CN111249737A - Game testing method, related device, equipment and storage medium - Google Patents

Game testing method, related device, equipment and storage medium Download PDF

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Publication number
CN111249737A
CN111249737A CN202010053993.4A CN202010053993A CN111249737A CN 111249737 A CN111249737 A CN 111249737A CN 202010053993 A CN202010053993 A CN 202010053993A CN 111249737 A CN111249737 A CN 111249737A
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China
Prior art keywords
time
interaction
distance
target object
determining
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Granted
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CN202010053993.4A
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CN111249737B (en
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张鹏
肖央
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
    • A63F13/60Generating 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
    • 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
    • A63F2300/60Methods 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
    • 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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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a game testing method, a related device, equipment and a storage medium, which are used for objectively and accurately acquiring hit difficulty information and reducing the threshold of game testing, so that the testing difficulty is reduced. The method comprises the following steps: acquiring an interactive operation type corresponding to a target object; determining the interaction time corresponding to the target object according to the interaction operation type corresponding to the target object; obtaining avoidance time corresponding to the second object; and acquiring first hit difficulty information through the hit difficulty model according to the interaction time and the avoidance time. According to the method and the device, the interaction time and the avoidance time are used as variables input by the hit difficulty model, the hit difficulty model outputs corresponding hit difficulty information based on the variables, and the hit difficulty information obtained by the hit difficulty model is more objective and accurate compared with the hit difficulty information obtained by manually analyzing logs, and the threshold of game testing is reduced, so that the testing difficulty is reduced.

Description

Game testing method, related device, equipment and storage medium
Technical Field
The present application relates to the field of artificial intelligence, and in particular, to a method, a related apparatus, a device, and a storage medium for game testing.
Background
In a Multiplayer Online Battle Arena (MOBA) game, players may choose different heros to participate in the game Battle. For designers, in order to ensure regular updating of game contents and stable game operation, new hero needs to be introduced periodically. Therefore, the evaluation method of the hero's difficulty is very important for designers of MOBA games.
At present, the skill hit rate can be used as an evaluation index to determine the skill difficulty, a game tester usually performs user testing, then extracts logs of a game tester aiming at a target, releasing skills and the like, analyzes the skill hit rate according to the logs, and uses the skill hit rate as a standard for measuring the skill difficulty.
However, the skill hit rate analysis based on the log is often subjective, and it is difficult to obtain accurate hit difficulty information. Meanwhile, a game tester needs to deeply understand the MOBA game, so that the game testing threshold is improved, and the testing difficulty is improved.
Disclosure of Invention
The embodiment of the application provides a game testing method, a related device, equipment and a storage medium, which are used for taking interaction time and avoidance time as variables input by a hit difficulty model, outputting corresponding hit difficulty information by the hit difficulty model based on the variables, acquiring the hit difficulty information by using the hit difficulty model, and compared with acquiring the hit difficulty information by using a manual analysis log, the method is more objective and accurate, and reduces a game testing threshold, thereby reducing the testing difficulty.
In view of the above, a first aspect of the present application provides a method for game testing, including:
acquiring an interactive operation type corresponding to a target object in a target game, wherein the interactive operation type is an operation type of the target object initiating interactive operation aiming at a second object;
determining interaction time corresponding to the target object according to the interaction operation type corresponding to the target object, wherein the interaction time represents time consumed by the interaction operation to hit the second object;
acquiring avoidance time corresponding to the second object, wherein the avoidance time represents time consumed by the second object for avoiding interactive operation;
and acquiring first hit difficulty information of the target object through a hit difficulty model according to the interaction time and the avoidance time, wherein the hit difficulty model is used for representing the corresponding relation between the time and the hit difficulty information.
A second aspect of the present application provides a game testing apparatus comprising:
the acquisition module is used for acquiring an interactive operation type corresponding to a target object in a target game, wherein the interactive operation type is an operation type of the target object for initiating interactive operation aiming at a second object;
the determining module is used for determining the interaction time corresponding to the target object according to the interaction operation type corresponding to the target object, wherein the interaction time represents the time consumed by the interaction operation to hit the second object;
the acquisition module is further used for acquiring avoidance time corresponding to the second object, wherein the avoidance time represents time consumed by the second object for avoiding interactive operation;
the obtaining module is further configured to obtain first hit difficulty information of the target object through the hit difficulty model according to the interaction time and the avoidance time, where the hit difficulty model is used to represent a correspondence between the time and the hit difficulty information.
In one possible design, in one implementation of the second aspect of an embodiment of the present application,
the acquisition module is further used for acquiring the forward shaking time of the target object, wherein the forward shaking time represents the duration between the instruction triggering time and the actual interaction time of the interactive operation;
the determining module is further used for determining the target time according to the initial time and the forward shaking time if the forward shaking time acquired by the acquiring module is greater than the forward shaking time threshold;
the determining module is further configured to determine the initial time as the target time if the forward shaking time acquired by the acquiring module is less than or equal to the forward shaking time threshold.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
a determination module specifically configured to:
if the interactive operation type is the specified target type, acquiring an effect generating moment and an effect taking-in moment corresponding to the interactive operation, wherein the effect generating moment represents the moment corresponding to the interactive operation when the special effect appears, and the effect taking-in moment represents the moment corresponding to the interactive operation when the actual effect appears;
determining effect delay time according to the effect generation time and the effect validation time;
and determining the interaction time according to the effect delay time and the target time.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
a determination module specifically configured to:
if the interactive operation type is a designated orientation type or a designated position type, acquiring a collision box generation distance, wherein the collision box generation distance represents the distance between a position generated by a collision box and a target object;
if the collision box generating distance is equal to the target distance, acquiring an effect generating moment and an effect taking-in moment corresponding to the interactive operation, wherein the target distance is the distance between the target object and the second object, the effect generating moment represents the moment corresponding to the interactive operation when the special effect appears, and the effect taking-in moment represents the moment corresponding to the interactive operation when the actual effect appears;
determining effect delay time according to the effect generation time and the effect validation time;
determining interaction time according to the effect delay time and the target time;
and if the generated distance of the collision box is smaller than the target distance, determining the interaction time according to the movement condition of the collision box.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
a determination module specifically configured to:
if the collision box does not move, determining interaction time according to the effect delay time and the target time;
and if the collision box moves, determining the interaction time according to the movement distance of the collision box and the movement speed of the collision box, wherein the movement distance of the collision box is the distance from the collision box to the second object.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
an acquisition module specifically configured to:
acquiring a collision box type corresponding to a collision box, wherein the collision box is used for indicating an operation range of interactive operation;
determining a movable distance of the second object according to the crash box type;
determining the moving time corresponding to the second object according to the movable distance of the second object and the moving speed of the second object;
and determining avoidance time corresponding to the second object according to the initial time and the moving time corresponding to the second object.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
a determination module specifically configured to:
if the crash box type is a spherical crash box, determining a spherical radius distance of the spherical crash box as a movable distance of a second object, wherein the second object is located at a center of a sphere of the spherical crash box;
determining that the movable distance of the second object is 0 if the crash box type is a sector-shaped crash box, wherein the second object is located at an outer ring position of the sector-shaped crash box;
if the crash box type is a box-shaped crash box, a target edge distance of the box-shaped crash box, which is one-half of the shortest edge distance in the box-shaped crash box, is determined as the movable distance of the second object, which is located at the center position of the box-shaped crash box.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
the determining module is further configured to determine an entry time according to the first movable type of the target object if the initial distance is greater than or equal to the interaction distance, where the entry time represents time taken for the target object to move from an original position to an interaction position, the original position is a position where the target object is located before the target object initiates the interaction operation, the interaction position is a position where the target object initiates the interaction operation, the initial distance is a distance between the original position and the second object, and the interaction distance is a distance between the interaction position and the second object;
and the obtaining module is further used for obtaining second hit difficulty information through the hit difficulty model according to the entry time, the interaction time and the avoidance time.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
a determination module specifically configured to:
if the first movable type is a displacement operation type, acquiring a first remaining distance of the target object after the displacement operation;
if the first remaining distance is smaller than or equal to the interaction distance, determining the entrance time according to the first remaining distance and the displacement speed of the target object;
and if the first remaining distance is greater than the interaction distance, determining the entrance time according to the second movable type of the target object.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
a determination module specifically configured to:
if the second movable type is an acceleration operation type, acquiring a second remaining distance of the target object after the acceleration operation;
if the second remaining distance is smaller than or equal to the interaction distance, determining the entrance time according to the second remaining distance and the acceleration speed of the target object;
and if the second remaining distance is greater than the interaction distance, determining the entry time according to the third movable type of the target object.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
a determination module specifically configured to:
if the third movable type is a walking operation type, acquiring a third remaining distance of the target object after the walking operation;
and if the third remaining distance is less than or equal to the interaction distance, determining the entrance time according to the third remaining distance and the walking speed of the target object.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
an acquisition module specifically configured to:
calculating to obtain first reaction time according to the interaction time and the avoidance time, wherein the first reaction time is the difference between the interaction time and the avoidance time;
and taking the first reaction time as an independent variable of the hit difficulty model, and acquiring first hit difficulty information through the hit difficulty model, wherein the first hit difficulty information is a dependent variable of the hit difficulty model.
In one possible design, in another implementation of the second aspect of an embodiment of the present application,
an acquisition module specifically configured to:
calculating to obtain second reaction time according to the entrance time, the interaction time and the avoidance time, wherein the second reaction time is the sum of the first reaction time and the entrance time, and the first reaction time is the difference between the interaction time and the avoidance time;
and taking the second reaction time as an independent variable of the hit difficulty model, and obtaining second hit difficulty information through the hit difficulty model, wherein the second hit difficulty information is a dependent variable of the hit difficulty model.
A third 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:
the embodiment of the application provides a game testing method, which includes the steps of firstly obtaining an interactive operation type corresponding to a target object, wherein the interactive operation type is an operation type of the target object for initiating interactive operation on a second object, then determining interactive time corresponding to the target object according to the interactive operation type corresponding to the target object, wherein the interactive time represents time consumed by the interactive operation for hitting the second object, further obtaining avoidance time corresponding to the second object, the avoidance time represents time consumed by the second object for avoiding the interactive operation, and finally obtaining first hit difficulty information through a hit difficulty model according to the obtained interactive time and the avoidance time, wherein the hit difficulty model is used for representing a corresponding relation between the time and the hit difficulty information. According to the method, the attacking object is taken as the target object, the attacked object is taken as the second object, the interaction time and the avoiding time are taken as the variables input by the hit difficulty model together, and the hit difficulty model outputs the corresponding hit difficulty information based on the variables.
