CN109107162B - Game difficulty adjusting method and device - Google Patents

Game difficulty adjusting method and device Download PDF

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Publication number
CN109107162B
CN109107162B CN201811295035.7A CN201811295035A CN109107162B CN 109107162 B CN109107162 B CN 109107162B CN 201811295035 A CN201811295035 A CN 201811295035A CN 109107162 B CN109107162 B CN 109107162B
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game
score
difficulty
percentage value
preset
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CN109107162A (en
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胡晓文
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Hangzhou Shaozi Network Technology Co ltd
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Hangzhou Shaozi Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6027Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application provides a game difficulty adjusting method and device, which are applied to a game management server. The method comprises the following steps: monitoring the game completion condition of a target account in a current game stage according to the current game difficulty in real time, and acquiring game data of the target account when the game completion is monitored; calculating a target comprehensive strength score corresponding to the target account according to the game data of the target account; acquiring historical comprehensive strength scores corresponding to all game accounts within a preset time period, and comparing the target comprehensive strength score with the acquired historical comprehensive strength scores to acquire a ranking result corresponding to the target comprehensive strength score; and adjusting the current game difficulty according to the obtained ranking result, and providing the game content matched with the adjusted game difficulty in the next game stage. The method can flexibly adjust the game difficulty, balance the game strength and the game difficulty of the player and ensure the game experience of the player and the player attraction of the game.

Description

Game difficulty adjusting method and device
Technical Field
The application relates to the technical field of game difficulty adjustment, in particular to a game difficulty adjusting method and device.
Background
The endless mode is a game level mode in which game content is continuously provided to a player so that the player can always experience it as long as the player's game character does not die. At present, the main stream in the industry manages and controls the endless mode by increasing the difficulty of the game level, so that players can encounter more and more difficult levels until the death of the character. The scheme can not flexibly adjust the game difficulty, so that a player with stronger game strength still spends a lot of time to cross the game stage with lower difficulty when the player wants to challenge the game stage with higher difficulty, and the player with weaker game strength can possibly fail to overcome the game stage with extremely low difficulty for the player with stronger game strength, so that the game strength and the game difficulty of the player can not be balanced, the game experience of the player is influenced, and the attraction of the player of the game can not be ensured.
Disclosure of Invention
In order to overcome the above disadvantages in the prior art, an object of the present application is to provide a method and a device for adjusting game difficulty, which can flexibly adjust game difficulty, balance game strength and game difficulty of a player, and ensure game experience of the player and player appeal of the game.
As for a method, an embodiment of the present application provides a game difficulty adjustment method, which is applied to a game management server, where the game management server stores historical comprehensive strength scores of each game account in each game stage according to different game difficulties, where the method includes:
monitoring a game completion condition of a target account in a current game stage according to current game difficulty in real time, and acquiring game data of the target account in the current game stage when the current game stage is monitored to be completed, wherein the game data comprises game completion time, game behavior data and game score data of the target account in the current game stage, the game completion time is the completion time corresponding to the game stage when a player completes a certain game stage, the game behavior data is behavior data executed by a game character in the game stage when the player completes the certain game stage, the game score data is a score value corresponding to the game stage when the player completes the certain game stage, and if the game completion time of the target account in the certain game stage is shorter, the number of moving steps included in the game behavior data is less, and if the game completion time of the target account in the certain game stage is shorter, the number of moving steps included in the game behavior data is smaller, The larger the number of attack dodges included in the game behavior data, the larger the number of skill continuous hits included in the game behavior data and/or the larger the game score data, the stronger the game strength of the target account at the game stage is indicated;
according to game data of the target account in the current game stage under the current game difficulty, calculating a target comprehensive strength score corresponding to the target account;
acquiring historical comprehensive strength scores of all game accounts in a preset time period for completing the current game stage under the current game difficulty, and comparing the target comprehensive strength scores with the acquired historical comprehensive strength scores to acquire ranking results of the target comprehensive strength scores in the historical comprehensive strength scores;
and adjusting the current game difficulty of the target account according to the obtained ranking result, and providing game content matched with the adjusted game difficulty for the target account in the next game stage.
