CN108769192B - Game bandwidth regulation and control method, device and computer readable storage medium - Google Patents

Game bandwidth regulation and control method, device and computer readable storage medium Download PDF

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Publication number
CN108769192B
CN108769192B CN201810526178.8A CN201810526178A CN108769192B CN 108769192 B CN108769192 B CN 108769192B CN 201810526178 A CN201810526178 A CN 201810526178A CN 108769192 B CN108769192 B CN 108769192B
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game
network
state
bandwidth
program
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CN108769192A (en
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范海成
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Nubia Technology Co Ltd
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Nubia Technology Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/50Network services
    • H04L67/60Scheduling or organising the servicing of application requests, e.g. requests for application data transmissions using the analysis and optimisation of the required network resources
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/50Network services
    • H04L67/60Scheduling or organising the servicing of application requests, e.g. requests for application data transmissions using the analysis and optimisation of the required network resources
    • H04L67/61Scheduling or organising the servicing of application requests, e.g. requests for application data transmissions using the analysis and optimisation of the required network resources taking into account QoS or priority requirements

Abstract

The invention discloses a game bandwidth regulation and control method, equipment and a computer readable storage medium, wherein the method comprises the following steps: identifying the game category of a game program, and monitoring the game state of the game program; then, determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state; then, establishing a second corresponding relation between the game state and the network state; and finally, monitoring the network state in real time, and adjusting the background program bandwidth resources according to the first corresponding relation and the second corresponding relation. The method realizes a humanized game bandwidth regulation and control scheme, so that the user can regulate and control network bandwidth resources in real time when playing games, network delay generated in the game process is avoided, and excessive network resources are not occupied.

Description

Game bandwidth regulation and control method, device and computer readable storage medium
Technical Field
The present invention relates to the field of mobile communications, and in particular, to a method and apparatus for controlling game bandwidth, and a computer-readable storage medium.
Background
In the prior art, with the rapid development of intelligent terminal devices, more and more users begin to use the intelligent terminal devices to play games, for example, mobile games at the present stage are more and more popular with users, and users can take out mobile phones to play mobile games anytime and anywhere. However, in different environments, the network bandwidth environment is poor, and more software occupying the network bandwidth is in the mobile phone, so a scheme is needed to balance the reasonable utilization of the network bandwidth resource when the user uses the mobile phone to play games.
Disclosure of Invention
In order to solve the technical defects in the prior art, the invention provides a game bandwidth regulation and control method, which comprises the following steps:
identifying the game category of a game program, and monitoring the game state of the game program;
determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state;
establishing a second corresponding relation between the game state and the network state;
and monitoring the network state in real time, and adjusting background program bandwidth resources according to the first corresponding relation and the second corresponding relation.
Optionally, the identifying the game category of the game program, and the monitoring the game state of the game program includes:
classifying the game programs according to the game categories, wherein the game categories comprise a game of intelligence development, a game of strategy, a game of shooting and a game of racing;
and monitoring the game state of the game program in real time, wherein the game state comprises game progress and operation frequency.
Optionally, the determining a reference object according to the game category and establishing a first corresponding relationship between the reference object and a network state includes:
extracting a reference object according to the game category, wherein a common character or a common object under the game category is determined as the reference object;
and determining a first network requirement by combining the number of the reference objects and the first corresponding relation.
Optionally, the establishing the second corresponding relationship between the game state and the network state includes:
determining the game progress and the operation frequency according to the game state;
and determining a second network requirement according to the game process, the operation frequency and the second corresponding relation.
Optionally, the monitoring the network state in real time, and adjusting the background program bandwidth resource according to the first corresponding relationship and the second corresponding relationship includes:
integrating the first network demand and the second network demand;
and adjusting the background program bandwidth resources by combining the integrated network requirements.
The invention also provides a game bandwidth regulating device, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein when the computer program is executed by the processor, the computer program realizes that:
identifying the game category of a game program, and monitoring the game state of the game program;
determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state;
establishing a second corresponding relation between the game state and the network state;
and monitoring the network state in real time, and adjusting background program bandwidth resources according to the first corresponding relation and the second corresponding relation.
Optionally, the computer program further implements, when executed by the processor:
classifying the game programs according to the game categories, wherein the game categories comprise a game of intelligence development, a game of strategy, a game of shooting and a game of racing;
and monitoring the game state of the game program in real time, wherein the game state comprises game progress and operation frequency.
Optionally, the computer program further implements, when executed by the processor:
extracting a reference object according to the game category, wherein a common character or a common object under the game category is determined as the reference object;
and determining a first network requirement by combining the number of the reference objects and the first corresponding relation.
Optionally, the computer program further implements, when executed by the processor:
determining the game progress and the operation frequency according to the game state;
determining a second network requirement according to the game process, the operation frequency and the second corresponding relation;
integrating the first network demand and the second network demand;
and adjusting the background program bandwidth resources by combining the integrated network requirements.
The present invention also provides a computer readable storage medium, which stores a game bandwidth control program, and when the game bandwidth control program is executed by a processor, the method of controlling the game bandwidth according to any one of the above-mentioned embodiments is implemented.
By implementing the game bandwidth regulation method, the equipment and the computer readable storage medium, the game state of the game program is monitored by identifying the game type of the game program; then, determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state; then, establishing a second corresponding relation between the game state and the network state; and finally, monitoring the network state in real time, and adjusting the background program bandwidth resources according to the first corresponding relation and the second corresponding relation. The method realizes a humanized game bandwidth regulation and control scheme, so that the user can regulate and control network bandwidth resources in real time when playing games, network delay generated in the game process is avoided, and excessive network resources are not occupied.
Drawings
The invention will be further described with reference to the accompanying drawings and examples, in which:
fig. 1 is a schematic diagram of a hardware structure of a mobile terminal according to the present invention;
fig. 2 is a communication network system architecture diagram provided by an embodiment of the present invention;
FIG. 3 is a flow chart of a first embodiment of a method for bandwidth control of a game according to the present invention;
FIG. 4 is a flow chart of a game bandwidth control method according to a second embodiment of the present invention;
FIG. 5 is a flow chart of a game bandwidth control method according to a third embodiment of the present invention;
FIG. 6 is a flow chart of a game bandwidth control method according to a fourth embodiment of the present invention;
FIG. 7 is a flow chart of a game bandwidth control method according to a fifth embodiment of the present invention;
FIG. 8 is a schematic diagram of an interactive interface of the game bandwidth control method according to the present invention.