Drawings
FIG. 1 is a block diagram of a game testing system according to an embodiment of the present invention;
FIG. 2 is a flow chart illustrating a method of game testing in an embodiment of the present application;
FIG. 3 is a schematic diagram of an embodiment of the engagement distance in the embodiment of the present application;
FIG. 4 is a schematic diagram of an embodiment of a method for game testing in the embodiment of the present application;
FIG. 5 is a schematic flow chart of a method for determining a target time in an embodiment of the present application;
FIG. 6 is a flowchart illustrating a method for determining interaction time according to an embodiment of the present application;
FIG. 7 is a schematic view of one embodiment of a crash box in an embodiment of the subject application;
FIG. 8 is a schematic diagram of one embodiment of a crash box generating distance in an embodiment of the present application;
FIG. 9 is another flowchart illustrating a method for determining interaction time according to an embodiment of the present application;
FIG. 10 is a schematic view showing an example of the moving distance of the crash box in the embodiment of the present application;
FIG. 11 is another flowchart illustrating a method for determining interaction time according to an embodiment of the present application;
FIG. 12 is a schematic flow chart illustrating the determination of avoidance time in the embodiment of the present application;
FIG. 13 is a schematic view of an embodiment of the movable distance in the embodiment of the present application;
FIG. 14 is a diagram of an embodiment of initial distances and interaction distances in an embodiment of the present application;
FIG. 15 is a flowchart illustrating the determination of the entry time in the embodiment of the present application;
FIG. 16 is a functional diagram illustrating second hit difficulty information as a function of time in an embodiment of the present application;
FIG. 17 is a schematic view of an embodiment of the first remaining distance in the embodiment of the present application;
FIG. 18 is a schematic flow chart illustrating the determination of the entry time in the embodiment of the present application;
FIG. 19 is a schematic view of an embodiment of the second remaining distance in the embodiment of the present application;
FIG. 20 is a schematic diagram of another process for determining an entry time in the embodiment of the present application;
FIG. 21 is a schematic view of an embodiment of the third remaining distance in the embodiment of the present application;
FIG. 22 is a schematic flow chart illustrating the determination of the entry time in the embodiment of the present application;
FIG. 23 shows an embodiment of a hit difficulty information result in an embodiment of the present application;
FIG. 24 is a schematic view of an embodiment of a game testing apparatus according to the present embodiment;
fig. 25 is a schematic diagram of an embodiment of a server in the embodiment of the present application.
Detailed Description
The embodiment of the application provides a game testing method, a related device, equipment and a storage medium, which are used for taking interaction time and avoidance time as variables input by a hit difficulty model, outputting corresponding hit difficulty information by the hit difficulty model based on the variables, acquiring the hit difficulty information by using the hit difficulty model, and compared with acquiring the hit difficulty information by using a manual analysis log, the method is more objective and accurate, and reduces a game testing threshold, thereby reducing the testing difficulty.
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 embodiments of the present application may be applied in scenarios where a skill-to-hand difficulty assessment of a target Game is required, and the target Game may include, but is not limited to, MOBA games, strategic games (Strategy games), and Racing games (Racing games). In the embodiment of the application, an MOBA game is taken as an example for further explanation, the MOBA game is a multi-player on-line competitive game, a player can be divided into a plurality of battles, the player can control the selected role in a scattered game map through a game interface, and then actions such as obtaining economy and purchasing equipment are obtained through different roles through competing map resources to participate in game battles, so that the purposes of destroying enemy battle buildings and obtaining victory are achieved.
Specifically, a scene in which a player performs an MOBA game is taken as an example for explanation, when the player participates in a game battle, states such as time, position, distance and the like of skill release are different due to different corresponding skills of different characters, and when the player operates an attacking object to release the skill to the attacked object, the attacked object can be avoided by moving, so that each skill corresponding to the character needs to determine hit difficulty information of the skill when the attacked object is attacked, and the player can conveniently select the character according to the needs and the ability of the player. The other example is explained by taking an MOBA game designer to design a game, when the MOBA game designer designs the game, the balance of characters needs to be considered, namely the strength of the characters, so that the requirement that each character can be designed in a balanced manner at a corresponding position is met, and because the requirement of a game player needs to periodically push out new characters and adjust historical characters, the starting difficulty of the characters is evaluated, the hit difficulty information of the character skills is specifically determined, and the regular updating of game contents and the stability of game operation are facilitated. It should be understood that the foregoing application scenario examples are only for understanding the embodiments of the present application, and the application scenarios are not exhaustive here.
In a test scenario of the interactive application, the skill difficulty level can be determined by using the hit difficulty information as an evaluation index, and the hit difficulty information includes first hit difficulty information (i.e., skill hit rate) and second hit difficulty information (i.e., engagement hit rate). When a character in a game releases skills, an attacked target can be moved to avoid, so that each skill has a difficulty coefficient to evaluate the hit difficulty of the skill when hitting the attacked target, and the hit difficulty can be measured by the hit rate of the skill. And under the condition that the attacked target observes that the character approaches to the attacked target and can hit the attack, a difficulty coefficient is also present to evaluate the hit difficulty degree of the engagement, and the hit difficulty degree can be measured by adopting the engagement hit rate.
In order to objectively and accurately obtain hit difficulty information and reduce testing difficulty, the present application provides a game testing method, which is applied to a game testing system shown in fig. 1, please refer to fig. 1, where fig. 1 is a schematic diagram of an architecture of the game testing system in an embodiment of the present application, and as shown in the figure, the game testing system includes a server and a terminal device. The game testing device may be deployed in a server, or may be deployed in a terminal device with higher computing power, and the game testing device is deployed in the server as an example.
Specifically, the target object is an attack object and may represent a character that initiates an attack operation in the game, and the second object is an attacked object and may represent a character that is attacked in the game. Before the hit difficulty information is obtained, firstly, an interactive operation type corresponding to a target object is obtained, wherein the interactive operation type is an operation type of the target object for initiating an interactive operation on a second object, and then, an interactive time corresponding to the target object is determined according to the interactive operation type corresponding to the target object, wherein the interactive time represents time consumed by the interactive operation for hitting the second object. Furthermore, it is necessary to acquire avoidance time corresponding to the second object, the avoidance time indicating time taken for the second object to avoid the interactive operation, and finally generate the first reaction time (i.e., skill reaction time) by combining the acquired interaction time and avoidance time. Based on the first reaction time, outputting first hit difficulty information through a hit difficulty model.
Alternatively, the entrance time consumed by the target object moving from the original position to the interaction position may be acquired, and the second reaction time (i.e., the engagement reaction time) may be generated by combining the acquired interaction time, avoidance time, and entrance time. And outputting second hit difficulty information through the hit difficulty model based on the second reaction time. Therefore, the hit difficulty model outputs the corresponding hit difficulty information based on different reaction times, so that the hit difficulty information obtained by the hit difficulty model is more objective and accurate compared with the hit difficulty information obtained by manually analyzing the log, the threshold of game testing is reduced, and the testing difficulty is reduced.
The server in fig. 1 may be one server or a server cluster composed of multiple servers, or a cloud computing center, and the like, which are not limited herein. The terminal device may be a tablet computer, a notebook computer, a palm computer, a mobile phone, a Personal Computer (PC) and a voice interaction device shown in fig. 1; the device may also be a monitoring device, a face recognition device, etc., and is not limited herein. The voice interaction device includes, but is not limited to, an intelligent sound and an intelligent household appliance. In some implementation manners, the client configured with the self-encoder may be represented as a web client, or may be represented as an application client, and is deployed on the terminal device.
Although only five terminal devices and one server are shown in fig. 1, it should be understood that the example in fig. 1 is only used for understanding the present solution, and the number of the specific terminal devices and the number of the servers should be flexibly determined according to actual situations.
For convenience of description, please refer to fig. 2, where fig. 2 is a schematic flow chart of a game testing method in an embodiment of the present application, and as shown in the figure, the game testing method provided in the present application may be specifically divided into a data file configuration process and a model calculation process, specifically:
in step a1, first obtaining configuration data files of an attack object and an attacked object, where the data files include, but are not limited to, a skill attack distance, a skill crash box shape, a length and a width of the skill crash box, a radius of the skill crash box, a skill displacement distance, a skill pre-shaking time, an interactive operation type, and a flight speed of the skill crash box, and the data file formats may be, but are not limited to, an excel format, an extensible markup language (xml) format, and the like;
in step a2, specific data in the configuration data file is acquired, and taking the configuration data file as an excel format as an example, a list of data of excel may be exported, for example, the exported data is a skill attack distance corresponding to an attack object, or the exported data is a skill collision box shape, and the like. Calculating based on the derived data to generate interaction time and avoidance time, and then inputting the interaction time and the avoidance time to the hit difficulty model;
in step A3, since the hit difficulty model may represent a correspondence between time and hit difficulty information, the hit difficulty model may calculate the interaction time and the avoidance time input in step a2, and output the first hit difficulty information.
To further illustrate the embodiment of the present application, please refer to fig. 3, where fig. 3 is a schematic diagram of an embodiment of the present application illustrating a battling distance, as shown in the figure, when an attacking object is at position B1 and an attacked object is at position B3, the attacking object may start approaching to the attacked object, and a distance between position B1 and position B3 is represented as a battling distance, but skills released by the attacking object at position B1 may not hit the attacked object, i.e. cannot cause injury to the attacked object, so the attacking object also needs to continue moving to the attacked object, it should be noted that moving manners include, but are not limited to (summons skill) flash, (hero skill) displacement (hero skill), acceleration movement, etc., when the attacking object moves to position B2 through any of the aforementioned moving manners, skills may be released and cause injury to the attacked object, the distance between position B2 and position B3 is denoted as attack distance, i.e., when the attacked object is within the attack distance when the attacking object releases the skill, the attacked object may be injured by the skill. When the attacking object releases the skill on the attacked object, the target selection mode includes but is not limited to locking the target, locking direction and locking range, and the like, and the skill administration mode includes but is not limited to instantaneous administration, continuous guidance and the like. It should be understood that the example in fig. 3 is only used for understanding the present solution, and the specific moving mode, the target selection mode and the application mode should be flexibly determined according to the actual situation.
With reference to the above description, the method for testing a game in the present application will be described below, please refer to fig. 4, where fig. 4 is a schematic diagram of an embodiment of the method for testing a game in the embodiment of the present application, and as shown in the figure, the embodiment of the method for testing a game in the embodiment of the present application includes:
101. acquiring an interactive operation type corresponding to a target object in a target game, wherein the interactive operation type is an operation type of the target object initiating interactive operation aiming at a second object;
in this embodiment, when the target object pair initiates an interactive operation with respect to the second object, the game testing apparatus may determine an operation type corresponding to the interactive operation, and it should be noted that the interactive operation type may include, but is not limited to, a specified target type, a specified orientation type, and a specified location type.
For convenience of understanding, the interactive operation is taken as an attack, the target object is an attack object, and the second object is an attacked object, which is taken as an example for explanation, that is, the attack object launches an attack to the attacked object, and if the attack object can specify the attacked object to attack, the interactive operation type is a specified target type. And if the attack object can attack the direction of the attacked object, the interactive operation type is the specified direction type. And if the attacking object can attack the specific position of the direction of the attacked object, the interactive operation type is the specified position type. The interactive operation is used as a treatment, the target object is a treatment object, and the second object is a treated object, which is to say, the treatment object initiates a treatment to the treated object, and if the treated object can perform a treatment in the area of the orientation position where the treated object is located, the interactive operation type is the designated position type. If the object to be treated can be specified to be treated, the interactive operation type is a specified target type. If the object to be treated can be treated to the specific position towards which the object to be treated is located, the interactive operation type is the specified position type. It should be understood that the foregoing examples are only for the understanding of the present solution, and the specific interaction operation type and interaction operation should be flexibly determined in combination with the actual situation.
