CN106621336B - A kind of FPS scene of game Map Design visualization verification method and system - Google Patents

A kind of FPS scene of game Map Design visualization verification method and system Download PDF

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Publication number
CN106621336B
CN106621336B CN201510727619.7A CN201510727619A CN106621336B CN 106621336 B CN106621336 B CN 106621336B CN 201510727619 A CN201510727619 A CN 201510727619A CN 106621336 B CN106621336 B CN 106621336B
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senilicide
game
hit
coordinate
scene
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CN106621336A (en
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李�权
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network 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
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • 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
    • 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
    • A63F2300/8076Shooting

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses a kind of FPS scene of game Map Design visualization verification method and system, the FPS scene of game Map Design visualization verification method includes the following steps: S10, loads the game track data of player;S20 carries out coordinate statistics to hitting senilicide in the game track data and being hit senilicide;S30 draws on map according to the result that the coordinate counts and hits that senilicide is corresponding to kill a little death point corresponding with senilicide is hit;S40 is a little combined killing described in synchronization generation with death point, draws the bullet trajectory figure for the visualization verifying of scene of game Map Design.The present invention will kill and dead behavior is merged with trajectory analysis, can analyze and embody the track behavior of player from level of detail, so as to verify the reasonability that map designs and the part that accurate positionin needs to be improved/optimizes.

Description

A kind of FPS scene of game Map Design visualization verification method and system
Technical field
The present invention relates to computer game scene Map Design technical field more particularly to a kind of FPS scene of game maps Design visualization verification method and system.
Background technique
It requires all to be very high for game products, of both the technology and user experience of product itself, this two The innovation and improvement of aspect all greatly rely on data, many qualitative evaluation methods, such as VIP (Very Important Person, key person) the methods of test, questionnaire, face or recorded video be employed to guarantee game products Entertaining and sports balance.Other than directly obtaining player feedback from game forum, another kind of feedback is exactly game number According to log, it is given we provide research player's behavior, improves the fabulous opportunity of game design.
For at present, Statistics-Based Method is widely used in game data analysis, however, they are more or less It is required that there are some priori knowledges to data, but the mode in game data, can not predict in advance.In addition, for product sheet The case where body, macroscopical index explanation is only capable of embodying game substantially, any part can not be still determined sometimes based on these data Improved.
The disclosure of background above technology contents is only used for auxiliary and understands inventive concept and technical solution of the invention, not The prior art for necessarily belonging to present patent application shows above content in the applying date of present patent application in no tangible proof In the case where having disclosed, above-mentioned background technique should not be taken to the novelty and creativeness of evaluation the application.
Summary of the invention
It is above-mentioned to solve it is an object of the invention to propose a kind of FPS scene of game Map Design visualization verification method Can not accurately confirm which part needs to change in scene of game map when verifying map design rationality of the existing technology The technical issues of kind/optimization.
For this purpose, the present invention proposes a kind of FPS scene of game Map Design visualization verification method, include the following steps:
S10 loads the game track data of player;
S20 carries out coordinate statistics to hitting senilicide in the game track data and being hit senilicide;
S30 draws on map according to the result that the coordinate counts and hits that senilicide is corresponding to be killed a little and hit senilicide couple The death point answered;
S40 is a little combined with death point by killing described in synchronization generation, draws and set for scene of game map The bullet trajectory figure of meter visualization verifying.
According to embodiment sheet, following technical characteristic is also can be used in the method for invention:
Game track data in the step S10 is stored in MongoDB, and passes through Hive for game track number According to being converted to structural data.
The structural data includes at least the data for having recorded the event of killing and death incident, every structural data packet Containing such as properties: competition game number, event-triggered times hit senilicide's number, are hit senilicide's number, hit senilicide's coordinate, hit Senilicide's coordinate hits senilicide camp number and is hit senilicide camp number.
The drafting bullet trajectory figure in the step S40 are as follows: draw from described kill and be directed toward the death point Flight arrow resets to its starting point coordinate, i.e. institute to the coordinate for all flight arrows that arrived the death point It states and kills a coordinate.