Detailed Description
It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
In the following description, suffixes such as "module", "component", or "unit" used to denote elements are used only for facilitating the explanation of the present invention, and have no specific meaning in itself. Thus, "module", "component" or "unit" may be used mixedly.
The terminal may be implemented in various forms. For example, the terminal described in the present invention may include a mobile terminal such as a mobile phone, a tablet computer, a notebook computer, a palmtop computer, a Personal Digital Assistant (PDA), a Portable Media Player (PMP), a navigation device, a wearable device, a smart band, a pedometer, and the like, and a fixed terminal such as a Digital TV, a desktop computer, and the like.
The following description will be given by way of example of a mobile terminal, and it will be understood by those skilled in the art that the construction according to the embodiment of the present invention can be applied to a fixed type terminal, in addition to elements particularly used for mobile purposes.
Referring to fig. 1, which is a schematic diagram of a hardware structure of a mobile terminal for implementing various embodiments of the present invention, the mobile terminal 100 may include: RF (Radio Frequency) unit 101, WiFi module 102, audio output unit 103, a/V (audio/video) input unit 104, sensor 105, display unit 106, user input unit 107, interface unit 108, memory 109, processor 110, and power supply 111. Those skilled in the art will appreciate that the mobile terminal architecture shown in fig. 1 is not intended to be limiting of mobile terminals, which may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components.
The following describes each component of the mobile terminal in detail with reference to fig. 1:
the radio frequency unit 101 may be configured to receive and transmit signals during information transmission and reception or during a call, and specifically, receive downlink information of a base station and then process the downlink information to the processor 110; in addition, the uplink data is transmitted to the base station. Typically, radio frequency unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier, a duplexer, and the like. In addition, the radio frequency unit 101 can also communicate with a network and other devices through wireless communication. The wireless communication may use any communication standard or protocol, including but not limited to GSM (Global System for Mobile communications), GPRS (General Packet Radio Service), CDMA2000(Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division duplex Long Term Evolution), and TDD-LTE (Time Division duplex Long Term Evolution).
WiFi belongs to short-distance wireless transmission technology, and the mobile terminal can help a user to receive and send e-mails, browse webpages, access streaming media and the like through the WiFi module 102, and provides wireless broadband internet access for the user. Although fig. 1 shows the WiFi module 102, it is understood that it does not belong to the essential constitution of the mobile terminal, and may be omitted entirely as needed within the scope not changing the essence of the invention.
The audio output unit 103 may convert audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into an audio signal and output as sound when the mobile terminal 100 is in a call signal reception mode, a call mode, a recording mode, a voice recognition mode, a broadcast reception mode, or the like. Also, the audio output unit 103 may also provide audio output related to a specific function performed by the mobile terminal 100 (e.g., a call signal reception sound, a message reception sound, etc.). The audio output unit 103 may include a speaker, a buzzer, and the like.
The a/V input unit 104 is used to receive audio or video signals. The a/V input Unit 104 may include a Graphics Processing Unit (GPU) 1041 and a microphone 1042, the Graphics processor 1041 Processing image data of still pictures or video obtained by an image capturing device (e.g., a camera) in a video capturing mode or an image capturing mode. The processed image frames may be displayed on the display unit 106. The image frames processed by the graphic processor 1041 may be stored in the memory 109 (or other storage medium) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 may receive sounds (audio data) via the microphone 1042 in a phone call mode, a recording mode, a voice recognition mode, or the like, and may be capable of processing such sounds into audio data. The processed audio (voice) data may be converted into a format output transmittable to a mobile communication base station via the radio frequency unit 101 in case of a phone call mode. The microphone 1042 may implement various types of noise cancellation (or suppression) algorithms to cancel (or suppress) noise or interference generated in the course of receiving and transmitting audio signals.
The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor that can adjust the brightness of the display panel 1061 according to the brightness of ambient light, and a proximity sensor that can turn off the display panel 1061 and/or a backlight when the mobile terminal 100 is moved to the ear. As one of the motion sensors, the accelerometer sensor can detect the magnitude of acceleration in each direction (generally, three axes), can detect the magnitude and direction of gravity when stationary, and can be used for applications of recognizing the posture of a mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer and tapping), and the like; as for other sensors such as a fingerprint sensor, a pressure sensor, an iris sensor, a molecular sensor, a gyroscope, a barometer, a hygrometer, a thermometer, and an infrared sensor, which can be configured on the mobile phone, further description is omitted here.
The display unit 106 is used to display information input by a user or information provided to the user. The Display unit 106 may include a Display panel 1061, and the Display panel 1061 may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like.
The user input unit 107 may be used to receive input numeric or character information and generate key signal inputs related to user settings and function control of the mobile terminal. Specifically, the user input unit 107 may include a touch panel 1071 and other input devices 1072. The touch panel 1071, also referred to as a touch screen, may collect a touch operation performed by a user on or near the touch panel 1071 (e.g., an operation performed by the user on or near the touch panel 1071 using a finger, a stylus, or any other suitable object or accessory), and drive a corresponding connection device according to a predetermined program. The touch panel 1071 may include two parts of a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 110, and can receive and execute commands sent by the processor 110. In addition, the touch panel 1071 may be implemented in various types, such as a resistive type, a capacitive type, an infrared ray, and a surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may include other input devices 1072. In particular, other input devices 1072 may include, but are not limited to, one or more of a physical keyboard, function keys (e.g., volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like, and are not limited to these specific examples.
Further, the touch panel 1071 may cover the display panel 1061, and when the touch panel 1071 detects a touch operation thereon or nearby, the touch panel 1071 transmits the touch operation to the processor 110 to determine the type of the touch event, and then the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of the touch event. Although the touch panel 1071 and the display panel 1061 are shown in fig. 1 as two separate components to implement the input and output functions of the mobile terminal, in some embodiments, the touch panel 1071 and the display panel 1061 may be integrated to implement the input and output functions of the mobile terminal, and is not limited herein.