It should be noted that the game testing device may be disposed in a server or a terminal device, and the game testing device is disposed in the server in this application as an example, which should not be construed as a limitation to this application.
102. Determining interaction time corresponding to the target object according to the interaction operation type corresponding to the target object, wherein the interaction time represents time consumed by the interaction operation to hit the second object;
in this embodiment, after the game testing apparatus obtains the interactive operation type corresponding to the target object through step 101, the interactive time corresponding to the target object may be determined through the interactive operation, where the interactive time represents time consumed by the interactive operation to hit the second object.
For convenience of understanding, the example is described with the interactive operation as an attack, the interactive operation type as a specified target type, the target object as an attack object, and the second object as an attacked object, where if the attack object attacks the specified attacked object, after 0.5 seconds (second, s), the attacked object is hit by the attack and causes an injury, and then the interactive time is 0.5 s. Taking the interactive operation as the treatment, the interactive operation type as the specified position type, the target object as the treatment object, and the second object as the treated object as an example for explanation, if the treatment object initiates the treatment to the area of the orientation position where the treated object is located, after 0.8s, the treated object is hit by the treatment to obtain the treatment effect, and at this time, the interactive time is 0.8 s.
103. Acquiring avoidance time corresponding to the second object, wherein the avoidance time represents time consumed by the second object for avoiding interactive operation;
in this embodiment, after the target object initiates the interactive operation with respect to the second object, the second object may avoid the interactive operation, and the time consumed for avoiding the interactive operation is the avoidance time, so the game testing device may further obtain the avoidance time corresponding to the second object. It should be understood that, in practical applications, if the type of the interactive operation is the specified target type, the target object initiates the interactive operation with respect to the second object with a hit rate of 100%, that is, the second object cannot avoid the interactive operation, and the avoidance time corresponding to the second object may be set to 0 s. If the interactive operation type is other interactive operation type, the second object can avoid the interactive operation in a self-moving mode, and the time for avoiding is the avoiding time.
For convenience of understanding, the example is described with the interactive operation as the attack, the interactive operation type as the specified position type, the target object as the attack object, and the second object as the attacked object, and it is assumed that the attack object launches the attack into the region of the specified position of the attacked object, and the attacked object can escape from the region of the specified position within 0.3s to avoid the attack launched by the attack object, so that the attack does not damage the attacked object, and thus the avoidance time corresponding to the second object can be considered as 0.3 s.
104. And acquiring first hit difficulty information of the target object through a hit difficulty model according to the interaction time and the avoidance time, wherein the hit difficulty model is used for representing the corresponding relation between the time and the hit difficulty information.
In this embodiment, after the game testing apparatus obtains the interaction time and the avoidance time through steps 102 and 103, the interaction time and the avoidance time may be used as input of a hit difficulty model, and the hit difficulty model may be specifically a function or may be an intelligent worker model, which is described herein by taking a model in a function form as an example. The hit difficulty model can represent a corresponding relation between time and hit difficulty information, and first hit difficulty information of the target object is output through the corresponding relation, so that the first hit difficulty information is obtained.
In the embodiment of the application, a game testing method is provided, and in the above manner, an attacking object is taken as a target object, an attacked object is taken as a second object, the attacking object and the attacked object are taken together as variables input by a hit difficulty model according to interaction time and avoidance time, and the hit difficulty model outputs corresponding hit difficulty information based on the variables.
Optionally, on the basis of each embodiment corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, before determining the interaction time corresponding to the target object according to the interaction operation type corresponding to the target object, the method for testing a game may further include:
the method comprises the steps of obtaining forward shaking time of a target object, wherein the forward shaking time represents the duration between the instruction triggering time and the actual interaction time of the interaction operation;
if the forward shaking time is greater than the forward shaking time threshold value, determining target time according to the initial time and the forward shaking time;
and if the forward shaking time is less than or equal to the forward shaking time threshold value, determining the initial time as the target time.
In this embodiment, before the game testing apparatus determines the interaction time corresponding to the target object according to the interaction operation type corresponding to the target object, the forward shaking time of the target object may also be obtained, where the forward shaking time represents a duration between an instruction triggering time of the interaction operation and an actual interaction time, and if the forward shaking time is greater than a forward shaking time threshold, the target time is determined according to the initial time and the forward shaking time. And if the forward shaking time is less than or equal to the forward shaking time threshold value, determining the initial time as the target time.
In particular, in practical applications, the game skills for MOBA games typically have a forward shake time, i.e. the time at which the skill button is pressed and the skill instruction is triggered, and the delay time to when the skill actually starts to produce an effect is the forward shake time. Taking the target object as hero a in the game as an example, hero a is pre-empted for a certain distance after a skill button is pressed and a skill instruction is triggered, and then the skill starts to produce an effect, and assuming that the time required by the distance of the pre-empted is 0.3s, the pre-shaking time is 0.3. Taking another example that the target object is hero B in the game as another example, hero B will jump up first after the skill button is pressed and the skill command is triggered, and there is a circle in the game map indicating the landing position of hero B after jumping up, and then the skill after landing starts to produce the effect, and if the time required for hero B to jump up and then land is 0.5s, the forward shaking time is 0.5 s. Taking hero C in the game as another example to explain, after the skill button is pressed and the skill instruction is triggered, hero C will perform a certain action and then have the corresponding effect of the skill, and the time for generating the effect is 0.2s, so the previous shaking time is 0.2 s. It should be understood that the foregoing examples are only for understanding the present solution, and the specific forward shaking time should be flexibly determined in combination with the actual situation.
The forward shake time threshold may be 0s, it being understood that in practical applications, the forward shake time threshold may also be 0.01s or 0.001s or other times approaching 0. In practical application, the skill command needs to be triggered in time and delay is small based on the game experience of a game player, so that the initial time can be set to 0 s.
For further understanding of the present embodiment, a shaking time threshold is 0s as an example for description, please refer to fig. 5, and fig. 5 is a flowchart illustrating a method for determining a target time in the present embodiment, as shown in the figure, if the initial time is T0, the shaking time is T1, and the target time is T2, hero a in the MOBA game is taken as an example for description, and if the shaking time of hero a is 0.3s, it is determined first whether the shaking time 0.3s is greater than the shaking time threshold 0s, and since the shaking time is greater than the shaking time threshold 0s, the initial time 0s and the shaking time 0.3s are added through step C1, so as to determine the target time to be 0.3 s. Taking hero D in the MOBA game as another example for explanation, assuming that the forward shaking time of hero D is 0s, it may be determined whether the forward shaking time 0s is greater than the forward shaking time threshold 0s, since the forward shaking time is equal to the forward shaking time threshold 0s, that is, the delay time from when the skill button of hero D is pressed to trigger the skill instruction to when the skill actually starts can be ignored, so the initial time 0s may be directly determined as the target time 0s through step C2.
In the embodiment of the application, a method for determining the target time is provided, in the above manner, the durations of different interactive operation instruction triggering times and actual interactive times are different, and different target times of different interactive operations can be calculated through corresponding forward shaking times, so that the accuracy of determining the target time is improved, and the accuracy of the hit difficulty information is improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, determining the interaction time corresponding to the target object according to the interaction operation type corresponding to the target object may include:
if the interactive operation type is the specified target type, acquiring an effect generating moment and an effect taking-in moment corresponding to the interactive operation, wherein the effect generating moment represents the moment corresponding to the interactive operation when the special effect appears, and the effect taking-in moment represents the moment corresponding to the interactive operation when the actual effect appears;
determining effect delay time according to the effect generation time and the effect validation time;
and determining the interaction time according to the effect delay time and the target time.
In this embodiment, the game testing apparatus may determine the type of the interactive operation, and if the type of the interactive operation is a specified target type, may obtain an effect generation time and an effect validation time corresponding to the interactive operation, where the effect generation time indicates a time corresponding to the interactive operation when a special effect occurs, and the effect validation time indicates a time corresponding to the interactive operation when an actual effect occurs, then determine an effect delay time according to the obtained effect generation time and the obtained effect validation time, and finally generate the interactive time according to the effect delay time and the target time.
Specifically, the designation of the target type means that the second object is interactively operated after the second object is designated, that is, after the interactive operation is performed, the effect corresponding to the interactive operation can hit the second object 100%, and therefore, the time taken for the crash box to move to the second object does not need to be considered. For the MOBA game, when a skill button is pressed and a skill instruction is triggered, the skill usually generates a corresponding special effect, that is, the injury effect of the skill needs to be delayed for a certain time to appear, so that the time corresponding to the special effect of the skill when appearing can be determined as the effect generating time, and the time corresponding to the actual effect of the skill when appearing is determined as the effect effective time. The time corresponding to the effect generation time subtracted from the effect effective time is the effect delay time, and the effect delay time is added to the target time to obtain the interaction time.
For convenience of understanding, please refer to fig. 6, where fig. 6 is a flowchart illustrating a method for determining an interaction time in an embodiment of the present application, and as shown in the figure, it is assumed that an initial time is T0, a forward shaking time is T1, a target time is T2, an effect delay time is T3, and an interaction time is T. Taking an attack object as hero C in a game as an example for explanation, the interactive operation type of hero C is a specified target type, after a skill button is pressed to trigger a skill instruction, the hero C in a game interface has a skill differentiation effect at 0.1s and surrounds the periphery of the position of the attacked object in a pentagonal mode, and the skill of hero C can generate an effect of damaging the attacked object at 0.5s, so that the effect delay time obtained by subtracting the effect generation time from the effect validation time in step D1 is 0.4s, the target time corresponding to hero C is 0.2s, and the interaction time is determined to be 0.6s by adding the effect delay time and the target time in step D2. Taking the attacking object as hero D in the game as another example, the interactive operation type of hero D is a designated target type, and after the skill button is pressed to trigger the skill instruction, hero D will first appear an ice ring on the ground where the attacked object is located in the game interface at 0.1s, and then the skill will produce the effect of freezing the attacked object at 0.3s, so the effect delay time can be determined to be 0.2s through step D1, and the target time corresponding to hero D is 0s, and the effect delay time and the target time are added in step D2, that is, the interactive time can be determined to be 0.2 s.