The flight arrow is 1 progress coordinate update with step-length.
The bullet trajectory figure has following interactive function, when mouse pointer migration on the bullet trajectory figure, meeting There is the visible circle of a predetermined radii, the death point and bullet trajectory in the circle are shown, and the death point outside the circle It hides or desalinates with bullet trajectory.
The predetermined radii is adjustable.
The predetermined radii is 1~100 pixel.
In the step S40, also the distribution frequency of death point and bullet trajectory is counted, and in the bullet trajectory Death point and bullet trajectory that the distribution frequency is less than given threshold are hidden in figure.
In the step S40, also the distribution frequency of death point and bullet trajectory is counted, and in the bullet trajectory Death point and bullet trajectory that distribution frequency is less than given threshold are hidden in figure.
The given threshold is 1~100.
The present invention also proposes a kind of FPS scene of game Map Design visualization verifying system, comprising:
Data loading module, for loading the game track data of player;
Coordinate statistical module, for hit senilicide in the game track data and hit senilicide carry out coordinate statistics;
It kills a little with death point graphics module, the result for being counted according to the coordinate is drawn on map hits senilicide couple That answers kills a little death point corresponding with senilicide is hit;
Bullet trajectory figure graphics module is a little combined with death point for killing described in synchronization occurs, draws Bullet trajectory figure of the system for the visualization verifying of scene of game Map Design.
According to embodiment sheet, following technical characteristic is also can be used in the system of invention:
Game track data in the data loading module is stored in MongoDB, also uses Hive by the game Track data is converted to structural data.
The structural data includes at least the event and death incident of killing, and every structural data includes as properties: Competition game number, event-triggered times hit senilicide's number, are hit senilicide's number, hit senilicide's coordinate, hit senilicide's coordinate, hit Senilicide camp numbers and is hit senilicide camp number.
Flight arrow kills a direction death point from described, arrived the seat of all flight arrows of the death point Indicated weight is set to its starting point coordinate, i.e., described to kill a coordinate.
The flight arrow is 1 progress coordinate update with step-length.
The bullet trajectory figure graphics module further includes interactive unit, for when mouse pointer is in the bullet trajectory figure When migration, it may appear that the visible circle of a predetermined radii, death point and bullet trajectory in the circle show, and outside the circle Death point and bullet trajectory hide or desalination.
The predetermined radii is adjustable.
The predetermined radii is 1~100 pixel.
It further include distribution frequency statistic unit in the bullet trajectory figure graphics module, for death point and bullet trajectory Distribution frequency counted, and in the bullet trajectory figure hide distribution frequency be less than given threshold death point and bullet Track.
The given threshold is 1~100.
The beneficial effect of the present invention compared with the prior art include: the present invention will kill and dead behavior and trajectory analysis into It has gone fusion, can analyze and embody the track behavior of player, from level of detail so as to verify the conjunction of map design Simultaneously the part for needing to be improved/optimizing is accurately positioned in rationality.
Detailed description of the invention
Fig. 1 is the groundwork flow diagram of verification method of the present invention;
The modular construction schematic diagram of Fig. 2 present invention verifying system;
Fig. 3 a, 3b be respectively on the specific mode game scenario map in two confrontation camps kill number According to (death point distribution and bullet trajectory figure);
Fig. 4 a, 4b be respectively on another specific embodiment game scenario map in two confrontation camps kill number According to (death point distribution and bullet trajectory figure);
Fig. 5 a, 5b are that certain two moment of the interactive function of bullet trajectory figure are utilized in a specific embodiment respectively Screen shot (predetermined radii of Fig. 5 a is 25 pixels, and the predetermined radii of Fig. 5 b is 50 pixels);
Fig. 6 a, 6b are only to retain the frequency for killing point (or death point) in a specific embodiment greater than setting threshold respectively (60) preset frequency that the preset frequency of Fig. 6 a is 30, Fig. 6 b is to the bullet trajectory figure of value;
Fig. 7 a, 7b be respectively in a specific embodiment only retain hit the mark kill a little and frequency be greater than set threshold (given threshold of Fig. 7 a is 50) given threshold of 30, Fig. 7 b is to the bullet trajectory figure of value;
Fig. 8 a, 8b, 8c are killing point, being killed and a little illustrated with the amplification of bullet trajectory figure in Fig. 3 a to Fig. 7 b respectively Figure.