The interface unit 108 serves as an interface through which at least one external device is connected to the mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device having an identification module, an audio input/output (I/O) port, a video I/O port, an earphone port, and the like. The interface unit 108 may be used to receive input (e.g., data information, power, etc.) from external devices and transmit the received input to one or more elements within the mobile terminal 100 or may be used to transmit data between the mobile terminal 100 and external devices.
The memory 109 may be used to store software programs as well as various data. The memory 109 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required by at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may store data (such as audio data, a phonebook, etc.) created according to the use of the cellular phone, and the like. Further, the memory 109 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
The processor 110 is a control center of the mobile terminal, connects various parts of the entire mobile terminal using various interfaces and lines, and performs various functions of the mobile terminal and processes data by operating or executing software programs and/or modules stored in the memory 109 and calling data stored in the memory 109, thereby performing overall monitoring of the mobile terminal. Processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor, which mainly handles operating systems, user interfaces, application programs, etc., and a modem processor, which mainly handles wireless communications. It will be appreciated that the modem processor described above may not be integrated into the processor 110.
The mobile terminal 100 may further include a power supply 111 (e.g., a battery) for supplying power to various components, and preferably, the power supply 111 may be logically connected to the processor 110 via a power management system, so as to manage charging, discharging, and power consumption management functions via the power management system.
Although not shown in fig. 1, the mobile terminal 100 may further include a bluetooth module or the like, which is not described in detail herein.
In order to facilitate understanding of the embodiments of the present invention, a communication network system on which the mobile terminal of the present invention is based is described below.
Referring to fig. 2, fig. 2 is an architecture diagram of a communication Network system according to an embodiment of the present invention, where the communication Network system is an LTE system of a universal mobile telecommunications technology, and the LTE system includes a UE (User Equipment) 201, an E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) 202, an EPC (Evolved Packet Core) 203, and an IP service 204 of an operator, which are in communication connection in sequence.
Specifically, the UE201 may be the terminal 100 described above, and is not described herein again.
The E-UTRAN202 includes eNodeB2021 and other eNodeBs 2022, among others. Among them, the eNodeB2021 may be connected with other eNodeB2022 through backhaul (e.g., X2 interface), the eNodeB2021 is connected to the EPC203, and the eNodeB2021 may provide the UE201 access to the EPC 203.
The EPC203 may include an MME (Mobility Management Entity) 2031, an HSS (Home Subscriber Server) 2032, other MMEs 2033, an SGW (Serving gateway) 2034, a PGW (PDN gateway) 2035, and a PCRF (Policy and Charging Rules Function) 2036, and the like. The MME2031 is a control node that handles signaling between the UE201 and the EPC203, and provides bearer and connection management. HSS2032 is used to provide registers to manage functions such as home location register (not shown) and holds subscriber specific information about service characteristics, data rates, etc. All user data may be sent through SGW2034, PGW2035 may provide IP address assignment for UE201 and other functions, and PCRF2036 is a policy and charging control policy decision point for traffic data flow and IP bearer resources, which selects and provides available policy and charging control decisions for a policy and charging enforcement function (not shown).
The IP services 204 may include the internet, intranets, IMS (IP Multimedia Subsystem), or other IP services, among others.
Although the LTE system is described as an example, it should be understood by those skilled in the art that the present invention is not limited to the LTE system, but may also be applied to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems.
Based on the above mobile terminal hardware structure and communication network system, the present invention provides various embodiments of the method.
Example one
FIG. 3 is a flowchart of a game bandwidth control method according to a first embodiment of the present invention. A game bandwidth regulation method comprises the following steps:
s1, identifying the game type of the game program, and monitoring the game state of the game program;
s2, determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state;
s3, establishing a second corresponding relation between the game state and the network state;
and S4, monitoring the network state in real time, and adjusting the background program bandwidth resources according to the first corresponding relation and the second corresponding relation.
In this embodiment, first, a game category of a game program is identified, and at the same time, a game state of the game program is monitored; then, determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state; then, establishing a second corresponding relation between the game state and the network state; and finally, monitoring the network state in real time, and adjusting the background program bandwidth resources according to the first corresponding relation and the second corresponding relation.
In the present embodiment, first, the game category of the game program is identified, and at the same time, the game state of the game program is monitored. Taking a mobile phone as an example, when it is monitored that a user uses the mobile phone to play a game, the game bandwidth regulation and control scheme of the scheme is started, specifically, firstly, the game category of the game program is identified, wherein the game category includes but is not limited to an intelligence-developing game, a strategy game, a shooting game and a racing game, it can be understood that the scheme is not limited to the game category, further, the scheme is not limited to the classification manner of the game category, for example, the game carried by the mobile phone can be classified in a user-defined manner according to the game experience of the user. In this embodiment, the game state of the game program needs to be detected, where the game state includes a state of a game progress and a state of an operation frequency, for example, in a shooting game, the game progress includes a number of enemies, a time from the end, a time occupying an enemy data point, a time of a group battle, and the like, and the state of the operation frequency refers to an interactive operation frequency of a user, and the interactive operation includes a click frequency of a touch screen, a keystroke frequency of a physical button of a mobile phone, a displacement frequency sensed by a body of the mobile phone, and the like. Optionally, in this embodiment, a main game state monitoring scheme is determined according to different game categories, for example, for shooting games, the click frequency of the touch screen is mainly monitored, and for racing games, the displacement frequency sensed by the mobile phone body is mainly monitored.
In this embodiment, after identifying a game type of a game program and monitoring a game state of the game program, a reference object is determined according to the game type, and a first correspondence between the reference object and a network state is established. The corresponding reference object is determined according to different games, the game bandwidth is adjusted according to the reference object, and the corresponding relation used for executing the adjusting operation is established and is used as the first corresponding relation. Optionally, different mobile phones may adopt different first corresponding relationships, optionally, the mobile phone terminal may download the verified first corresponding relationship provided by the remote server through networking, optionally, the user performs adaptive modification on the first corresponding relationship, and the first corresponding relationship is stored and then used in the local computer.