In the embodiment of the application, a method for determining the interaction time is provided, and by the above manner, the interaction time is determined according to the effect delay time with higher accuracy and the target time, so that the accuracy of determining the interaction time can be improved, and the accuracy of hitting difficulty information can be improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, determining the interaction time corresponding to the target object according to the interaction operation type corresponding to the target object may include:
if the interactive operation type is a designated orientation type or a designated position type, acquiring a collision box generation distance, wherein the collision box generation distance represents the distance between a position generated by a collision box and a target object;
if the collision box generating distance is equal to the target distance, acquiring an effect generating moment and an effect taking-in moment corresponding to the interactive operation, wherein the target distance is the distance between the target object and the second object, the effect generating moment represents the moment corresponding to the interactive operation when the special effect appears, and the effect taking-in moment represents the moment corresponding to the interactive operation when the actual effect appears;
determining effect delay time according to the effect generation time and the effect validation time;
determining interaction time according to the effect delay time and the target time;
and if the generated distance of the collision box is smaller than the target distance, determining the interaction time according to the movement condition of the collision box.
In this embodiment, the game testing apparatus may determine the type of the interactive operation, and if the type of the interactive operation is a designated orientation type or a designated position type, the collision box generation distance may be acquired, the collision box generation distance represents a distance between a position where the collision box is generated and the target object, and if the collision box generation distance is equal to the target distance, the corresponding effect generation time and effect validation time of the interactive operation are acquired, the target distance is the distance between the target object and the second object, the effect generation time represents the time corresponding to the interactive operation when the special effect appears, the effect effective time represents the time corresponding to the interactive operation when the actual effect appears, and then determining the effect delay time according to the effect generating time and the effect effective time, and finally generating the interaction time according to the effect delay time and the target time. And if the collision box generation distance is smaller than the target distance, the interaction time can be determined according to the movement condition of the collision box.
Specifically, the crash boxes represent crash zones set when an attacking object uses skill to attack the attacked object, the crash zones of different types have different sizes and shapes, and when the attacked object reaches the crash zones, it is determined that a crash occurs, and the crash zones are also called crash boxes, for convenience of understanding, please refer to fig. 7, fig. 7 is a schematic diagram of an embodiment of the crash box in the embodiment of the present application, optionally, the zone shape corresponding to the crash box may be a circle as shown in (a) in fig. 7, optionally, the zone shape corresponding to the crash box may also be a square as shown in (B) in fig. 7, and optionally, the zone shape corresponding to the crash box may also be a sector as shown in (C) in fig. 7. It should be understood that the shape of the corresponding area of the crash box can also include, but is not limited to, a spherical shape and a box shape, and the example of fig. 7 is only used for understanding the present solution, and the shape of the corresponding area of the crash box should be flexibly determined according to the actual situation.
The designated orientation type represents that the target object can carry out interactive operation towards the orientation of the second object, and the designated position type represents that the target object can carry out interactive operation towards the area of the orientation position of the second object. After the interaction, a certain time has elapsed before the second object is hit, and therefore, it is necessary to take into account the time taken for the crash box to move to the second object. The generated distance of the crash box refers to the distance between the position where the crash box is generated and the target object, and the distance from the second object in the initial state of the crash box is equal to the distance between the target object and the second object minus the generated distance of the crash box. For convenience of understanding, the target object is in the crash box, and the shape of the corresponding region of the crash box is circular for illustration, please refer to fig. 8, fig. 8 is a schematic diagram of an embodiment of the crash box generating distance in the embodiment of the present application, as shown in the figure, E1 represents the target object, E2 represents the second object, the crash box generating distance is E4, and the actual distance between the target object and the second object is E3, that is, the target distance is E3. When the crash box generated distance E4 equals the target distance E3, it indicates that the second object E1 is on the circle of the corresponding circular area of the crash box, i.e., can be hit by the released skill of the target object.
In practical application, for an MOBA game, after a skill button is pressed and a skill instruction is triggered, a corresponding special effect is usually generated by the skill, but an actual injury effect of the skill needs to be delayed for a certain time to appear, the time corresponding to the special effect when the special effect appears is determined as an effect generation time, the time corresponding to the skill when the actual effect appears is determined as an effect effective time, then a time difference between the effect generation time and the effect effective time is obtained, namely the time corresponding to the effect generation time is subtracted from the effect effective time to be the effect delay time, and then the effect delay time is added to a target time to obtain the interaction time.
For convenience of understanding, please refer to fig. 9, where fig. 9 is another flowchart illustrating a method for determining an interaction time in an embodiment of the present application, and as shown in the figure, it is assumed that an initial time is T0, a forward shaking time is T1, a target time is T2, an effect delay time is T3, and an interaction time is T. Taking an attack object as hero a in a game as an example, assuming that the interactive operation type of hero a is a designated orientation type, after a skill button is pressed to trigger a skill instruction, first determining whether a collision box generation distance is equal to a target distance, if the collision box generation distance is equal to the target distance, obtaining an effect delay time, assuming that a certain special effect is generated around the attack object in a game interface at 0.1s, and the skill of the attack object can actually damage the attacked object at 0.4s, therefore, in step F1, subtracting the effect generation time from the effect validation time to obtain an effect delay time of 0.3s, and the target time corresponding to hero a is 0.3s, and then adding the effect delay time and the target time in step F2 can determine that the interactive time is 0.6 s. Taking an attack object as hero B in the game as another example for explanation, assuming that the interactive operation type of hero B is a designated orientation type, after the skill button is pressed to trigger the skill instruction, hero B needs to first judge whether the collision box generation distance is equal to the target distance, if the collision box generation distance is equal to the target distance, the effect delay time may be obtained, assuming that a shield special effect is generated around the game interface treatment object at 0.1s, and then the skill can treat the object at 0.6s to generate a treatment effect, the effect delay time may be determined to be 0.5s through step F1, and the target time corresponding to hero B is 0.5s, and the effect delay time and the target time are added through step F2, so that the interactive time may be determined to be 1 s.
If the crash box generation distance is determined not to be equal to the target distance, the effect delay time may be obtained, please refer to fig. 8 again, and if the crash box generation distance E4 is smaller than the target distance E3, it indicates that the second object E1 is not located on the ring of the circular area corresponding to the crash box and cannot be hit by the released skill of the target object. Therefore, the interaction time needs to be determined according to the movement condition of the crash box.
In the embodiment of the application, another method for determining the interaction time is provided, and through the above manner, the size comparison between the generated distance of the collision box and the target distance is performed, the interaction time is determined according to different manners, and the flexibility of determining the interaction time is improved, so that the flexibility of the scheme is improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, the determining the interaction time according to the movement condition of the crash box may include:
if the collision box does not move, determining interaction time according to the effect delay time and the target time;
and if the collision box moves, determining the interaction time according to the movement distance of the collision box and the movement speed of the collision box, wherein the movement distance of the collision box is the distance from the collision box to the second object.
In this embodiment, if the collision box generation distance is smaller than the target distance, the game testing apparatus may determine whether the collision box moves, and if the collision box does not move, the interaction time may be determined according to the effect delay time and the target time. And if the collision box moves, determining the interaction time according to the movement distance of the collision box and the movement speed of the collision box, wherein the movement distance of the collision box is the distance from the collision box to the second object. Specifically, taking the MOBA game as an example, if the crash box does not move, the time corresponding to the skill when the special effect occurs is determined as the effect generation time, and the time corresponding to the skill when the actual effect is generated is determined as the effect effective time. And the time difference between the effect generation time and the effect validation time, namely the time corresponding to the effect generation time subtracted from the effect validation time, is the effect delay time, and the effect delay time is added with the target time to obtain the interaction time.
If the crash box moves, the interaction time needs to be determined according to the moving distance of the crash box and the moving speed of the crash box. For easy understanding, please refer to fig. 10, fig. 10 is a schematic diagram illustrating an embodiment of a moving distance of a crash box in the embodiment of the present application, as shown in the figure, G1 represents a target object, G2 represents a second object, a crash box generating distance is G3, a crash box moving distance is G4, and a target distance represents a sum of G3 and G4, it can be seen from fig. 10 that the crash box generating distance is smaller than the target distance, and therefore, a crash box moving time needs to be calculated according to the crash box moving distance and the crash box moving speed, and then an effect delay time needs to be obtained according to a time difference between an effect generating time and an effect effective time, and further the effect delay time is obtained, and the impact box moving time is added to the target time, so as to obtain an interaction time.
To further understand the present disclosure, please refer to fig. 11, and fig. 11 is another flowchart illustrating a method for determining an interaction time according to an embodiment of the present disclosure, where as shown in the figure, the initial time is T0, the forward shaking time is T1, the target time is T2, the effect delay time is T3, and the interaction time is T. Taking an attack object as hero a in a game as an example for explanation, assuming that the interactive operation type of hero a is a designated orientation type, after a skill button is pressed to trigger a skill instruction, a collision box generation distance is smaller than a target distance and it is judged that the collision box does not move, an effect delay time needs to be acquired, the skill is in a special effect at 0.1s, the skill generates an actual effect at 0.4s, then the effect effective time 0.4s minus the effect generation time 0.1s through step H1 to obtain the effect delay time 0.3s, the target time corresponding to hero a is 0.3s, and the interaction time is determined to be 0.6s by adding the effect delay time and the target time through step H3. Further, taking the attacking object as hero B in the game as another example, assuming that the interactive operation type of hero B is the designated orientation type, after the skill button is pressed to trigger the skill command, the box-collision generating distance is smaller than the target distance and the collision box is judged to move, at this time, the collision box moving time and the effect delay time need to be obtained, if the collision box moving distance is 0.1m and the collision box (assumed to be a bullet issued by the attacking object) moving speed is 0.5m/s (m/s), it can be determined that the collision box moving time T4 is 0.2s and the skill is in a special effect at 0.1s, and then the skill is in an actual effect at 0.6s, so it can be determined that the effect delay time is 0.5s at step H2 and the target time corresponding to hero B is 0.5s, the effect delay time, the collision box moving time and the target time are added together at step H3, the interaction time can be determined to be 1.2 s.
In the embodiment of the application, another method for determining the interaction time is provided, and through the above manner, the interaction time is determined in different manners according to whether the collision box moves, so that the flexibility of determining the interaction time is improved, and the flexibility of the scheme is improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, the obtaining of the avoidance time corresponding to the second object may include:
acquiring a collision box type corresponding to a collision box, wherein the collision box is used for indicating an operation range of interactive operation;
determining a movable distance of the second object according to the crash box type;
determining the moving time corresponding to the second object according to the movable distance of the second object and the moving speed of the second object;
and determining avoidance time corresponding to the second object according to the initial time and the moving time corresponding to the second object.
In this embodiment, the game testing apparatus may obtain a crash box type corresponding to the crash box, where the crash box is used to indicate an operation range of the interactive operation, determine a movable distance of the second object according to the crash box type, further determine a moving time corresponding to the second object according to the movable distance of the second object and a moving speed of the second object, and finally determine an avoidance time corresponding to the second object according to the initial time and the moving time corresponding to the second object.
For ease of understanding, referring to fig. 12, fig. 12 is a schematic flow chart illustrating the determination of avoidance time in the embodiment of the present application, as shown in step J1, the crash box type corresponding to the crash box is determined, which in the embodiment may include, but is not limited to, a spherical crash box, a sector crash box, and a box crash box, and then the movable distance of the second object is determined according to the crash box type in step J2. Then, in step J3, a moving time t1 corresponding to the second object is determined according to the movable distance of the second object and the moving speed of the second object. In step J4, the avoidance time T corresponding to the second object is obtained by adding the initial time T0 to the movement time T1 corresponding to the second object.