Specific embodiment
Visualization is the method for a kind of effective analysis and display data, its main purpose be by graphical means into Clear, effective information of going is transmitted.
FPS (First-person shooting, first person shooting) game is the shooting game carried out with main perspective, Player goes out in the viewpoint of leading role to observe existing object from display equipment simulating and is shot at, moves, jumps, talks with etc. work It is dynamic.Similar with most of shooting games, FPS game includes game leading role, and a variety of alternative firearms weapons and quantity are not Fixed enemy, to the biggish selection of player using the space of firearms and weapon, this, which shows the game of player, influences for FPS game Greatly.This kind of game originates from Maze War in 1973, has just obtained significant progress later.Currently, FPS game is most One of type of play of commercial value, and occupy the biggish market share.The playing method of FPS game mainly includes the competing mode of group and quick-fried Broken mode, in rolling into a ball competing mode, player is divided into two teams before the deadline and fights, and eliminates the most side of enemy's number It wins;And in burst mode, player is divided into two teams' action, and red is with demolition target, and blue party is for the purpose of obstructing explosion, both sides Sacrifice player can not demutation, when blue team is annihilated or is obstructed explosion to fail, red team wins, indigo plant team triumph when hot team is annihilated, One group of wins reaches specified value or regulation playtime exhausts rear game over, generates triumph troop.The present invention has in mind A kind of visualization authentication of FPS scene of game Map Design is studied and realized to FPS game data under both modes Method and system are used to help game design teacher and analyst etc. and understand player behavior, to improve map design.
When we are when this technical field use space of computer game is analyzed, we be commonly referred to as through the time or Spatial data observes the behavior pattern of player.Most common visualization technique is thermodynamic chart, for example, Valve company uses Thermodynamic chart draws the death point of player in this game of Half Life:Episode 2, and will issue recently The information that kills of player in Counter-Strike:Global offensive version visualizes.Cartographer Frequently by collecting the attributes such as geography information, behavioural information and individual, tissue and they be plotted on map.In addition, by playing Game data derived from family's behavior is also often related to space attribute, and player's spatial behavior analyzes the progress point for any aspect Analysis, path behavior, robot tests and analyzes, the time distributes analysis, navigation solution and analysis of strategies etc. and is all very important.
Analysis space track is frequently used for the illegal plug-in program of positioning game on line, detects group behavior, learns player Player's behavior etc. tactful and that warning is illegal.For example, being visualized by the track that the research team of Ubisoft Montreal develops Technology DNA Viewer is analyzed using player's behavioral data, solve it is some influence player's specific behavior tracks obstructions because Element, to guarantee that player has more smooth game experiencing.
Although work before analyzes the relevant data of map in terms of many, however, major part is only It in terms of the data for being concerned only with macroscopic view, and is analyzed using relatively simple view, will such as be killed a little or extremely with thermodynamic chart It dies and is directly drawn, and have ignored player's behavioural analysis of more details and the close control with business demand, the present invention It will kill and dead behavior is merged with trajectory analysis, from the track behavior of level of detail analysis player, to verify trip The reasonability of play Map Design.
Embodiment one:
As shown in Figure 1, being the groundwork flow diagram of verification method of the invention comprising:
Step S10 loads the game track data of player.Specific way is in the present embodiment, by the game after load Track data is stored in MongoDB (a kind of non-relational database), also uses a Hive (data bins based on Hadoop The data file of structuring can be mapped as a database table, and provide simple sql query function by library tool, can be with Sql sentence is converted to MapReduce task to run.) the game track data is converted to structural data, with side Just subsequent processing.The structural data includes at least the data for having recorded the event of killing and death incident, every structuring number According to comprising such as properties: competition game number, event-triggered times, hit senilicide number, hit senilicide number, hit senilicide's coordinate, Senilicide's coordinate is hit, senilicide camp number is hit and is hit senilicide camp number.