In this embodiment, after determining a reference object according to the game category and establishing a first corresponding relationship between the reference object and a network state, a second corresponding relationship between the game state and the network state is established, where the game state refers to a state of a game process and a state of an operation frequency, for example, in a shooting game, the game process includes a killing number, a time from a terminal, a time of occupying an enemy data point, a group battle time, and the like, and the state of the operation frequency refers to an interactive operation frequency of a user, and the interactive operation includes a click frequency of a touch screen, a keystroke frequency of a physical key of a mobile phone, a displacement frequency sensed by a mobile phone body, and the like. It can be understood that if the click frequency of the touch screen, or the keystroke frequency of the physical keys of the mobile phone, or the displacement frequency sensed by the mobile phone body is higher, the game state at this time is a high-frequency state, and has a higher network bandwidth requirement, whereas if the click frequency of the touch screen, or the keystroke frequency of the physical keys of the mobile phone, or the displacement frequency sensed by the mobile phone body is lower, the game state at this time is easier, and the network bandwidth requirement is lower.
In this embodiment, after the second corresponding relationship between the game state and the network state is established, the network state is monitored in real time, and the bandwidth resource of the background program is adjusted according to the first corresponding relationship and the second corresponding relationship. Similarly, as described in the above example, because the factors affecting the game bandwidth requirement are various, in the present solution, the game bandwidth is comprehensively regulated and controlled by combining the first corresponding relationship and the second corresponding relationship, that is, the reference object and the network status are considered when regulating and controlling the network bandwidth resource in the game process. Optionally, the first bandwidth requirement corresponding to the current reference object is preferentially determined according to the first corresponding relationship, then the second bandwidth requirement corresponding to the current game state is determined according to the second corresponding relationship, and finally, the higher bandwidth requirement of the first bandwidth requirement and the second bandwidth requirement is determined and is used as a target value for bandwidth regulation.
The method has the advantages that the game type of the game program is identified, and meanwhile, the game state of the game program is monitored; then, determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state; then, establishing a second corresponding relation between the game state and the network state; and finally, monitoring the network state in real time, and adjusting the background program bandwidth resources according to the first corresponding relation and the second corresponding relation. The method realizes a humanized game bandwidth regulation and control scheme, so that the user can regulate and control network bandwidth resources in real time when playing games, network delay generated in the game process is avoided, and excessive network resources are not occupied.
Example two
Fig. 4 is a flowchart of a second embodiment of a game bandwidth control method according to the present invention, where based on the above embodiments, the identifying a game type of a game program, and the monitoring a game state of the game program includes:
s11, classifying the game programs according to the game categories, wherein the game categories comprise a game of intelligence development, a game of strategy, a game of shooting and a game of racing;
and S12, monitoring the game state of the game program in real time, wherein the game state comprises the game progress and the operation frequency.
In this embodiment, first, the game programs are classified according to the game categories, where the game categories include a game of intelligence development, a game of strategy, a game of shooting, and a game of racing; then, the game state of the game program is monitored in real time, wherein the game state comprises game progress and operation frequency.
Specifically, in this embodiment, first, the game category of the game program is identified, and at the same time, the game state of the game program is monitored. Taking a mobile phone as an example, when it is monitored that a user uses the mobile phone to play a game, the game bandwidth regulation and control scheme of the scheme is started, specifically, firstly, the game category of the game program is identified, wherein the game category includes but is not limited to an intelligence-developing game, a strategy game, a shooting game and a racing game, it can be understood that the scheme is not limited to the game category, further, the scheme is not limited to the classification manner of the game category, for example, the game carried by the mobile phone can be classified in a user-defined manner according to the game experience of the user. In this embodiment, the game state of the game program needs to be detected, where the game state includes a state of a game progress and a state of an operation frequency, for example, in a shooting game, the game progress includes a number of enemies, a time from the end, a time occupying an enemy data point, a time of a group battle, and the like, and the state of the operation frequency refers to an interactive operation frequency of a user, and the interactive operation includes a click frequency of a touch screen, a keystroke frequency of a physical button of a mobile phone, a displacement frequency sensed by a body of the mobile phone, and the like. Optionally, in this embodiment, a main game state monitoring scheme is determined according to different game categories, for example, for shooting games, the click frequency of the touch screen is mainly monitored, and for racing games, the displacement frequency sensed by the mobile phone body is mainly monitored.
Optionally, in the above classified game categories, the game categories are further divided according to the user requirements, for example, if there are the game category of strategy game N1, the game category of strategy game N2, and the game category of strategy game N3 in the mobile phone terminal, in the manner of the above embodiment one, the three games are processed according to the same category, but the user may have different network requirements for the three games because of different importance levels of the three games and different key game links, and therefore, in this scheme, the classified game categories are further re-labeled, and the labeled individual games have higher network bandwidth requirements, or the labeled individual games do not perform special processing of network bandwidth requirements.
Optionally, the monitoring operation of the game progress and the operation frequency are adaptively adjusted according to the game category, for example, a lower frequency monitoring scheme is adopted for a game with a slow progress for intelligence development, and a higher monitoring scheme is adopted for a game with a fast progress for shooting or racing.
The method has the advantages that the game programs are classified according to the game categories, wherein the game categories comprise a game of intelligence development, a game of strategy, a game of shooting and a game of racing; then, the game state of the game program is monitored in real time, wherein the game state comprises game progress and operation frequency. The more humanized game bandwidth regulation and control scheme is realized, so that the user can regulate and control the network bandwidth resources in real time when playing the game, the network delay generated in the game process is avoided, and meanwhile, excessive network resources are not occupied.
EXAMPLE III
Fig. 5 is a flowchart of a game bandwidth control method according to a third embodiment of the present invention, where based on the foregoing embodiment, the determining a reference object according to the game category and establishing a first corresponding relationship between the reference object and a network state includes:
s21, extracting a reference object according to the game category, wherein the common character or common object in the game category is determined as the reference object;
s22, determining a first network requirement by combining the number of the reference objects and the first corresponding relation.
In the present embodiment, first, a reference object is extracted according to the game category, in which a common character or a common object under the game category is determined as the reference object; then, a first network requirement is determined in combination with the number of reference objects and the first correspondence.
Specifically, in this embodiment, after the game category of the game program is identified and the game state of the game program is monitored, the reference object is determined according to the game category, and the first corresponding relationship between the reference object and the network state is established. The corresponding reference object is determined according to different games, the game bandwidth is adjusted according to the reference object, and the corresponding relation used for executing the adjusting operation is established and is used as the first corresponding relation. Optionally, different mobile phones may adopt different first corresponding relationships, optionally, the mobile phone terminal may download the verified first corresponding relationship provided by the remote server through networking, optionally, the user performs adaptive modification on the first corresponding relationship, and the first corresponding relationship is stored and then used in the local computer.