For further understanding of the present embodiment, please refer to table 1, where table 1 is a moving speed corresponding table of the second object, and it should be understood that table 1 is only for facilitating understanding of the present embodiment, and in practical applications, the corresponding relationship of the moving speed of the second object may be other, and is not exhaustive.
TABLE 1
Object Moving speed (m/s)
Hero A 1.2
Hero B 0.9
Hero C 1.5
Hero D 0.6
As can be seen from table 1, the moving speeds of hero a, hero B, hero C and hero D are all different, and for further explanation of the present embodiment, taking the collision box type as an example to determine the movable distance of the second object to be 0.3m, the moving time for hero a is 0.25 s. For hero B, the movement time is about 0.34 s. For hero C, the movement time was 0.2 s. For hero D, the movement time was 0.5 s. The avoidance time can then be obtained by adding the obtained travel time to the initial time described in the previous embodiment.
In the embodiment of the present application, a method for determining avoidance time is provided, in which the moving time determined by the movable distance and the moving speed has higher accuracy, and the comparison of the moving time of the second object with respect to different crash box types can be reflected, so that the avoidance time is determined by the moving time, the accuracy of the avoidance time can be improved, and then the influence caused by different crash box types can be displayed more objectively.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, the determining the movable distance of the second object according to the type of the crash box may include:
if the crash box type is a spherical crash box, determining a spherical radius distance of the spherical crash box as a movable distance of a second object, wherein the second object is located at a center of a sphere of the spherical crash box;
determining that the movable distance of the second object is 0 if the crash box type is a sector-shaped crash box, wherein the second object is located at an outer ring position of the sector-shaped crash box;
if the crash box type is a box-shaped crash box, a target edge distance of the box-shaped crash box, which is one-half of the shortest edge distance in the box-shaped crash box, is determined as the movable distance of the second object, which is located at the center position of the box-shaped crash box.
In the present embodiment, the game test apparatus may determine the type of the crash box, determine the ball radius distance of the spherical crash box as the movable distance of the second object located at the center of the ball of the spherical crash box when the type of the crash box is the spherical crash box, determine the movable distance of the second object as 0 when the type of the crash box is the sector crash box, the second object located at the outer ring position of the sector crash box, and determine the target edge distance of the box-shaped crash box as the movable distance of the second object located at the center of the box-shaped crash box and the target edge distance being one-half of the shortest edge distance in the box-shaped crash box when the type of the crash box is the box.
For easy understanding, please refer to fig. 13, fig. 13 is a schematic view of an embodiment of the movable distance in the embodiment of the present application, as shown, I1 denotes a target object, I2 denotes a second object, one cross-sectional view of a spherical crash box is shown in FIG. 13 (A), since the second object I2 is located at the center of the sphere of the spherical crash box, and the distance from the center of the sphere to the spherical surface is the radius of the sphere, the sectional view shown in fig. 13 (a) may thus be any sectional view of the spherical crash box passing through the center of the sphere, the spherical radius distance being the circle radius I31 of the sectional view shown in fig. 13 (a), in practical application, the second object is located at the position where the sphere center position is the most difficult to avoid the skill, so as long as the second object at the sphere center position can move out of the spherical crash box, the skill can be avoided at other positions, so that the spherical radius distance of the spherical crash box can be determined as the movable distance of the second object.
Fig. 13 (B) shows a fan-shaped collision box, and since the second object I2 is located at the outer ring position of the spherical collision box, for example, a collision box in which the target object swings in a fan-shaped area with hero sword, the skill cannot be avoided when the second object is located in the fan-shaped area, and the skill can be avoided when the second object is located at the outer ring position of the fan-shaped collision box, the skill can be avoided only by moving the outer ring line outward, and therefore the movable distance of the second object can approach to 0 infinitely, and the movable distance determined as the second object can be ignored to be 0.
Fig. 13 (C) shows a box-shaped crash box, in practical applications, the second object is located at the center of the box-shaped crash box, which is the position where the skill is most difficult to avoid, so that the skill can be avoided even at other positions as long as the second object at the center can move out of the box-shaped crash box, and if the box-shaped crash box is a square box, one half of the edge distance in the box-shaped crash box is the movable distance of the second object, for example, if the box-shaped crash box is a square box with 1m, the movable distance of the second object is 0.5 m. If the box-shaped crash box is a rectangular box, one half of the distance of the shortest side of the box-shaped crash boxes in the box-shaped crash box is the movable distance of the second object, for example, if the box-shaped crash box is a square box of 1m x 1.8m x 0.8m, the movable distance of the second object is 0.4 m.
In the embodiment of the application, a method for determining the movable distance is provided, and different collision box types correspond to different movable distance determination modes in the above mode, so that the movable distance can be determined in multiple ways, and the flexibility and the selectivity of determining the movable distance are improved, thereby improving the flexibility and the selectivity of the scheme.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, the method for testing a game further includes:
if the initial distance is greater than or equal to the interaction distance, determining the entry time according to the first movable type of the target object, wherein the entry time represents the time taken for the target object to move from an original position to an interaction position, the original position is the position of the target object before the target object initiates the interaction operation, the interaction position is the position of the target object when the target object initiates the interaction operation, the initial distance is the distance between the original position and the second object, and the interaction distance is the distance between the interaction position and the second object;
and acquiring second hit difficulty information through the hit difficulty model according to the entry time, the interaction time and the avoidance time.
In this embodiment, the game testing apparatus may determine a position where the target object is located before the target object initiates the interactive operation as an original position, and determine a distance between the original position and the second object as an initial distance, and then may determine a position where the target object initiates the interactive operation as an interactive position, and determine a distance between the interactive position and the second object as an interactive distance, and then determine the initial distance, and when the initial distance is greater than or equal to the interactive distance, determine an entry time according to a first movable type of the target object, where the entry time represents a time taken by the target object to move from the original position to the interactive position, and then obtain the second hit difficulty information through the hit difficulty model according to the determined entry time, the interactive time, and the avoidance time. Specifically, the first movable type may include, but is not limited to, flash, displacement, and acceleration movement, for example, the first movable type is flash, the entry time of the target object is independent of the interaction distance and may be set to 0.1s, and for example, the first movable type is displacement, and the target object displacement speed may be set to 1m/s, for example, the first movable type is acceleration movement, and the target object displacement speed may be set to 2 m/s.
For the convenience of understanding, the crash box type is taken as an example for explanation, please refer to fig. 14, fig. 14 is a schematic diagram of an embodiment of the initial distance and the interaction distance in the embodiment of the present application, as shown in the figure, K3 indicates a position where the target object is located before initiating the interaction operation, i.e., K3 indicates an original position, K4 indicates a position where the second object is located, and since the initial distance is a distance between the original position and the second object, K1 indicates the initial distance. K5 indicates the position where the target object initiates the interactive operation, that is, K5 indicates the interactive position, and since the interactive distance is the distance from the interactive position to the second object, K2 is the interactive distance. As can be seen in fig. 14, the initial distance K1 is greater than the interaction distance K2, the entry time is determined according to the first movable type of the target object.
To further understand the present embodiment, please refer to fig. 15, fig. 15 is a flowchart illustrating a process of determining an entry time in the embodiment of the present application, where as shown in the figure, after the initial distance and the interaction distance are determined by the method described in the foregoing embodiment, it is determined in step L1 whether the interaction distance is greater than the initial distance, if the interaction distance is less than or equal to the initial distance, a first movable type of the target object is obtained in step L2, then, in step L3, the entry time may be determined according to the first movable type, where the entry time represents a time taken for the target object to move from an original position to an interaction position through the first movable type, and then, according to the entry time, the interaction time, and the avoidance time, a second hit difficulty information is obtained through a hit difficulty model. Specifically, the hit difficulty model may be expressed as the following formula, and the second hit difficulty information may be calculated according to the formula in this embodiment:
Hitrat2=sigmoidslope(T)=sigmoidslope(Tenter+Tbattle-Tescape);
wherein, Hitrat2Indicates second hit difficulty information, TenterIndicating the time of entry, TbattleIndicating the time of interaction, TescapeIndicating the avoidance time.
Further, referring to fig. 16, fig. 16 is a functional schematic diagram of a relationship between second hit difficulty information and time in the embodiment of the present application, as shown in the drawing, an abscissa of the function is time, the time includes an entry time, an interaction time, and an avoidance time, and an ordinate of the function is the second hit difficulty information, and as a time variable increases, a change of the function value is gradually gradual, which may be embodied as that a slope of the function at a point gradually decreases from infinity to 0. That is, as the time variable gradually increases, the function value gradient gradually decays from infinity to 0, i.e., the second hit difficulty information gradually decreases as the elapsed time increases. When the time variable is in the interval [0, 1], the function value changes most intensely, and when the time variable is less than 0.5, the gradient of the function value approaches infinity, which can indicate that the interactive operation of the target object is difficult to avoid. When the time variable is greater than 3, the slope of the curve is close to 0, which can indicate that the interaction operation of the target object hardly hits the second object, and the hit probability is substantially 0.
In the embodiment of the application, a method for acquiring second hit difficulty information is provided, by the above manner, the entry time is determined by the first movable type, the second hit difficulty information is acquired according to the entry time, the interaction time and the avoidance time through the hit difficulty model, and a result output by the hit difficulty model can intuitively reflect a relation between the time and the second hit difficulty information, so that the feasibility of the embodiment is improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, the determining the entry time according to the first movable type of the target object may include:
if the first movable type is a displacement operation type, acquiring a first remaining distance of the target object after the displacement operation;
if the first remaining distance is smaller than or equal to the interaction distance, determining the entrance time according to the first remaining distance and the displacement speed of the target object;
and if the first remaining distance is greater than the interaction distance, determining the entrance time according to the second movable type of the target object.
In this embodiment, if the first movable type is a displacement operation type, the game testing apparatus may acquire a first remaining distance after the target object is subjected to the displacement operation, and then determine the entry time according to the first remaining distance and the displacement speed of the target object if the first remaining distance is less than or equal to the interaction distance, and may determine the entry time according to the second movable type of the target object if the first remaining distance is greater than the interaction distance. Specifically, please refer to table 2, where table 2 is a schematic table of the displacement speed correspondence of the target object, it should be understood that table 2 is only for convenience of understanding the embodiment, and in practical applications, the correspondence of the displacement speed of the target object may be other, which is not exhaustive.
TABLE 2
Object Speed of displacement (m/s)
Hero A 2
Hero B 1
Hero C 0.5
Hero D 1.5
As can be seen from Table 2, the displacement speeds of hero A, hero B, hero C and hero D are all different, and for hero A, the displacement speed is 2 m/s. For hero B, the displacement speed was 1 m/s. For hero C, the displacement speed was 0.5 m/s. For hero D, the displacement speed was 1.5 m/s.