As for a device, an embodiment of the present application provides a game difficulty adjustment device, which is applied to a game management server, where the game management server stores historical comprehensive strength scores of each game account in each game stage according to different game difficulties, where the game management server includes:
the game data acquisition module is used for monitoring the game completion condition of a target account in a current game stage according to the current game difficulty in real time, and acquiring the game data of the target account in the current game stage under the current game difficulty when the current game stage is monitored to be completed, wherein the game data comprises the game completion duration, the game behavior data and the game score data of the corresponding game stage;
the strength score calculating module is used for calculating a target comprehensive strength score corresponding to the target account according to game data of the target account in the current game stage under the current game difficulty;
the score comparison ranking module is used for acquiring historical comprehensive strength scores of all game accounts in a preset time period in the current game stage under the current game difficulty, and comparing the target comprehensive strength scores with the obtained historical comprehensive strength scores to obtain ranking results of the target comprehensive strength scores in the historical comprehensive strength scores;
and the game difficulty adjusting module is used for adjusting the current game difficulty of the target account according to the obtained ranking result and providing the game content matched with the adjusted game difficulty for the target account in the next game stage.
Compared with the prior art, the game difficulty adjusting method and device provided by the embodiment of the application have the following beneficial effects: the game difficulty adjusting method can flexibly adjust the game difficulty, balance the game strength and the game difficulty of the player and ensure the game experience of the player and the player attraction of the game. The method is applied to a game management server, and the game management server stores historical comprehensive strength scores of each game account in each game stage according to different game difficulties. Firstly, the method comprises the steps of monitoring the game completion condition of a target account in a current game stage according to the current game difficulty in real time, and acquiring game data of the target account in the current game stage under the current game difficulty when the current game stage is monitored to be completed, wherein the game data comprises the game completion duration, the game behavior data and the game score data of the corresponding game stage. And then, according to the game data of the target account in the current game stage under the current game difficulty, calculating a target comprehensive strength score corresponding to the target account. Then, the method obtains the ranking result of the target comprehensive strength score in the historical comprehensive strength score by acquiring the historical comprehensive strength score of all game accounts in a preset time period at the current game difficulty and comparing the target comprehensive strength score with the obtained historical comprehensive strength score. Finally, the method adjusts the current game difficulty of the target account according to the obtained ranking result, and provides the target account with game content matched with the adjusted game difficulty in the next game stage, so that the game difficulty is flexibly adjusted, the game strength and the game difficulty of the player are balanced, and the game experience of the player and the player attraction of the game are ensured.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings needed to be used in the embodiments are briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope of the claims of the present application, and it is obvious for those skilled in the art that other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic block diagram of a game management server according to an embodiment of the present disclosure.
Fig. 2 is a schematic flow chart of a game difficulty adjusting method according to an embodiment of the present application.
Fig. 3 is another schematic flow chart of the game difficulty adjusting method according to the embodiment of the present application.
Fig. 4 is a schematic block diagram of a game difficulty adjustment device according to an embodiment of the present application.
Fig. 5 is another block diagram of the game difficulty adjusting device according to the embodiment of the present application.
Icon: 10-a game management server; 11-a memory; 12-a processor; 13-a communication unit; 100-game difficulty adjusting device; 110-a game data acquisition module; 120-strength score calculation module; 130-score comparison ranking module; 140-game difficulty adjustment module; 150-adjusting the parameter configuration module.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
In the description of the present application, it is noted that the terms "first", "second", "third", and the like are used merely for distinguishing between descriptions and are not intended to indicate or imply relative importance.
Some embodiments of the present application will be described in detail below with reference to the accompanying drawings. The embodiments described below and the features of the embodiments can be combined with each other without conflict.
Fig. 1 is a block diagram of a game management server 10 according to an embodiment of the present disclosure. In the embodiment of the present application, the game management server 10 is in communication connection with a terminal device logged with a game account, and is configured to flexibly adjust the game difficulty of the game account logged in by the terminal device, and provide game content matched with the adjusted game difficulty to the terminal device, so as to balance the game strength and the game difficulty of a player, and ensure the game experience of the player and the player attraction of the game. In this embodiment, the terminal device may be, but is not limited to, a smart phone, a Personal Computer (PC), a tablet computer, a Personal Digital Assistant (PDA), a Mobile Internet Device (MID), and the like.
In the present embodiment, the game management server 10 includes a game difficulty adjustment device 100, a memory 11, a processor 12, and a communication unit 13. The memory 11, the processor 12 and the communication unit 13 are electrically connected to each other directly or indirectly to realize data transmission or interaction. For example, the memory 11, the processor 12 and the communication unit 13 may be electrically connected to each other through one or more communication buses or signal lines.
In this embodiment, the memory 11 may be configured to store game contents of games managed by the game management server 10, which are divided according to different game difficulties in each game stage. The memory 11 may also be configured to store historical integrated strength scores of each game account when the game stages are completed according to different game difficulties in each game stage, where the integrated strength scores are used to indicate the game strength of the game account when the game stages are completed according to the game difficulties.