Step S20 carries out coordinate statistics to hitting senilicide in the game track data and being hit senilicide.
Step S30 draws on map according to the result that the coordinate counts and hits that senilicide is corresponding to be killed a little and killed The corresponding death point of person;
Step S40 is a little combined with death point by killing described in synchronization generation, draws for scene of game The bullet trajectory figure of G- Design visualization verifying.
The drafting bullet trajectory figure in the step S40 are as follows: draw from described kill and be directed toward the death point Flight arrow resets to its starting point coordinate, i.e. institute to the coordinate for all flight arrows that arrived the death point It states and kills a coordinate.One preferred way is that the flight arrow is that 1 (step-length can also be for 2 or more) carry out coordinate with step-length It updates.
In addition, the bullet trajectory figure is also designed to have following interactive function in the present embodiment, when mouse pointer is in institute When stating migration on bullet trajectory figure, it may appear that the visible circle of a predetermined radii, death point and bullet trajectory in the circle It has been shown that, and the death point and bullet trajectory outside the circle are hidden or desalination.The predetermined radii is adjustable, such as can be in 1~100 picture It arbitrarily selects and adjusts between element.
Furthermore in the step S40, also the distribution frequency of death point and bullet trajectory is counted, and in the son It plays and hides death point and bullet trajectory that distribution frequency is less than given threshold in trajectory diagram, i.e., only show that distribution frequency is more than or equal to The death point and bullet trajectory of given threshold.The given threshold can be 1~100.
Embodiment two:
The present embodiment is a kind of FPS scene of game Map Design visualization verifying system of corresponding previous embodiment one, such as Shown in Fig. 2, including data loading module, for loading the game track data of player;Coordinate statistical module, for the trip Senilicide, which is hit, in play track data and is hit senilicide carries out coordinate statistics;It kills a little with death point graphics module, is used for according to The result of coordinate statistics is drawn on map hits that senilicide is corresponding to kill a little death point corresponding with senilicide is hit;Bullet trajectory figure Graphics module is a little combined with death point for killing described in synchronization occurs, and is drawn and is used for scene of game map The bullet trajectory figure of design visualization verifying.
Wherein, the game track data in the data loading module is stored in MongoDB, will also be described using Hive Game track data is converted to structural data.In the present embodiment, the structural data includes at least and has recorded the event of killing With the data of death incident, every structural data includes as properties: competition game number, hits senilicide at event-triggered times Number is hit senilicide's number, hits senilicide's coordinate, is hit senilicide's coordinate, hits senilicide camp number and hit senilicide camp number.
A direction death point is killed from described with flight arrow (arrow for representing bullet flight path), arrived institute The coordinate for stating all flight arrows of death point resets to its starting point coordinate, i.e., described to kill a coordinate.The flight arrow Head is that 1 pixel carries out coordinate update with step-length.Wherein, it is described as follows about step-length and coordinate update:
Step-length: under cartoon technique, the coordinate position for representing the arrow of bullet flight is updated, because bullet has a start bit Set with a final position, calculate first final position to initial position distance, then with step-length X be gradually reduced this away from From so that the arrow for representing bullet flight is slowly moved to final position from the initial position of script, step-length X default here is 1 pixel.
Coordinate updates: being moved to termination from initial position gradually with step-length X corresponding to the arrow for above, representing bullet flight Position.When bullet is finally displaced into final position, system can reset its coordinate, its coordinate is made to be equal to original rise again Beginning position coordinates.In this way, it is moved to final position from initial position gradually with step-length X again under the technology of animation, so follow Ring is reciprocal, forms lasting animation effect.In the present embodiment, step-length is defaulted as X=1, it is clear that is also possible to 2 or more.