For easy understanding, please refer to fig. 17, fig. 17 is a schematic diagram illustrating an embodiment of the first remaining distance in the embodiment of the present application, as shown in fig. 17, (a) is a schematic diagram illustrating a position of a target object before a displacement operation, M1 is a position of the target object, M2 is a position of a second object, M3 is an initial distance, fig. 17 (B) is a schematic diagram illustrating a position of the target object before a uniform displacement operation is performed on the second object, M4 is a position of the target object after the displacement operation, M2 is a position at which the second object remains motionless, where a distance between the second object and the target object is the first remaining distance, that is, M5 is the first remaining distance. In the case where the first remaining distance M5 is less than or equal to the interaction distance, since the first movable type is the displacement operation type, the entry time can be determined according to the first remaining distance M and the displacement speed of the target object, and the first remaining distance is 0.5M as an example for explanation, please refer to table 2 again, for hero a, the displacement speed is 2M/s, and therefore the entry time can be calculated to be 0.25 s. For hero B, the displacement speed was 1m/s, so the entry and exit time was calculated to be 0.5 s. For hero C, the displacement speed is 0.5m/s, so the entrance and exit time can be calculated to be 1 s. For hero D, the displacement speed is 1.5m/s, so the entry and exit time can be calculated to be 0.34 s. And when the first remaining distance M5 is greater than the interaction distance, that is, the second object has not entered the attack range of the target object, the entry time may be determined according to the second movable type of the target object.
To further understand the embodiment, please refer to fig. 18, fig. 18 is another schematic flow chart illustrating the process of determining the entry time in the embodiment of the present application, as shown in fig. 18, after the first movable type is determined as the displacement operation type in step N1, the first remaining distance of the target object after the displacement operation may be obtained, and in step N2, it is determined whether the first remaining distance is greater than the interaction distance, if the first remaining distance is less than or equal to the interaction distance, that is, the second object has entered the collision box of the target object, the interaction operation of the target object may hit the second object, so the entry time may be determined according to the first remaining distance and the displacement speed of the target object through step N3. If, however, the first remaining distance is greater than the interaction distance, indicating that the second object has not entered the collision box of the target object, the time of entry may be determined from the second movable type of the target object by step N4.
In the embodiment of the application, a method for determining the entry time is provided, and in the above manner, the first movable type is a displacement operation type, and by judging the size between the first remaining distance and the interaction distance, the manner according to which the entry time is acquired can be determined, so that the flexibility and the feasibility of the embodiment are improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, the determining the entry time according to the second movable type of the target object may include:
if the second movable type is an acceleration operation type, acquiring a second remaining distance of the target object after the acceleration operation;
if the second remaining distance is smaller than or equal to the interaction distance, determining the entrance time according to the second remaining distance and the acceleration speed of the target object;
and if the second remaining distance is greater than the interaction distance, determining the entry time according to the third movable type of the target object.
In this embodiment, when the second movable type is an acceleration operation type, the game testing apparatus may obtain a second remaining distance after the target object is subjected to the acceleration operation, and then, when the second remaining distance is less than or equal to the interaction distance, determine the entry time according to the second remaining distance and the acceleration speed of the target object, and when the second remaining distance is greater than the interaction distance, determine the entry time according to a third movable type of the target object. Specifically, please refer to table 3, where table 3 is an acceleration speed correspondence table of the target object, it should be understood that table 3 is only for convenience of understanding the embodiment, and in practical applications, the correspondence relationship between the acceleration speeds of the target object may be other, which is not exhaustive.
TABLE 3
Object Acceleration speed (m/s)2)
Hero A 0.5
Hero B 1
Hero C 1.5
Hero D 2
As can be seen from Table 3, the acceleration rates for hero A to hero D are all different, and for hero A, the acceleration rate is 0.5m/s2. For hero B, the acceleration rate is 1m/s2. For hero C, the acceleration rate is 1.5m/s2. For hero D, the acceleration rate is 2m/s2
For easy understanding, please refer to fig. 19, where fig. 19 is a schematic diagram illustrating an embodiment of the second remaining distance in the embodiment of the present application, as shown in fig. 19, a schematic diagram of a position of a target object before a displacement operation is performed on the target object is illustrated in (a), O1 represents a position of the target object, O2 represents a position of a second object, O3 represents an initial distance, a schematic diagram of a position of the target object after an acceleration displacement operation is performed on the second object is illustrated in (B) in fig. 19, O4 represents a position of the target object after the displacement operation is performed, O2 represents a position at which the second object remains motionless, where a distance between the second object and the target object is the first remaining distance, that is, O5 is the first remaining distance. At this time, when the first remaining distance O5 is less than or equal to the interaction distance, since the second movable type is the acceleration operation type, the entry time can be determined according to the first remaining distance O5 and the acceleration speed of the target object, and the first remaining distance is 1m for the description, please refer to table 3 again, for hero a, the acceleration speed is 0.5m/s2Therefore, the entrance and exit time can be calculated to be 2 s. For hero B, the acceleration rate is 1m/s2Thus, the access time can be calculated to be about 1.4 s. In the case of hero C's,the acceleration speed is 1.5m/s2Thus, the access time can be calculated to be about 1.1 s. For hero D, the acceleration rate is 2m/s2Therefore, the entrance and exit time can be calculated to be 1 s. And when the second remaining distance O5 is greater than the interaction distance, i.e., the second object has not entered the target object's attack range, the entry time may be determined according to the third movable type of the target object.
For further understanding of the present embodiment, please refer to fig. 20, fig. 20 is another flowchart illustrating the determination of the entry time in the embodiment of the present application, as shown in the figure, after the second movable type is determined as the acceleration operation type in step P1, that is, the second remaining distance of the target object after the displacement operation may be acquired, it is determined in step P2 whether the second remaining distance is greater than the interaction distance, if the second remaining distance is less than or equal to the interaction distance, i.e. the second object has entered the collision box of the target object, the interaction operation of the target object may hit the second object at this time, the entry time can thus be determined from the second remaining distance and the acceleration speed of the target object by means of step P3, and when the second remaining distance is greater than the interaction distance, indicating that the second object has not entered the crash box of the target object, the entry time may be determined from the third movable type of the target object through step P4.
In the embodiment of the application, another method for determining the entry time is provided, in which the second movable type is an acceleration operation type, and by determining the size between the second remaining distance and the interaction distance, the manner according to which the entry time is acquired can be determined, so that the flexibility and the feasibility of the embodiment are improved.
Optionally, on the basis of the foregoing respective embodiments corresponding to fig. 4, in an optional embodiment of the method for testing a game provided in the embodiment of the present application, the determining the entry time according to the third movable type of the target object may include:
if the third movable type is a walking operation type, acquiring a third remaining distance of the target object after the walking operation;
and if the third remaining distance is less than or equal to the interaction distance, determining the entrance time according to the third remaining distance and the walking speed of the target object.
In this embodiment, if the third movable type is a walking operation type, the game testing device may obtain a third remaining distance after the target object has undergone a walking operation, and then determine the entry time according to the third remaining distance and the walking speed of the target object when the third remaining distance is less than or equal to the interaction distance. Specifically, please refer to table 4, where table 4 is a table for corresponding traveling speeds of the target object, it should be understood that table 4 is only for facilitating understanding of the present embodiment, and in practical applications, the corresponding relationship of the displacement speed of the target object may be other, which is not exhaustive.
TABLE 4
Traveling speed (m/s)
Hero A 1
Hero B 0.5
Hero C 0.2
Hero D 0.8
As can be seen from Table 4, the walking speeds of hero A to hero D are different, and for hero A, the walking speed is 1 m/s. For hero B, the walking speed was 0.5 m/s. For hero C, the walking speed was 0.5 m/s. For hero D, the walking speed was 0.8 m/s.
For easy understanding, please refer to fig. 21, where fig. 21 is a schematic diagram illustrating an embodiment of a third remaining distance in the embodiment of the present application, as shown in fig. 21, (a) is a schematic diagram illustrating a position of a target object before a displacement operation is performed, Q1 is a position of the target object, Q2 is a position of a second object, Q3 is an initial distance, fig. 21 (B) is a schematic diagram illustrating a position of the target object after a walking displacement operation is performed on the second object, Q4 is a position of the target object after the displacement operation is performed, Q2 is a position at which the second object remains motionless, where a distance between the second object and the target object is the third remaining distance, that is, Q5 is the third remaining distance. At this time, when the third remaining distance Q5 is less than or equal to the interaction distance, since the second movable type is the acceleration operation type, the entry time can be determined according to the third remaining distance Q5 and the acceleration speed of the target object, and the third remaining distance is 4m for the example of description, please refer to table 4 again, for hero a, the walking speed is 1m/s, and therefore the entry time can be calculated to be 4 s. For hero B, the acceleration rate is 0.5m/s, so the calculated access time is about 8 s. For hero C, the acceleration rate is 0.2m/s, so the calculated access time is about 20 s. For hero D, the acceleration rate was 0.8m/s, so the entry and exit time was calculated to be 5 s.
For further understanding of the present embodiment, please refer to fig. 22, fig. 22 is another schematic flowchart of determining the entry time in the embodiment of the present application, as shown in fig. 22, after the third movable type is determined as the walking operation type in step R1, a third remaining distance after the target object has undergone the displacement operation may be obtained, and it is determined whether the third remaining distance is greater than the interaction distance in step R2, if the third remaining distance is less than or equal to the interaction distance, it indicates that the second object has entered the collision box of the target object, the interaction operation of the target object may hit the second object, so the entry time may be determined according to the third remaining distance and the walking speed of the target object through step R3.
In the embodiment of the application, another method for determining the entry time is provided, in which the third movable type is a walking operation type, and the entry time can be determined according to which method to obtain according to the judgment of the size between the third remaining distance and the interaction distance, so that the flexibility and the feasibility of the embodiment are improved.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the game testing method provided in the embodiment of the present application, the obtaining, by the hit difficulty model, the first hit difficulty information of the target object according to the interaction time and the avoidance time may include:
calculating to obtain first reaction time according to the interaction time and the avoidance time, wherein the first reaction time is the difference between the interaction time and the avoidance time;
and taking the first reaction time as an independent variable of the hit difficulty model, and acquiring first hit difficulty information through the hit difficulty model, wherein the first hit difficulty information is a dependent variable of the hit difficulty model.
In this embodiment, the game testing apparatus may calculate a first reaction time according to the interaction time and the avoidance time, where the first reaction time is a difference between the interaction time and the avoidance time, and then obtain first hit difficulty information through the hit difficulty model by using the first reaction time as an independent variable of the hit difficulty model, where the first hit difficulty information is a dependent variable of the hit difficulty model.
For ease of understanding, the first reaction time may be calculated from the interaction time and the avoidance time by the following equation:
Treaction 1=Tbattle-Tescape
Wherein, TReaction 1Denotes the first reaction time, TbattleIndicating the time of interaction, TescapeIndicating the avoidance time.