The memory 11 may also be used to store a time score conversion strategy for obtaining a time score based on a game completion time, a behavior score conversion strategy for obtaining a behavior score based on game behavior data (e.g., a number of moving steps, a number of attack evasions, a number of skill hits, etc.), a score conversion strategy for obtaining a score based on game score data, and a preset weight ratio between scores obtained based on the score conversion strategies. The game can be divided into a plurality of game stages, each game stage corresponds to a plurality of game difficulties, the game completion time length, the game behavior data and the game score data belong to the components of game data, the game completion time length is the completion time corresponding to the game stage when a player completes a certain game stage, the game behavior data is the behavior data executed by the player for controlling the game role in the game stage when the player completes the certain game stage, and the game score data is the score value corresponding to the game stage when the player completes the certain game stage. When the game completion time of a game character pointed by a game account number in a certain game stage is shorter, the number of moving steps included in the game behavior data is smaller, the number of attack dodging times included in the game behavior data is larger, the number of skill continuous hits included in the game behavior data is larger, and/or the game score data is larger, the game strength of the player in the game stage is stronger, and the game difficulty corresponding to the game stage is simpler for the player.
The memory 11 may further be configured to store a first preset ranking percentage value and a second preset ranking percentage value, where the first preset ranking percentage value is smaller than the second preset ranking percentage value, and the first preset ranking percentage value and the second preset ranking percentage value are used to divide numerical values of game strength and rank of players. In this embodiment, the memory 11 may further store a program, and the processor 12 may execute the program accordingly after receiving the execution instruction.
In this embodiment, the processor 12 may be an integrated circuit chip having signal processing capabilities. The Processor 12 may be a general-purpose Processor including a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a Network Processor (NP), and the like. The general purpose processor may be a microprocessor or the processor may be any conventional processor or the like that implements or executes the methods, steps and logic blocks disclosed in the embodiments of the present application.
In this embodiment, the communication unit 13 is configured to establish a communication connection between the game management server 10 and a terminal device registered with a game account via a network, and to transmit and receive data via the network.
In this embodiment, the game difficulty adjusting apparatus 100 includes at least one software function module capable of being stored in the memory 11 in the form of software or firmware or being solidified in the operating system of the game management server 10. The processor 12 may be used to execute executable modules stored in the memory 11, such as software functional modules and computer programs included in the game difficulty adjusting device 100. The game management server 10 can flexibly adjust the game difficulty through the game difficulty adjusting device 100, balance the game strength and the game difficulty of the player, and ensure the game experience of the player and the player attraction of the game.
It is to be understood that the block diagram shown in fig. 1 is merely a schematic diagram of one structural component of the game management server 10, and the game management server 10 may include more or less components than those shown in fig. 1, or have a different configuration than that shown in fig. 1. The components shown in fig. 1 may be implemented in hardware, software, or a combination thereof.
Fig. 2 is a schematic flow chart of a game difficulty adjusting method according to an embodiment of the present application. In the embodiment of the present application, the game difficulty adjusting method is applied to the game management server 10, and the game management server 10 stores historical comprehensive strength scores of each game account in each game stage according to different game difficulties in the game stage. The specific process and steps of the game difficulty adjusting method shown in fig. 2 will be described in detail below.
Step S210, monitoring a game completion status of the target account completing the current game stage according to the current game difficulty in real time, and acquiring game data of the target account completing the current game stage at the current game difficulty when the current game stage is monitored to be completed.
In this embodiment, the game management server 10 sends, to the terminal device logged in with the target account, the game content corresponding to the current game stage at the current game difficulty through the network, so that the player of the target account completes the current game stage based on the acquired game content. The game management server 10 monitors the relevant operation data of the target account number for completing the current game stage according to the current game difficulty in real time, so as to obtain the game completion condition of the target account number for completing the current game stage according to the current game difficulty. When monitoring that the target account number completes the current game stage, the game management server 10 correspondingly obtains game data of the target account number completing the current game stage under the current game difficulty, wherein the game data includes game completion duration, game behavior data and game score data for completing the corresponding game stage.
Step S220, calculating a target comprehensive strength score corresponding to the target account according to the game data of the target account in the current game stage under the current game difficulty.