The bullet trajectory figure graphics module further includes interactive unit, for when mouse pointer is in the bullet trajectory figure When migration, it may appear that the visible circle of a predetermined radii, death point and bullet trajectory in the circle show, and outside the circle Death point and bullet trajectory hide or desalination.The predetermined radii is adjustable, for example arbitrarily adjusts between 1~100 pixel.
It can also include distribution frequency statistic unit in the bullet trajectory figure graphics module, for death point and bullet The distribution frequency of track is counted, and in the bullet trajectory figure hide distribution frequency be less than given threshold death point and Bullet trajectory.The given threshold can arbitrarily select between 1~100.
Embodiment three:
Below in conjunction with Fig. 3 a to Fig. 8 c to further specific description of the invention.
As shown in Fig. 3 a, 3b, certain shooting game is illustrated in two different camps of certain map and kills dead distribution And bullet trajectory figure, wherein as shown in Fig. 8 a, 8b, 8c, dot indicates to kill point (place that bullet occurs), Diamond spot expression The place (killed a little, or be death point) of bullet hits, arrow indicate bullet from killing a little to the movement of the track of death point.This In embodiment, the dead data that kill of sniping gun AWM are used, sniper generally requires remote linear space and penetrates It hits, it is possible to see that bullet trajectory is long, be distributed in narrow tunnel both ends.Most notably (rectangular wire frame at middle door It is interior) that is long and narrow to macaque point.
There is provided an enlarged drawing respectively above indicates the place that bullet occurs, and dot indicates the place of bullet hits, arrow Indicate that bullet from killing a little to the movement of the track of death point, uses sniping gun AWM's to kill dead data, sniper is general Remote linear space is needed to be shot at, it is possible to see that bullet trajectory is long, be distributed in narrow tunnel both ends. Most notably that is long and narrow to macaque point at middle door.
It is bullet trajectory figure (respectively two confrontation using M4A1 rifle on certain map as shown in Fig. 4 a, 4b Camp kills data).In this visualization view, we are also an option that different classifications to observe different firearms Kill dead distribution.For example the bullet trajectory of two kinds of weapons of rifle and sniping gun is with regard to different, such as Fig. 3 a, 3b and Fig. 4 a, 4b institute Show just significantly different.Rifle utilization rate is more much higher than sniping gun, substantially blooms everywhere.Sometimes, we are more concerned with some region Map Design whether safety or dangerous, the emphasis of observation is region rather than the point that disperses individually.It therefore, can be visual Change view and be further added by interactive function, in one embodiment as shown in Fig. 5 a, 5b, when mouse migration on map, can default Occur a radius be 25 pixels (be only for example, it is not limited to this) circle, only retain in visualization view it is all and this It is related within the scope of a encircled to kill death point and bullet trajectory, and desalination or hiding others kill death point and bullet Track.In addition, squeezed into outside encircled range inside region and the bullet number that is issued inside region will by programming count, It is whether reasonable with the safety Design for understanding the region.The radius of the regional scope can choose or adjust, and radius is smaller, include Regional scope it is smaller, it is more accurate to kill death point corresponding to region.
However, when visual data volume becomes larger, if whole kill death point and bullet tracks all carries out visually Change and present, then will be one extremely complex as a result, such as all killing death using what is generated in certain map one month Data, when default all display all the points, i.e. point of the frequency more than or equal to 1 or more is all shown.At this moment, it not only can not find and appoint What regular feature is also visually caused heavy burden.Accordingly, it is considered to which interaction is still necessary.Furthermore, it is possible to Continue to calculate and obtain other corresponding auxiliary informations, to help to filter out redundancy and unessential data, to give top priority to what is the most important Data and wherein hiding regular pattern.Such as when user selects some fixed size map area, calculates and enter the region Bullet quantity and the bullet quantity that is projected from the region, according to the threshold value of current setting, if into or project the region When bullet quantity is greater than the given threshold, just shows these bullet trajectories, otherwise, do not show these bullet trajectories;It counts for another example Calculation falls into the corresponding bullet quantity of each coordinate on map and shows this coordinate if the quantity is greater than the threshold value of the setting Point, does not otherwise show.