The hit difficulty model in this embodiment is shown as follows:
Figure BDA0002372174080000211
wherein, HitratTo representThe hit difficulty information is a dependent variable of the hit difficulty model, and T represents an independent variable of the hit difficulty model. I.e. the input parameter to the formula is time T, which may be the first reaction time TReaction 1Will TReaction 1As input to the sigmoid function, or T may be the second reaction time TReaction 2Will TReaction 2As input to the sigmoid function.
Therefore, after the first reaction time is obtained through the calculation of the formula, the first reaction time is input into the hit difficulty model and is used as an argument of the hit difficulty model, so that the first hit difficulty information can be obtained through the formula shown in the embodiment:
Figure BDA0002372174080000212
wherein, Hitrat1Indicating first hit difficulty information. I.e. the input parameter of the formula is Tbattle-TescapeWill Tbattle-TescapeAs input to the sigmoid function.
In the embodiment of the application, another game testing method is provided, and in the above manner, the first reaction time obtained by the interaction time and the avoidance time is used as an independent variable input by the hit difficulty model, the hit difficulty model outputs the first hit difficulty information based on the variable, and the hit difficulty information obtained by the hit difficulty model is more objective and accurate than the hit difficulty information obtained by the manual analysis log.
Optionally, on the basis of the foregoing embodiments corresponding to fig. 4, in an optional embodiment of the game testing method provided in the embodiment of the present application, the obtaining, by the hit difficulty model, the second hit difficulty information according to the entry time, the interaction time, and the avoidance time may include:
calculating to obtain second reaction time according to the entrance time, the interaction time and the avoidance time, wherein the second reaction time is the sum of the first reaction time and the entrance time, and the first reaction time is the difference between the interaction time and the avoidance time;
and taking the second reaction time as an independent variable of the hit difficulty model, and obtaining second hit difficulty information through the hit difficulty model, wherein the second hit difficulty information is a dependent variable of the hit difficulty model.
In this embodiment, the game testing apparatus may calculate a second response time according to the entry time, the interaction time, and the avoidance time, where the second response time is a sum of the first response time and the entry time, and the first response time is a difference between the interaction time and the avoidance time, and then use the second response time as an independent variable of the hit difficulty model, and obtain second hit difficulty information through the hit difficulty model, where the second hit difficulty information is a dependent variable of the hit difficulty model.
For ease of understanding, the second reaction time may be calculated from the entry time, the interaction time, and the avoidance time by:
Treaction 2=Tenter+Tbattle-Tescape
Wherein, TReaction 2Denotes the second reaction time, TbattleIndicating the time of interaction, TescapeIndicating the avoidance time, TenterRepresenting the time of entry.
Further, after the second reaction time is obtained through the calculation of the formula, the second reaction time is input into the hit difficulty model and is used as an independent variable of the hit difficulty model, so that the second hit difficulty information can be obtained through the formula shown in the embodiment:
Figure BDA0002372174080000221
wherein, Hitrat2Indicating second hit difficulty information. I.e. the input parameter of the formula is Tenter+Tbattle-TescapeWill Tenter+Tbattle-TescapeAs input to the sigmoid function.
In the embodiment of the application, another method for obtaining the second hit difficulty information is provided, and in the above manner, the second reaction time obtained by the entry time, the interaction time and the avoidance time is used as an independent variable input by the hit difficulty model, the hit difficulty model outputs the second hit difficulty information based on the variable, and the hit difficulty information obtained by the hit difficulty model is more objective and accurate than the hit difficulty information obtained by manually analyzing a log, so that a threshold of a game test is reduced, and the test difficulty is reduced.
With the above description, in an MOBA game scene, after the first hit difficulty information and the second hit difficulty information are obtained, the embodiment may further derive the hit difficulty information to obtain a hit difficulty information result. For convenience of understanding, please refer to fig. 23, fig. 23 shows an exemplary view of a result of the hit difficulty information in the embodiment of the present application, as shown in fig. 23 (a) is a schematic view when a data file is not imported, the data file can be read in through step S1, the data file related to the target object and the second object is obtained from the database, then the hit difficulty is evaluated through step S2 to obtain the first hit difficulty information and the second hit information, the first hit difficulty information and the second hit information can be exported through step S3, and the result shown in fig. 23 (B) is an exported evaluation result. For example, the skill a1 corresponding to hero a has a skill response time (first response time) of 0.3 and a battle response time (second response time) of 1.5, so that a skill hit rate of 0.9 (first hit difficulty information) and a battle hit rate of 0.73 (second hit difficulty information) can be obtained.
Referring to fig. 24, fig. 24 is a schematic view of an embodiment of a game testing device 200 according to the present application, which includes:
an obtaining module 201, configured to obtain an interactive operation type corresponding to a target object in a target game, where the interactive operation type is an operation type in which the target object initiates an interactive operation with respect to a second object;
a determining module 202, configured to determine, according to an interaction type corresponding to a target object, an interaction time corresponding to the target object, where the interaction time represents time consumed by an interaction operation to hit a second object;
the obtaining module 201 is further configured to obtain avoidance time corresponding to the second object, where the avoidance time represents time consumed by the second object for avoiding the interactive operation;
the obtaining module 201 is further configured to obtain first hit difficulty information through a hit difficulty model according to the interaction time and the avoidance time, where the hit difficulty model is used to represent a corresponding relationship between the time and the hit difficulty information.
In the embodiment of the application, a game testing device is provided, and the device is adopted, wherein an attacking object is taken as a target object, an attacked object is taken as a second object, interaction time is determined according to an interaction operation type of the target object for the second object, time consumed by interaction operation hitting is taken as interaction time, the two times are jointly taken as variables input by a hitting difficulty model, and corresponding hitting difficulty information is output by the hitting difficulty model based on the variables.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the obtaining module 201 is further configured to obtain a forward shaking time of the target object, where the forward shaking time represents a duration between an instruction triggering time of the interactive operation and an actual interactive time;
the determining module 202 is further configured to determine a target time according to the initial time and the forward shaking time if the forward shaking time acquired by the acquiring module is greater than the forward shaking time threshold;
the determining module 202 is further configured to determine the initial time as the target time if the forward shaking time acquired by the acquiring module is less than or equal to the forward shaking time threshold.
In the embodiment of the application, a method for determining the target time is provided, in the above manner, the durations of different interactive operation instruction triggering times and actual interactive times are different, and different target times of different interactive operations can be calculated through corresponding forward shaking times, so that the accuracy of determining the target time is improved, and the accuracy of the hit difficulty information is improved.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the determining module 202 is specifically configured to, if the interactive operation type is the specified target type, obtain an effect generating time and an effect validation time corresponding to the interactive operation, where the effect generating time indicates a time corresponding to the interactive operation when the special effect occurs, and the effect validation time indicates a time corresponding to the interactive operation when the actual effect occurs;
determining effect delay time according to the effect generation time and the effect validation time;
and determining the interaction time according to the effect delay time and the target time.
In the embodiment of the application, a method for determining the interaction time is provided, and by the above manner, the interaction time is determined according to the effect delay time with higher accuracy and the target time, so that the accuracy of determining the interaction time can be improved, and the accuracy of hitting difficulty information can be improved.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the determining module 202 is specifically configured to:
if the interactive operation type is a designated orientation type or a designated position type, acquiring a collision box generation distance, wherein the collision box generation distance represents the distance between a position generated by a collision box and a target object;
if the collision box generating distance is equal to the target distance, acquiring an effect generating moment and an effect taking-in moment corresponding to the interactive operation, wherein the target distance is the distance between the target object and the second object, the effect generating moment represents the moment corresponding to the interactive operation when the special effect appears, and the effect taking-in moment represents the moment corresponding to the interactive operation when the actual effect appears;
determining effect delay time according to the effect generation time and the effect validation time;
determining interaction time according to the effect delay time and the target time;
and if the generated distance of the collision box is smaller than the target distance, determining the interaction time according to the movement condition of the collision box.
In the embodiment of the application, another method for determining the interaction time is provided, and through the above manner, the size comparison between the generated distance of the collision box and the target distance is performed, the interaction time is determined according to different manners, and the flexibility of determining the interaction time is improved, so that the flexibility of the scheme is improved.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the determining module 202 is specifically configured to determine the interaction time according to the effect delay time and the target time if the crash box does not move;
and if the collision box moves, determining the interaction time according to the movement distance of the collision box and the movement speed of the collision box, wherein the movement distance of the collision box is the distance from the collision box to the second object.
In the embodiment of the application, another method for determining the interaction time is provided, and through the above manner, the interaction time is determined in different manners according to whether the collision box moves, so that the flexibility of determining the interaction time is improved, and the flexibility of the scheme is improved.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the obtaining module 201 is specifically configured to obtain a crash box type corresponding to a crash box, where the crash box is used to indicate an operation range of an interactive operation;
determining a movable distance of the second object according to the crash box type;
determining the moving time corresponding to the second object according to the movable distance of the second object and the moving speed of the second object;
and determining avoidance time corresponding to the second object according to the initial time and the moving time corresponding to the second object.
In the embodiment of the present application, a method for determining avoidance time is provided, in which the moving time determined by the movable distance and the moving speed has higher accuracy, and the comparison of the moving time of the second object with respect to different crash box types can be reflected, so that the avoidance time is determined by the moving time, the accuracy of the avoidance time can be improved, and then the influence caused by different crash box types can be displayed more objectively.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the determining module 202 is specifically configured to:
if the crash box type is a spherical crash box, determining a spherical radius distance of the spherical crash box as a movable distance of a second object, wherein the second object is located at a center of a sphere of the spherical crash box;
determining that the movable distance of the second object is 0 if the crash box type is a sector-shaped crash box, wherein the second object is located at an outer ring position of the sector-shaped crash box;
if the crash box type is a box-shaped crash box, a target edge distance of the box-shaped crash box, which is one-half of the shortest edge distance in the box-shaped crash box, is determined as the movable distance of the second object, which is located at the center position of the box-shaped crash box.
In the embodiment of the application, a method for determining the movable distance is provided, and different collision box types correspond to different movable distance determination modes in the above mode, so that the movable distance can be determined in multiple ways, and the flexibility and the selectivity of determining the movable distance are improved, thereby improving the flexibility and the selectivity of the scheme.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the determining module 202 is further configured to determine an entry time according to the first movable type of the target object if the initial distance is greater than or equal to the interaction distance, where the entry time represents time taken for the target object to move from an original position to the interaction position, the original position is a position where the target object is located before the target object initiates the interaction operation, the interaction position is a position where the target object initiates the interaction operation, the initial distance is a distance between the original position and the second object, and the interaction distance is a distance between the interaction position and the second object;
the obtaining module 201 is further configured to obtain second hit difficulty information through the hit difficulty model according to the entry time, the interaction time, and the avoidance time.
In the embodiment of the application, a method for acquiring second hit difficulty information is provided, by the above manner, the entry time is determined by the first movable type, the second hit difficulty information is acquired according to the field time, the interaction time and the avoidance time through the hit difficulty model, and the result output by the hit difficulty model can intuitively reflect the relationship between the time and the second hit difficulty information, so that the feasibility of the embodiment is improved.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the determining module 202 is specifically configured to, if the first movable type is a displacement operation type, obtain a first remaining distance of the target object after the displacement operation;
if the first remaining distance is smaller than or equal to the interaction distance, determining the entrance time according to the first remaining distance and the displacement speed of the target object;
and if the first remaining distance is greater than the interaction distance, determining the entrance time according to the second movable type of the target object.