In the present embodiment, the game management server 10 stores a time score conversion policy, a behavior score conversion policy, a score conversion policy, and a preset weight ratio between scores obtained based on the respective score conversion policies. When the game management server 10 obtains the game data of the target account number at the current game stage under the current game difficulty, the game management server 10 correspondingly calculates the target comprehensive strength score of the target account number at the current game stage of the current game difficulty. The step of calculating a target comprehensive strength score corresponding to the target account according to the game data of the target account in the current game stage under the current game difficulty comprises the following steps:
carrying out scoring conversion on the game completion duration in the game data according to the time scoring conversion strategy to obtain a corresponding time score;
carrying out score conversion on the game behavior data in the game data according to the behavior score conversion strategy to obtain corresponding behavior scores;
carrying out score conversion on the game score data in the game data according to a score conversion strategy to obtain corresponding score;
and carrying out weighted summation on the time score, the behavior score and the score according to the stored preset weight proportion corresponding to the time score, the behavior score and the score to obtain a target comprehensive strength score when the target account number finishes the current game stage under the current game difficulty.
If a certain player can finish a certain game stage in a short time, the game difficulty corresponding to the game stage is simple for the player, and the time score value obtained by corresponding conversion is larger; if a certain player needs to finish a certain game stage for a long time, the game difficulty corresponding to the game stage belongs to difficulty for the player, and the time score value obtained by corresponding conversion is smaller. If the number of moving steps made by a certain player in a certain game stage is less, the difficulty of the game corresponding to the game stage for the player is smaller, and the behavior score obtained based on the conversion of the number of moving steps is larger; if the number of times of attack evasion made by a certain player in a certain game stage is larger, the difficulty of the game difficulty corresponding to the game stage for the certain player is smaller, and the behavior score obtained based on the conversion of the number of times of attack evasion is larger; if the number of skill continuous hits made by a certain player in a certain game stage is larger, the difficulty of the game corresponding to the game stage for the player is smaller, and the behavior score obtained by conversion based on the number of skill continuous hits is larger. If the game score data obtained by a certain player in a certain game stage is larger, the difficulty of the game corresponding to the game stage is smaller for the player, and the score converted based on the game score data is larger.
In this embodiment, the game management server 10 obtains the corresponding time score, behavior score and score based on the game data and the time score conversion strategy, behavior score conversion strategy and score conversion strategy, and performs weighted summation according to the preset weight proportions corresponding to the time score, the behavior score and the score, so as to obtain the target comprehensive strength score of the target account when the target account completes the current game stage under the current game difficulty. The preset weight proportion corresponding to each of the time score, the behavior score and the score may be 0.3, 0.5 and 0.2, or may be 0.2, 0.3 and 0.5, and the specific numerical values may be configured differently according to requirements.
Step S230, acquiring historical comprehensive strength scores of all game accounts in a preset time period, which finish the current game stage under the current game difficulty, and comparing the target comprehensive strength score with the obtained historical comprehensive strength scores to obtain a ranking result of the target comprehensive strength scores in the historical comprehensive strength scores.
In this embodiment, after obtaining the target comprehensive strength score of the target account when the current game stage is completed at the current game difficulty level, the game management server 10 obtains the historical comprehensive strength score of all the game accounts in the preset time period when the current game stage is completed at the current game difficulty level by searching the matched historical comprehensive strength score in the memory 11. The step of obtaining the historical comprehensive strength score of all game accounts in the preset time period for completing the current game stage under the current game difficulty comprises the following steps:
screening out historical comprehensive strength scores of which the time points are positioned in the preset time period from all the stored historical comprehensive strength scores of all the game accounts;
and extracting a historical comprehensive strength score which is matched with the current game difficulty and corresponds to the current game stage from the screened historical comprehensive strength scores of all the game accounts, and obtaining the historical comprehensive strength score of all the game accounts in the preset time period for completing the current game stage under the current game difficulty.
The preset time period is a time period with a preset time length before the game management server 10 obtains a time point of the target comprehensive strength score when the target account completes the current game stage at the current game difficulty, the preset time length may be 20 minutes or 1 hour, and different configurations may be performed according to requirements under specific conditions.
In this embodiment, after obtaining the target comprehensive strength score of the target account corresponding to the current game difficulty and the current game stage and the historical comprehensive strength scores of all game accounts within a preset time period, the game management server 10 numerically compares the target comprehensive strength score with all obtained historical comprehensive strength scores to obtain a ranking condition of the target comprehensive strength score of the target account in the historical comprehensive strength score, that is, how many places the target comprehensive strength score of the target account is ranked in all obtained historical comprehensive strength scores.
Step S240, adjusting the current game difficulty of the target account according to the obtained ranking result, and providing the game content matched with the adjusted game difficulty to the target account in the next game stage.