Point (including kill a little and death point) distribution frequency, and the threshold value of set point distribution frequency are calculated in the present embodiment (point represent be the place kill or death frequency).When the point distribution frequency that display bullet is issued or hit is greater than When the threshold value of setting, different frequency thresholds is adjusted, so that bullet trajectory slowly becomes clear, effect is as shown in Fig. 6 a, 6b, figure Frequency threshold in 6a is set as 1, that is, shows whole bullet trajectories, causes serious vision overlapping phenomenon;In Fig. 6 b Frequency threshold is set as 50, and threshold value bullet trajectory below is omitted, and the mode killed is shown up relatively clearly.
When showing that bullet issues and the point distribution frequency hit is all larger than the threshold value of setting, different frequency difference is adjusted The view as shown in Fig. 7 a, 7b is obtained for 30 and 50, show bullet point respectively and hits the point distribution frequency at place greater than 30 It bullet trajectory and kills the bullet trajectory of the point distribution frequency greater than 50 at death point and bullet point and the place of hitting and kills extremely It dies a little.In the present embodiment, on map it is remaining kill death point just it is basic only there are two types of: first is that data caused by on-hook behavior Abnormal, the birth point that a side player is flushed to another party player is killed around back;Second is that being carried out at plateau or in birth point remote It kills, it is higher using the probability of sniping gun.
Before using technical solution provided by the invention, designer can only go analysis one by the subjective judgement of oneself Whether width map meets expected design, and actual conditions generally require a large amount of iteration could improve the map scene Design.And scheme through the invention, whole overview and details behavior can be observed visual and clearly in data plane, pass through The conclusion that observation data obtain is more accurate and has directive significance, passes through general overview and bullet trajectory simulated view, it is easier to There is more intuitive understanding to heat.It is thus possible to which more whether the design of verifying map meets planning in advance Phase, and improve the design of map whereby.
It would be recognized by those skilled in the art that it is possible for making numerous accommodations to above description, so embodiment is only For describing one or more particular implementations.
Although example embodiment of the invention has been described, it will be understood by those skilled in the art that various change can be made to it Become and replace, without departing from spirit of the invention.Furthermore it is possible to make many modifications so that specific condition is fitted to the present invention Design, without departing from invention described herein central concept.So the present invention is not only restricted to specific reality disclosed herein Example is applied, may further include all embodiments and its equivalent for belonging to the scope of the invention.

Claims (20)

1. a kind of FPS scene of game Map Design visualizes verification method, which comprises the steps of:
S10 loads the game track data of player;
S20 carries out coordinate statistics to hitting senilicide in the game track data and being hit senilicide;
S30, according to the coordinate count result drawn on map hit senilicide it is corresponding kill it is a little corresponding with senilicide is hit Death point;
S40 is a little combined killing described in synchronization generation with death point, and drawing can for scene of game Map Design Depending on the bullet trajectory figure of chemical examination card.
2. FPS scene of game Map Design as described in claim 1 visualizes verification method, it is characterised in that: the step Game track data in S10 is stored in MongoDB, and the game track data is converted to structuring number by Hive According to.
3. FPS scene of game Map Design as claimed in claim 2 visualizes verification method, which is characterized in that the structure Change data and include at least the data for having recorded the event of killing and death incident, every structural data includes as properties: game Match number, event-triggered times hit senilicide's number, are hit senilicide's number, hit senilicide's coordinate, hit senilicide's coordinate, hit senilicide Camp numbers and is hit senilicide camp number.
4. FPS scene of game Map Design as described in claim 1 visualizes verification method, which is characterized in that the step The drafting bullet trajectory figure in S40 are as follows: draw from described kill and be directed toward the flight arrow of the death point, to arrived The coordinate of all flight arrows of the death point resets to the starting point coordinate of flight arrow, i.e., described to kill a seat Mark.