Alternatively, the common role or common object in the game category is determined as the reference object, for example, in a race game including a racing game, a flight game, a cool running game, and the like, as an object of the race, the roles played in the game are similar and have similar game targets, for example, a short race time is obtained to achieve a specific race target, and therefore, in the present embodiment, the common role or common object in the game is used as the reference object. FIG. 8 is a schematic diagram of an interactive interface of the game bandwidth control method according to the present invention, which includes a plurality of reference objects.
Optionally, the first network requirement is determined by combining the number of the reference objects and the first corresponding relationship. Similarly, as described above, after the shared characters or shared objects in the game are used as reference objects, the first network requirement is determined according to the number of the reference objects and the first corresponding relationship, it can be understood that in the game of the strategy type, when the game is in a state in which the characters play a group, the number of the reference objects is significantly increased, and in the game of the racing type, when the game is in a state in which a plurality of racing cars compete a race track, the number of the reference objects is also significantly increased, so that in order to have a good network environment in the state, the network bandwidth of the scene needs to be adjusted and controlled in combination with the first object relationship.
The method has the advantages that the reference object is extracted through the game category, wherein the common characters or common objects under the game category are determined as the reference object; then, a first network requirement is determined in combination with the number of reference objects and the first correspondence. The more humanized game bandwidth regulation and control scheme is realized, so that the user can regulate and control the network bandwidth resources in real time when playing the game, the network delay generated in the game process is avoided, and meanwhile, excessive network resources are not occupied.
Example four
Fig. 6 is a flowchart of a fourth embodiment of a game bandwidth control method according to the present invention, where based on the above embodiments, the establishing a second corresponding relationship between the game state and the network state includes:
s31, determining the game progress and the operation frequency according to the game state;
s32, determining second network requirements according to the game progress, the operation frequency and the second corresponding relation.
In this embodiment, first, the game progress and the operation frequency are determined according to the game state; then, second network requirements are determined according to the game progress, the operation frequency and the second corresponding relation.
Specifically, in this embodiment, a reference object is determined according to the game category, and after a first corresponding relationship between the reference object and a network state is established, a second corresponding relationship between the game state and the network state is established, where the game state refers to a state of a game process and a state of an operation frequency, for example, in a shooting game, the game process includes a killing number, a time from a final location, a time of occupying an enemy data point, a time of a group, and the like, and the state of the operation frequency refers to an interactive operation frequency of a user, and the interactive operation includes a click frequency of a touch screen, a keystroke frequency of a physical key of a mobile phone, a displacement frequency sensed by a body of the mobile phone, and the like. It can be understood that if the click frequency of the touch screen, or the keystroke frequency of the physical keys of the mobile phone, or the displacement frequency sensed by the mobile phone body is higher, the game state at this time is a high-frequency state, and has a higher network bandwidth requirement, whereas if the click frequency of the touch screen, or the keystroke frequency of the physical keys of the mobile phone, or the displacement frequency sensed by the mobile phone body is lower, the game state at this time is easier, and the network bandwidth requirement is lower.
Optionally, a second network requirement is determined according to the game process, the operation frequency, and the second corresponding relationship, where different game process monitoring schemes or operation frequency monitoring schemes are determined according to different game categories, or a game process is selected as a reference variable of the second corresponding relationship according to different game categories, or an operation frequency is selected as a reference variable of the second corresponding relationship.
Optionally, the game state is not limited to the game progress and the operation frequency, and may further include other reference variables, such as the game time, the geographic location of the game, and the network signal state during the game.
The method has the advantages that the game progress and the operation frequency are determined according to the game state; then, second network requirements are determined according to the game progress, the operation frequency and the second corresponding relation. The more humanized game bandwidth regulation and control scheme is realized, so that the user can regulate and control the network bandwidth resources in real time when playing the game, the network delay generated in the game process is avoided, and meanwhile, excessive network resources are not occupied.
EXAMPLE five
Fig. 7 is a flowchart of a game bandwidth control method according to a fifth embodiment of the present invention, where based on the foregoing embodiment, the monitoring the network state in real time, and adjusting the background program bandwidth resource according to the first corresponding relationship and the second corresponding relationship includes:
s41, integrating the first network requirement and the second network requirement;
and S42, adjusting the background program bandwidth resources according to the integrated network requirements.
In this embodiment, first, the first network requirement and the second network requirement are integrated; and then, adjusting the bandwidth resources of the background program by combining the integrated network requirements.
Specifically, in this embodiment, after the second corresponding relationship between the game state and the network state is established, the network state is monitored in real time, and the background program bandwidth resource is adjusted according to the first corresponding relationship and the second corresponding relationship. Similarly, as described in the above example, because the factors affecting the game bandwidth requirement are various, in the present solution, the game bandwidth is comprehensively regulated and controlled by combining the first corresponding relationship and the second corresponding relationship, that is, the reference object and the network status are considered when regulating and controlling the network bandwidth resource in the game process. Optionally, the first bandwidth requirement corresponding to the current reference object is preferentially determined according to the first corresponding relationship, then the second bandwidth requirement corresponding to the current game state is determined according to the second corresponding relationship, and finally, the higher bandwidth requirement of the first bandwidth requirement and the second bandwidth requirement is determined and is used as a target value for bandwidth regulation.
Optionally, the first network requirement and the second network requirement are integrated according to different game categories and corresponding integration modes.
Optionally, the first network requirement and the second network requirement are adaptively adjusted according to the actual experience of the user in the game process. For example, in a game of the policy class, when the game is in a group of six reference objects, the network bandwidth adjustment is triggered, but if the user thinks that the group of six reference objects is in a group, the network delay is not high, so the network bandwidth adjustment of the scheme can be started when the group is larger than seven reference objects.
The embodiment has the advantages that the first network requirement and the second network requirement are integrated; and then, adjusting the bandwidth resources of the background program by combining the integrated network requirements. The more humanized game bandwidth regulation and control scheme is realized, so that the user can regulate and control the network bandwidth resources in real time when playing the game, the network delay generated in the game process is avoided, and meanwhile, excessive network resources are not occupied.
