areas obtained by prediction of the historical track, the second area is an area to be loaded with map resources, and the second area is adjacent to the first area;
and loading the map resource of the second area in the user terminal.
2. The method of claim 1, wherein obtaining a prediction result based on a historical trajectory of the game character, and determining a second one of the plurality of regions based on the prediction result comprises:
predicting a third area to be entered by the target character in the plurality of areas by using the historical track, and selecting one of the third areas as the second area; or the like, or, alternatively,
predicting a third area to be entered by the target character in the plurality of areas by using the historical track, and selecting the second area from an area set comprising the third area, wherein the area set further comprises other areas to be entered by the target character obtained when the target character meets a trigger condition in the first area.
3. The method of claim 2, wherein predicting a third area of the plurality of areas that the target character is to enter using the historical track comprises:
searching a first target track passing through each map area in a first area sequence in sequence from the historical track, wherein the first area sequence comprises a plurality of map areas which the target role passes through in sequence, and the last map area in the first area sequence is the first area;
and taking an area which enters the plurality of areas after passing through the first area according to the first target track as the third area.
4. The method of claim 2 or 3, wherein predicting a third area to be entered by the target character in the plurality of areas using the historical trajectory, and wherein selecting the second area from a set of areas including the third area comprises:
acquiring a first probability and a second probability corresponding to each first candidate region in the region set, wherein the first probability is a prediction probability that the first candidate region is a region to be entered of the target role determined according to the historical track, and the second probability is a probability that the first candidate region is the region to be entered of the target role obtained when the trigger condition is satisfied in the first region by the target role;
determining a first product between the first probability and a weight of the first probability, and a second product between the second probability and a weight of the second probability, and taking a sum of the first product and the second product as a comprehensive prediction probability of the first candidate region;
selecting the second region from the set of regions according to a composite prediction probability.
5. The method of claim 4, wherein selecting the second region from the set of regions according to a composite prediction probability comprises:
selecting a region with the maximum comprehensive prediction probability from the region set as the second region under the condition that the comprehensive prediction probability is greater than a target threshold;
selecting a region with the highest first probability from the set of regions as the second region or selecting a region with the highest second probability from the set of regions as the second region if the integrated prediction probability is not greater than the target threshold.
6. The method of claim 4, wherein obtaining the first probability of each first candidate region in the set of regions comprises determining the first probability of each first candidate region as follows:
acquiring a first frequency and a second frequency corresponding to a game role, wherein the first frequency is the accumulated passing frequency of the game role on all first target tracks, the second frequency is the accumulated passing frequency of the game role on a first designated track in all first target tracks, the first designated track is a track which sequentially passes through each map area in a first area sequence and a current candidate area in all the first target tracks, and the current candidate area is a candidate area which is currently processed in all the first candidate areas;
and taking the ratio of the second times to the first times as the first probability of the current candidate region.
7. The method of claim 4, wherein after selecting the second region with the highest overall prediction probability from the set of regions, the method further comprises:
acquiring a third frequency and a fourth frequency corresponding to the game role under the condition that the comprehensive prediction probability is greater than the loading probability threshold, wherein the third number is a cumulative passing number of all the second target trajectories by the game character, the third number is a cumulative passing number of the second designated trajectory among all the second target trajectories by the game character, the second target track is a track passing through each map area in the second area sequence in turn in the historical track, the second region sequence comprises a plurality of map regions through which the target character sequentially passes and the last map region in the second region sequence is the second region, the second designated track is a track passing through each map area in the second area sequence and a second candidate area in all the second target tracks in sequence, and the second candidate area is an area adjacent to the second area in the plurality of areas;
taking a ratio between the fourth number of times and the third number of times as a third probability of the second candidate region;
determining a third product between the third probability and the weight of the third probability and a fourth product between the fourth probability and the weight of the fourth probability, and taking the sum of the third product and the fourth product as the comprehensive prediction probability of the second candidate region;
and selecting a fourth area from the plurality of second candidate areas according to the comprehensive prediction probability, wherein the fourth area is a map area to be loaded with map resources.
8. The method according to any one of claims 1 to 3, wherein after obtaining a prediction result from a history track of a game character and determining a second area of the plurality of areas according to the prediction result, the method further comprises:
determining a fifth area adjacent to the area boundary in a case where the target character moves to the area boundary of the first area and the area boundary is not the area boundary of the second area;
and loading the map resource of the fifth area in the user terminal.
9. The method according to any one of claims 1 to 3, further comprising one of:
determining that a preloading condition of the game map is satisfied in a case where the target character enters the first area from one of the plurality of areas;
determining that a preloading condition of the game map is satisfied in a case where the target character reaches a target position in the first area;
determining that a preloading condition of the game map is satisfied in a case where the target character triggers a specific scenario or a specific game task, wherein the first area is associated with the specific scenario or the specific game task.
10. A map resource loading apparatus, comprising:
the game map pre-loading method comprises a searching unit, a pre-loading unit and a control unit, wherein the searching unit is used for determining a first area where a target role is located currently in the game map under the condition that a pre-loading condition of the game map is met, the game map is divided into a plurality of areas, the first area belongs to the plurality of areas, the pre-loading condition is used for triggering execution of operation of selecting the pre-loading area from the plurality of areas, and the target role is a game role controlled by a user terminal;
the determining unit is used for obtaining a prediction result according to a historical track of a game character and determining a second area in the plurality of areas according to the prediction result, wherein the prediction result is used for representing an area to be entered by the target character in the plurality of areas obtained by prediction according to the historical track, the second area is an area to be loaded with map resources, and the second area is adjacent to the first area;
and the loading unit is used for loading the map resource of the second area in the user terminal.
11. A storage medium, characterized in that the storage medium comprises a stored program, wherein the program when executed performs the method of any of the preceding claims 1 to 9.
12. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor executes the method of any of the preceding claims 1 to 9 by means of the computer program.
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