5. FPS scene of game Map Design as claimed in claim 4 visualizes verification method, it is characterised in that: the flight Arrow is 1 progress coordinate update with step-length.
6. FPS scene of game Map Design as described in any one in claim 1-5 visualizes verification method, it is characterised in that institute Bullet trajectory figure is stated with following interactive function, when mouse pointer migration on the bullet trajectory figure, it may appear that one pre- Determine the visible circle of radius, the death point and bullet trajectory in the circle are shown, and death point and bullet trajectory outside the circle It hides or desalinates.
7. FPS scene of game Map Design as claimed in claim 6 visualizes verification method, it is characterised in that: described predetermined Radius is adjustable.
8. FPS scene of game Map Design as claimed in claim 6 visualizes verification method, it is characterised in that: described predetermined Radius is 1~100 pixel.
9. FPS scene of game Map Design as described in any one in claim 1-5 visualizes verification method, it is characterised in that: In the step S40, also the distribution frequency of death point and bullet trajectory is counted, and is hidden in the bullet trajectory figure The distribution frequency is less than the death point and bullet trajectory of given threshold.
10. FPS scene of game Map Design as claimed in claim 9 visualizes verification method, it is characterised in that: the setting Threshold value is 1~100.
11. a kind of FPS scene of game Map Design visualizes verifying system, characterized by comprising:
Data loading module, for loading the game track data of player;
Coordinate statistical module, for hit senilicide in the game track data and hit senilicide carry out coordinate statistics;
It kills a little and death point graphics module, the result for being counted according to the coordinate draws that hit senilicide corresponding on map Kill a little death point corresponding with senilicide is hit;
Bullet trajectory figure graphics module is a little combined with death point for killing described in synchronization occurs, and is drawn and is used In the bullet trajectory figure of scene of game Map Design visualization verifying.
12. FPS scene of game Map Design as claimed in claim 11 visualizes verifying system, it is characterised in that: the number It is stored in MongoDB according to the game track data in loading module, is also converted to the game track data using Hive Structural data.
13. FPS scene of game Map Design as claimed in claim 12 visualizes verifying system, it is characterised in that: the knot Structure data include at least the event and death incident of killing, and every structural data includes as properties: competition game number, thing The part triggered time, hit senilicide number, hit senilicide number, hit senilicide's coordinate, hit senilicide's coordinate, hit senilicide camp number and by Hit senilicide camp number.
14. FPS scene of game Map Design as claimed in claim 11 visualizes verifying system, it is characterised in that the bullet Trajectory diagram are as follows: kill a direction death point from described with flight arrow, arrived all flight arrows of the death point Coordinate reset to the starting point coordinate of flight arrow, i.e., it is described to kill a coordinate.
15. FPS scene of game Map Design as claimed in claim 14 visualizes verifying system, it is characterised in that: described to fly Row arrow is 1 progress coordinate update with step-length.
16. feature exists as the described in any item FPS scene of game Map Designs of claim 11~15 visualize verifying system In: the bullet trajectory figure graphics module further includes interactive unit, for working as mouse pointer migration on the bullet trajectory figure When, it may appear that the visible circle of a predetermined radii, death point and bullet trajectory in the circle show, and dead outside the circle It dies and a little hides or desalinate with bullet trajectory.
17. FPS scene of game Map Design as claimed in claim 16 visualizes verifying system, it is characterised in that: described pre- It is adjustable to determine radius.
18. FPS scene of game Map Design as claimed in claim 16 visualizes verifying system, it is characterised in that: described pre- Determining radius is 1~100 pixel.
19. feature exists as the described in any item FPS scene of game Map Designs of claim 11~15 visualize verifying system In: it further include distribution frequency statistic unit in the bullet trajectory figure graphics module, for dividing death point and bullet trajectory Cloth frequency is counted, and death point and bullet rail of the distribution frequency less than given threshold are hidden in the bullet trajectory figure Mark.
20. FPS scene of game Map Design as claimed in claim 19 visualizes verifying system, it is characterised in that: described to set Determining threshold value is 1~100.
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