EXAMPLE six
Based on the foregoing embodiments, the present invention further provides a game bandwidth control device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor, where the computer program when executed by the processor implements:
identifying the game category of a game program, and monitoring the game state of the game program;
determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state;
establishing a second corresponding relation between the game state and the network state;
and monitoring the network state in real time, and adjusting background program bandwidth resources according to the first corresponding relation and the second corresponding relation.
In this embodiment, first, a game category of a game program is identified, and at the same time, a game state of the game program is monitored; then, determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state; then, establishing a second corresponding relation between the game state and the network state; and finally, monitoring the network state in real time, and adjusting the background program bandwidth resources according to the first corresponding relation and the second corresponding relation.
In the present embodiment, first, the game category of the game program is identified, and at the same time, the game state of the game program is monitored. Taking a mobile phone as an example, when it is monitored that a user uses the mobile phone to play a game, the game bandwidth regulation and control scheme of the scheme is started, specifically, firstly, the game category of the game program is identified, wherein the game category includes but is not limited to an intelligence-developing game, a strategy game, a shooting game and a racing game, it can be understood that the scheme is not limited to the game category, further, the scheme is not limited to the classification manner of the game category, for example, the game carried by the mobile phone can be classified in a user-defined manner according to the game experience of the user. In this embodiment, the game state of the game program needs to be detected, where the game state includes a state of a game progress and a state of an operation frequency, for example, in a shooting game, the game progress includes a number of enemies, a time from the end, a time occupying an enemy data point, a time of a group battle, and the like, and the state of the operation frequency refers to an interactive operation frequency of a user, and the interactive operation includes a click frequency of a touch screen, a keystroke frequency of a physical button of a mobile phone, a displacement frequency sensed by a body of the mobile phone, and the like. Optionally, in this embodiment, a main game state monitoring scheme is determined according to different game categories, for example, for shooting games, the click frequency of the touch screen is mainly monitored, and for racing games, the displacement frequency sensed by the mobile phone body is mainly monitored.
In this embodiment, after identifying a game type of a game program and monitoring a game state of the game program, a reference object is determined according to the game type, and a first correspondence between the reference object and a network state is established. The corresponding reference object is determined according to different games, the game bandwidth is adjusted according to the reference object, and the corresponding relation used for executing the adjusting operation is established and is used as the first corresponding relation. Optionally, different mobile phones may adopt different first corresponding relationships, optionally, the mobile phone terminal may download the verified first corresponding relationship provided by the remote server through networking, optionally, the user performs adaptive modification on the first corresponding relationship, and the first corresponding relationship is stored and then used in the local computer.
In this embodiment, after determining a reference object according to the game category and establishing a first corresponding relationship between the reference object and a network state, a second corresponding relationship between the game state and the network state is established, where the game state refers to a state of a game process and a state of an operation frequency, for example, in a shooting game, the game process includes a killing number, a time from a terminal, a time of occupying an enemy data point, a group battle time, and the like, and the state of the operation frequency refers to an interactive operation frequency of a user, and the interactive operation includes a click frequency of a touch screen, a keystroke frequency of a physical key of a mobile phone, a displacement frequency sensed by a mobile phone body, and the like. It can be understood that if the click frequency of the touch screen, or the keystroke frequency of the physical keys of the mobile phone, or the displacement frequency sensed by the mobile phone body is higher, the game state at this time is a high-frequency state, and has a higher network bandwidth requirement, whereas if the click frequency of the touch screen, or the keystroke frequency of the physical keys of the mobile phone, or the displacement frequency sensed by the mobile phone body is lower, the game state at this time is easier, and the network bandwidth requirement is lower.
In this embodiment, after the second corresponding relationship between the game state and the network state is established, the network state is monitored in real time, and the bandwidth resource of the background program is adjusted according to the first corresponding relationship and the second corresponding relationship. Similarly, as described in the above example, because the factors affecting the game bandwidth requirement are various, in the present solution, the game bandwidth is comprehensively regulated and controlled by combining the first corresponding relationship and the second corresponding relationship, that is, the reference object and the network status are considered when regulating and controlling the network bandwidth resource in the game process. Optionally, the first bandwidth requirement corresponding to the current reference object is preferentially determined according to the first corresponding relationship, then the second bandwidth requirement corresponding to the current game state is determined according to the second corresponding relationship, and finally, the higher bandwidth requirement of the first bandwidth requirement and the second bandwidth requirement is determined and is used as a target value for bandwidth regulation.
The method has the advantages that the game type of the game program is identified, and meanwhile, the game state of the game program is monitored; then, determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state; then, establishing a second corresponding relation between the game state and the network state; and finally, monitoring the network state in real time, and adjusting the background program bandwidth resources according to the first corresponding relation and the second corresponding relation. The method realizes a humanized game bandwidth regulation and control scheme, so that the user can regulate and control network bandwidth resources in real time when playing games, network delay generated in the game process is avoided, and excessive network resources are not occupied.
EXAMPLE seven
Based on the above embodiments, the computer program further realizes when executed by the processor:
classifying the game programs according to the game categories, wherein the game categories comprise a game of intelligence development, a game of strategy, a game of shooting and a game of racing;
and monitoring the game state of the game program in real time, wherein the game state comprises game progress and operation frequency.
In this embodiment, first, the game programs are classified according to the game categories, where the game categories include a game of intelligence development, a game of strategy, a game of shooting, and a game of racing; then, the game state of the game program is monitored in real time, wherein the game state comprises game progress and operation frequency.
Specifically, in this embodiment, first, the game category of the game program is identified, and at the same time, the game state of the game program is monitored. Taking a mobile phone as an example, when it is monitored that a user uses the mobile phone to play a game, the game bandwidth regulation and control scheme of the scheme is started, specifically, firstly, the game category of the game program is identified, wherein the game category includes but is not limited to an intelligence-developing game, a strategy game, a shooting game and a racing game, it can be understood that the scheme is not limited to the game category, further, the scheme is not limited to the classification manner of the game category, for example, the game carried by the mobile phone can be classified in a user-defined manner according to the game experience of the user. In this embodiment, the game state of the game program needs to be detected, where the game state includes a state of a game progress and a state of an operation frequency, for example, in a shooting game, the game progress includes a number of enemies, a time from the end, a time occupying an enemy data point, a time of a group battle, and the like, and the state of the operation frequency refers to an interactive operation frequency of a user, and the interactive operation includes a click frequency of a touch screen, a keystroke frequency of a physical button of a mobile phone, a displacement frequency sensed by a body of the mobile phone, and the like. Optionally, in this embodiment, a main game state monitoring scheme is determined according to different game categories, for example, for shooting games, the click frequency of the touch screen is mainly monitored, and for racing games, the displacement frequency sensed by the mobile phone body is mainly monitored.