In the embodiment of the application, a method for determining the entry time is provided, and in the above manner, the first movable type is a displacement operation type, and by judging the size between the first remaining distance and the interaction distance, the manner according to which the entry time is acquired can be determined, so that the flexibility and the feasibility of the embodiment are improved.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the determining module 202 is specifically configured to, if the second movable type is an acceleration operation type, obtain a second remaining distance of the target object after the acceleration operation;
if the second remaining distance is smaller than or equal to the interaction distance, determining the entrance time according to the second remaining distance and the acceleration speed of the target object;
and if the second remaining distance is greater than the interaction distance, determining the entry time according to the third movable type of the target object.
In the embodiment of the application, another method for determining the entry time is provided, in which the second movable type is an acceleration operation type, and by determining the size between the second remaining distance and the interaction distance, the manner according to which the entry time is acquired can be determined, so that the flexibility and the feasibility of the embodiment are improved.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the determining module 202 is specifically configured to, if the third movable type is a walking operation type, obtain a third remaining distance of the target object after the walking operation;
and if the third remaining distance is less than or equal to the interaction distance, determining the entrance time according to the third remaining distance and the walking speed of the target object.
In the embodiment of the application, another method for determining the entry time is provided, in which the third movable type is a walking operation type, and the entry time can be determined according to which method to obtain according to the judgment of the size between the third remaining distance and the interaction distance, so that the flexibility and the feasibility of the embodiment are improved.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
an obtaining module 201, configured to calculate a first response time according to the interaction time and the avoidance time, where the first response time is a difference between the interaction time and the avoidance time;
and taking the first reaction time as an independent variable of the hit difficulty model, and acquiring first hit difficulty information through the hit difficulty model, wherein the first hit difficulty information is a dependent variable of the hit difficulty model.
In the embodiment of the application, another game testing method is provided, and in the above manner, the first reaction time obtained by the interaction time and the avoidance time is used as an independent variable input by the hit difficulty model, the hit difficulty model outputs the first hit difficulty information based on the variable, and the hit difficulty information obtained by the hit difficulty model is more objective and accurate than the hit difficulty information obtained by the manual analysis log.
Alternatively, on the basis of the embodiment corresponding to fig. 24, in another embodiment of the game testing device 200 provided in the embodiment of the present application,
the obtaining module 201 is specifically configured to calculate a second reaction time according to the entry time, the interaction time, and the avoidance time, where the second reaction time is a sum of the first reaction time and the entry time, and the first reaction time is a difference between the interaction time and the avoidance time;
and taking the second reaction time as an independent variable of the hit difficulty model, and obtaining second hit difficulty information through the hit difficulty model, wherein the second hit difficulty information is a dependent variable of the hit difficulty model.
In the embodiment of the application, another method for obtaining the second hit difficulty information is provided, and in the above manner, the second reaction time obtained by the entry time, the interaction time and the avoidance time is used as an independent variable input by the hit difficulty model, the hit difficulty model outputs the second hit difficulty information based on the variable, and the hit difficulty information obtained by the hit difficulty model is more objective and accurate than the hit difficulty information obtained by manually analyzing a log, so that a threshold of a game test is reduced, and the test difficulty is reduced.
Another game testing apparatus is provided in the embodiments of the present application, the game testing apparatus may be disposed on an electronic device, the electronic device may be a server, please refer to fig. 25, fig. 25 is an exemplary illustration of a server in the embodiments of the present application, as shown in the figure, the server 300 may generate 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 an application 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 instruction operations for the server. 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 server 300.
The Server 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.
The steps performed by the server in the above embodiment may be based on the server configuration shown in fig. 25.
In the embodiment of the present application, the server includes a CPU 322 for executing the embodiments corresponding to fig. 4,
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 (15)

1. A method of game testing, comprising:
acquiring an interactive operation type corresponding to a target object in a target game, wherein the interactive operation type is an operation type of the target object initiating interactive operation aiming at a second object;
determining interaction time corresponding to the target object according to the interaction operation type corresponding to the target object, wherein the interaction time represents time consumed by the interaction operation hitting the second object;
obtaining avoidance time corresponding to the second object, wherein the avoidance time represents time consumed by the second object for avoiding the interactive operation;
and acquiring first hit difficulty information of the target object through a hit difficulty model according to the interaction time and the avoidance time, wherein the hit difficulty model is used for representing the corresponding relation between the time and the hit difficulty information.
2. The method according to claim 1, wherein before determining the interaction time corresponding to the target object according to the interaction operation type corresponding to the target object, the method further comprises:
obtaining forward shaking time of the target object, wherein the forward shaking time represents duration between instruction triggering time and actual interaction time of the interactive operation;
if the forward shaking time is larger than a forward shaking time threshold value, determining target time according to initial time and the forward shaking time;
and if the forward shaking time is less than or equal to the forward shaking time threshold value, determining the initial time as the target time.
3. The method according to claim 2, wherein the determining the interaction time corresponding to the target object according to the interaction operation type corresponding to the target object comprises:
if the interactive operation type is a specified target type, acquiring an effect generation time and an effect validation time corresponding to the interactive operation, wherein the effect generation time represents a time corresponding to the interactive operation when a special effect occurs, and the effect validation time represents a time corresponding to the interactive operation when an actual effect occurs;
determining effect delay time according to the effect generation time and the effect effective time;
and determining the interaction time according to the effect delay time and the target time.
4. The method according to claim 2, wherein the determining the interaction time corresponding to the target object according to the interaction operation type corresponding to the target object comprises:
if the interactive operation type is a designated orientation type or a designated position type, acquiring a collision box generation distance, wherein the collision box generation distance represents the distance between a position generated by a collision box and the target object;
if the collision box generating distance is equal to a target distance, acquiring an effect generating moment and an effect taking-in moment corresponding to the interactive operation, wherein the target distance is the distance between the target object and the second object, the effect generating moment represents the moment corresponding to the interactive operation when a special effect occurs, and the effect taking-in moment represents the moment corresponding to the interactive operation when an actual effect occurs;
determining effect delay time according to the effect generation time and the effect effective time;
determining the interaction time according to the effect delay time and the target time;
and if the collision box generation distance is smaller than the target distance, determining the interaction time according to the movement condition of the collision box.
5. The method of claim 4, wherein determining the interaction time based on crash box movement comprises:
if the collision box does not move, determining the interaction time according to the effect delay time and the target time;
and if the collision box moves, determining the interaction time according to the movement distance of the collision box and the movement speed of the collision box, wherein the movement distance of the collision box is the distance from the collision box to the second object.
6. The method of claim 1, wherein the obtaining avoidance time for the second object comprises:
acquiring a collision box type corresponding to a collision box, wherein the collision box is used for indicating an operation range of the interactive operation;
determining a movable distance of the second object according to the crash box type;
determining the moving time corresponding to the second object according to the movable distance of the second object and the moving speed of the second object;
and determining avoidance time corresponding to the second object according to the initial time and the moving time corresponding to the second object.
7. The method according to any one of claims 1 to 6, further comprising:
if the initial distance is greater than or equal to the interaction distance, determining the entry time according to the first movable type of the target object, wherein the entry time represents the time taken for the target object to move from an original position to an interaction position, the original position is the position of the target object before the target object initiates the interaction operation, the interaction position is the position of the target object when the target object initiates the interaction operation, the initial distance is the distance between the original position and the second object, and the interaction distance is the distance between the interaction position and the second object;
and acquiring second hit difficulty information through the hit difficulty model according to the entry time, the interaction time and the avoidance time.
8. The method of claim 7, wherein determining an entry time based on the first movable type of the target object comprises:
if the first movable type is a displacement operation type, acquiring a first remaining distance of the target object after the displacement operation;
if the first remaining distance is smaller than or equal to the interaction distance, determining the entry time according to the first remaining distance and the displacement speed of the target object;
and if the first remaining distance is greater than the interaction distance, determining the entry time according to a second movable type of the target object.
9. The method of claim 8, wherein determining the time of entry based on the second movable type of the target object comprises:
if the second movable type is an acceleration operation type, acquiring a second remaining distance of the target object after the acceleration operation;
if the second remaining distance is smaller than or equal to the interaction distance, determining the entry time according to the second remaining distance and the acceleration speed of the target object;
and if the second remaining distance is greater than the interaction distance, determining the entry time according to a third movable type of the target object.
10. The method of claim 9, wherein determining the time of entry based on the third movable type of the target object comprises:
if the third movable type is a walking operation type, acquiring a third remaining distance of the target object after the walking operation;
and if the third remaining distance is smaller than or equal to the interaction distance, determining the entrance time according to the third remaining distance and the walking speed of the target object.
11. The method of claim 1, wherein obtaining the first hit difficulty information of the target object through a hit difficulty model according to the interaction time and the avoidance time comprises:
calculating to obtain first reaction time according to the interaction time and the avoidance time, wherein the first reaction time is the difference between the interaction time and the avoidance time;
and taking the first reaction time as an independent variable of the hit difficulty model, and acquiring the first hit difficulty information through the hit difficulty model, wherein the first hit difficulty information is a dependent variable of the hit difficulty model.
12. The method of claim 7, wherein obtaining second hit difficulty information from the hit difficulty model according to the entry time, the interaction time, and the avoidance time comprises:
calculating to obtain second reaction time according to the entry time, the interaction time and the avoidance time, wherein the second reaction time is the sum of first reaction time and the entry time, and the first reaction time is the difference between the interaction time and the avoidance time;
and taking the second reaction time as an independent variable of the hit difficulty model, and obtaining second hit difficulty information through the hit difficulty model, wherein the second hit difficulty information is a dependent variable of the hit difficulty model.
13. A game testing device, comprising:
the system comprises an acquisition module, a processing module and a display module, wherein the acquisition module is used for acquiring an interactive operation type corresponding to a target object in a target game, and the interactive operation type is an operation type of the target object for initiating interactive operation aiming at a second object;
a determining module, configured to determine, according to an interaction operation type corresponding to the target object, interaction time corresponding to the target object, where the interaction time represents time consumed by the interaction operation hitting the second object;
the obtaining module is further configured to obtain avoidance time corresponding to the second object, where the avoidance time represents time consumed by the second object to avoid the interactive operation;
the obtaining module is further configured to obtain first hit difficulty information of the target object through a hit difficulty model according to the interaction time and the avoidance time, where the hit difficulty model is used to represent a correspondence between time and the hit difficulty information.
14. An electronic 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 the method of any of claims 1 to 12;
the bus system is used for connecting the memory and the processor so as to enable the memory and the processor to communicate.
15. 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 12.
CN202010053993.4A 2020-01-17 2020-01-17 Game testing method, related device, equipment and storage medium Active CN111249737B (en)

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