Optionally, in the above classified game categories, the game categories are further divided according to the user requirements, for example, if there are the game category of strategy game N1, the game category of strategy game N2, and the game category of strategy game N3 in the mobile phone terminal, in the manner of the above embodiment one, the three games are processed according to the same category, but the user may have different network requirements for the three games because of different importance levels of the three games and different key game links, and therefore, in this scheme, the classified game categories are further re-labeled, and the labeled individual games have higher network bandwidth requirements, or the labeled individual games do not perform special processing of network bandwidth requirements.
Optionally, the monitoring operation of the game progress and the operation frequency are adaptively adjusted according to the game category, for example, a lower frequency monitoring scheme is adopted for a game with a slow progress for intelligence development, and a higher monitoring scheme is adopted for a game with a fast progress for shooting or racing.
The method has the advantages that the game programs are classified according to the game categories, wherein the game categories comprise a game of intelligence development, a game of strategy, a game of shooting and a game of racing; then, the game state of the game program is monitored in real time, wherein the game state comprises game progress and operation frequency. The more humanized game bandwidth regulation and control scheme is realized, so that the user can regulate and control the network bandwidth resources in real time when playing the game, the network delay generated in the game process is avoided, and meanwhile, excessive network resources are not occupied.
Example eight
Based on the above embodiments, the computer program further realizes when executed by the processor:
extracting a reference object according to the game category, wherein a common character or a common object under the game category is determined as the reference object;
and determining a first network requirement by combining the number of the reference objects and the first corresponding relation.
In the present embodiment, first, a reference object is extracted according to the game category, in which a common character or a common object under the game category is determined as the reference object; then, a first network requirement is determined in combination with the number of reference objects and the first correspondence.
Specifically, in this embodiment, after the game category of the game program is identified and the game state of the game program is monitored, the reference object is determined according to the game category, and the first corresponding relationship between the reference object and the network state is established. The corresponding reference object is determined according to different games, the game bandwidth is adjusted according to the reference object, and the corresponding relation used for executing the adjusting operation is established and is used as the first corresponding relation. Optionally, different mobile phones may adopt different first corresponding relationships, optionally, the mobile phone terminal may download the verified first corresponding relationship provided by the remote server through networking, optionally, the user performs adaptive modification on the first corresponding relationship, and the first corresponding relationship is stored and then used in the local computer.
Alternatively, the common role or common object in the game category is determined as the reference object, for example, in a race game including a racing game, a flight game, a cool running game, and the like, as an object of the race, the roles played in the game are similar and have similar game targets, for example, a short race time is obtained to achieve a specific race target, and therefore, in the present embodiment, the common role or common object in the game is used as the reference object. FIG. 8 is a schematic diagram of an interactive interface of the game bandwidth control method according to the present invention, which includes a plurality of reference objects.
Optionally, the first network requirement is determined by combining the number of the reference objects and the first corresponding relationship. Similarly, as described above, after the shared characters or shared objects in the game are used as reference objects, the first network requirement is determined according to the number of the reference objects and the first corresponding relationship, it can be understood that in the game of the strategy type, when the game is in a state in which the characters play a group, the number of the reference objects is significantly increased, and in the game of the racing type, when the game is in a state in which a plurality of racing cars compete a race track, the number of the reference objects is also significantly increased, so that in order to have a good network environment in the state, the network bandwidth of the scene needs to be adjusted and controlled in combination with the first object relationship.
The method has the advantages that the reference object is extracted through the game category, wherein the common characters or common objects under the game category are determined as the reference object; then, a first network requirement is determined in combination with the number of reference objects and the first correspondence. The more humanized game bandwidth regulation and control scheme is realized, so that the user can regulate and control the network bandwidth resources in real time when playing the game, the network delay generated in the game process is avoided, and meanwhile, excessive network resources are not occupied.
Example nine
Based on the above embodiments, the computer program further realizes when executed by the processor:
determining the game progress and the operation frequency according to the game state;
determining a second network requirement according to the game process, the operation frequency and the second corresponding relation;
integrating the first network demand and the second network demand;
and adjusting the background program bandwidth resources by combining the integrated network requirements.
In this embodiment, first, the game progress and the operation frequency are determined according to the game state; then, second network requirements are determined according to the game progress, the operation frequency and the second corresponding relation.
Specifically, in this embodiment, a reference object is determined according to the game category, and after a first corresponding relationship between the reference object and a network state is established, a second corresponding relationship between the game state and the network state is established, where the game state refers to a state of a game process and a state of an operation frequency, for example, in a shooting game, the game process includes a killing number, a time from a final location, a time of occupying an enemy data point, a time of a group, and the like, and the state of the operation frequency refers to an interactive operation frequency of a user, and the interactive operation includes a click frequency of a touch screen, a keystroke frequency of a physical key of a mobile phone, a displacement frequency sensed by a body of the mobile phone, and the like. It can be understood that if the click frequency of the touch screen, or the keystroke frequency of the physical keys of the mobile phone, or the displacement frequency sensed by the mobile phone body is higher, the game state at this time is a high-frequency state, and has a higher network bandwidth requirement, whereas if the click frequency of the touch screen, or the keystroke frequency of the physical keys of the mobile phone, or the displacement frequency sensed by the mobile phone body is lower, the game state at this time is easier, and the network bandwidth requirement is lower.
Optionally, a second network requirement is determined according to the game process, the operation frequency, and the second corresponding relationship, where different game process monitoring schemes or operation frequency monitoring schemes are determined according to different game categories, or a game process is selected as a reference variable of the second corresponding relationship according to different game categories, or an operation frequency is selected as a reference variable of the second corresponding relationship.
Optionally, the game state is not limited to the game progress and the operation frequency, and may further include other reference variables, such as the game time, the geographic location of the game, and the network signal state during the game.
Optionally, in this embodiment, first, the first network requirement and the second network requirement are integrated; and then, adjusting the bandwidth resources of the background program by combining the integrated network requirements.
Specifically, in this embodiment, after the second corresponding relationship between the game state and the network state is established, the network state is monitored in real time, and the background program bandwidth resource is adjusted according to the first corresponding relationship and the second corresponding relationship. Similarly, as described in the above example, because the factors affecting the game bandwidth requirement are various, in the present solution, the game bandwidth is comprehensively regulated and controlled by combining the first corresponding relationship and the second corresponding relationship, that is, the reference object and the network status are considered when regulating and controlling the network bandwidth resource in the game process. Optionally, the first bandwidth requirement corresponding to the current reference object is preferentially determined according to the first corresponding relationship, then the second bandwidth requirement corresponding to the current game state is determined according to the second corresponding relationship, and finally, the higher bandwidth requirement of the first bandwidth requirement and the second bandwidth requirement is determined and is used as a target value for bandwidth regulation.
Optionally, the first network requirement and the second network requirement are integrated according to different game categories and corresponding integration modes.
Optionally, the first network requirement and the second network requirement are adaptively adjusted according to the actual experience of the user in the game process. For example, in a game of the policy class, when the game is in a group of six reference objects, the network bandwidth adjustment is triggered, but if the user thinks that the group of six reference objects is in a group, the network delay is not high, so the network bandwidth adjustment of the scheme can be started when the group is larger than seven reference objects.
The embodiment has the advantages that the first network requirement and the second network requirement are integrated; and then, adjusting the bandwidth resources of the background program by combining the integrated network requirements. The more humanized game bandwidth regulation and control scheme is realized, so that the user can regulate and control the network bandwidth resources in real time when playing the game, the network delay generated in the game process is avoided, and meanwhile, excessive network resources are not occupied.
Example ten
Based on the foregoing embodiments, the present invention further provides a computer-readable storage medium, where a game bandwidth control program is stored on the computer-readable storage medium, and when being executed by a processor, the game bandwidth control program implements the steps of the game bandwidth control method according to any one of the foregoing embodiments.
By implementing the game bandwidth regulation method, the equipment and the computer readable storage medium, the game state of the game program is monitored by identifying the game type of the game program; then, determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state; then, establishing a second corresponding relation between the game state and the network state; and finally, monitoring the network state in real time, and adjusting the background program bandwidth resources according to the first corresponding relation and the second corresponding relation. The method realizes a humanized game bandwidth regulation and control scheme, so that the user can regulate and control network bandwidth resources in real time when playing games, network delay generated in the game process is avoided, and excessive network resources are not occupied.
It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
Through the above description of the embodiments, those skilled in the art will clearly understand that the method of the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but in many cases, the former is a better implementation manner. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (such as ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal (such as a mobile phone, a computer, a server, an air conditioner, or a network device) to execute the method according to the embodiments of the present invention.
While the present invention has been described with reference to the embodiments shown in the drawings, the present invention is not limited to the embodiments, which are illustrative and not restrictive, and it will be apparent to those skilled in the art that various changes and modifications can be made therein without departing from the spirit and scope of the invention as defined in the appended claims.

Claims (10)

1. A game bandwidth regulation method is characterized by comprising the following steps:
identifying a game category of a game program, and monitoring a game state of the game program, wherein the game state comprises a game progress and an operation frequency; determining a monitoring scheme of the game state according to the game category;
determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state, wherein common characters or common objects under the game category are determined as the reference object;
establishing a second corresponding relation between the game state and the network state;
and monitoring the network state in real time, and adjusting background program bandwidth resources according to the first corresponding relation and the second corresponding relation.
2. The method of claim 1, wherein the identifying a game category of a game program, and the monitoring a game state of the game program comprises:
classifying the game programs according to the game categories, wherein the game categories comprise a game of intelligence development, a game of strategy, a game of shooting and a game of racing;
and monitoring the game state of the game program in real time.
3. The method of claim 2, wherein the determining a reference object according to the game category and establishing a first correspondence between the reference object and a network state comprises:
extracting a reference object according to the game category;
and determining a first network requirement by combining the number of the reference objects and the first corresponding relation.
4. The method according to claim 3, wherein the establishing the second correspondence between the game state and the network state comprises:
determining the game progress and the operation frequency according to the game state;
and determining a second network requirement according to the game process, the operation frequency and the second corresponding relation.
5. The game bandwidth control method according to claim 4, wherein the monitoring the network status in real time and adjusting the daemon bandwidth resource according to the first corresponding relationship and the second corresponding relationship comprises:
integrating the first network demand and the second network demand;
and adjusting the background program bandwidth resources by combining the integrated network requirements.
6. A game bandwidth modulating device, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, the computer program when executed by the processor implementing:
identifying a game category of a game program, and monitoring a game state of the game program, wherein the game state comprises a game progress and an operation frequency; determining a monitoring scheme of the game state according to the game category;
determining a reference object according to the game category, and establishing a first corresponding relation between the reference object and a network state, wherein common characters or common objects under the game category are determined as the reference object;
establishing a second corresponding relation between the game state and the network state;
and monitoring the network state in real time, and adjusting background program bandwidth resources according to the first corresponding relation and the second corresponding relation.
7. The game bandwidth tuning apparatus of claim 6, wherein the computer program when executed by the processor further implements:
classifying the game programs according to the game categories, wherein the game categories comprise a game of intelligence development, a game of strategy, a game of shooting and a game of racing;
and monitoring the game state of the game program in real time.
8. The game bandwidth tuning apparatus of claim 7, wherein the computer program when executed by the processor further implements:
extracting a reference object according to the game category;
and determining a first network requirement by combining the number of the reference objects and the first corresponding relation.
9. The game bandwidth tuning apparatus of claim 8, wherein the computer program when executed by the processor further implements:
determining the game progress and the operation frequency according to the game state;
determining a second network requirement according to the game process, the operation frequency and the second corresponding relation;
integrating the first network demand and the second network demand;
and adjusting the background program bandwidth resources by combining the integrated network requirements.
10. A computer-readable storage medium, wherein a game bandwidth regulating program is stored on the computer-readable storage medium, and when executed by a processor, the game bandwidth regulating program implements the steps of the game bandwidth regulating method according to any one of claims 1 to 5.
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