In this embodiment, the game management server 10 stores a first preset ranking percentage value and a second preset ranking percentage value, where the first preset ranking percentage value is smaller than the second preset ranking percentage value. The game management server 10 may adjust the current game difficulty of the target account according to the ranking result of the target account in the current game stage of the current game difficulty, and provide the target account with game content matched with the adjusted game difficulty in the next game stage, thereby flexibly adjusting the game difficulty, balancing the game strength and the game difficulty of the player, and ensuring the game experience of the player and the player attraction of the game.
Optionally, in this embodiment, the step of adjusting the current game difficulty of the target account according to the obtained ranking result includes:
calculating a ranking percentage value corresponding to the ranking result in the historical comprehensive strength score number participating in the ranking process, and comparing the calculated ranking percentage value with the first preset ranking percentage value and the second preset ranking percentage value;
if the ranking percentage value is smaller than the first preset ranking percentage value, the current game difficulty of the target account is improved;
if the ranking percentage value is not less than the first preset ranking percentage value and is less than the second preset ranking percentage value, maintaining the current game difficulty of the target account;
and if the ranking percentage value is not less than the second preset ranking percentage value, reducing the current game difficulty of the target account.
When the ranking percentage value is smaller than the first preset ranking percentage value, the strength of the player corresponding to the target account is strong, and the current game difficulty can be improved for the player; when the ranking percentage value is not less than the first preset ranking percentage value and is less than the second preset ranking percentage value, the strength of the player corresponding to the target account is matched with the current game difficulty, and the difficulty does not need to be improved; when the ranking percentage value is not less than the second preset ranking percentage value, the strength of the player corresponding to the target account is weak, and the current game difficulty can be reduced for the player. The first preset ranking percentage value may be 10% and the second preset ranking percentage value may be 50%; the first preset ranking percentage value may be 15% and the second preset ranking percentage value may be 75%. The specific values of the first preset ranking percentage value and the second preset ranking percentage value can be configured differently according to requirements.
Fig. 3 is a schematic flow chart of a game difficulty adjusting method according to an embodiment of the present application. In this embodiment of the application, before the step S210, the game difficulty adjusting method may further include a step S209.
Step S209, configure a preset time period, a first preset ranking percentage value, a second preset ranking percentage value, a time scoring conversion strategy, a behavior scoring conversion strategy, a scoring conversion strategy, and a preset weight ratio between scores obtained based on each scoring conversion strategy.
Fig. 4 is a block diagram of a game difficulty adjusting device 100 according to an embodiment of the present disclosure. In the embodiment of the present application, the game difficulty adjusting device 100 includes a game data obtaining module 110, an ability score calculating module 120, a score comparing and ranking module 130, and a game difficulty adjusting module 140.
The game data obtaining module 110 is configured to monitor a game completion status of the target account completing the current game stage according to the current game difficulty in real time, and obtain game data of the target account completing the current game stage at the current game difficulty when the current game stage is monitored to be completed.
In this embodiment, the game data includes a game completion duration, game behavior data and game score data for completing the corresponding game stage, and the game data acquiring module 110 may execute step S210 in fig. 2, where the detailed description may refer to the above detailed description of step S210.
The strength score calculating module 120 is configured to calculate a target comprehensive strength score corresponding to the target account according to the game data of the target account in the current game stage under the current game difficulty.
In the present embodiment, the game management server 10 stores a time score conversion policy, a behavior score conversion policy, a score conversion policy, and a preset weight ratio between scores obtained based on the respective score conversion policies. The strength score calculating module 120 is specifically configured to:
carrying out scoring conversion on the game completion duration in the game data according to the time scoring conversion strategy to obtain a corresponding time score;
carrying out score conversion on the game behavior data in the game data according to the behavior score conversion strategy to obtain corresponding behavior scores;
carrying out score conversion on the game score data in the game data according to a score conversion strategy to obtain corresponding score;
and carrying out weighted summation on the time score, the behavior score and the score according to the stored preset weight proportion corresponding to the time score, the behavior score and the score to obtain a target comprehensive strength score when the target account number finishes the current game stage under the current game difficulty.
The strength score calculating module 120 may execute step S220 in fig. 2, and the detailed description may refer to the above detailed description of step S220.
The score comparison ranking module 130 is configured to obtain historical comprehensive strength scores of all game accounts in a preset time period, which complete the current game stage under the current game difficulty, and compare the target comprehensive strength scores with the obtained historical comprehensive strength scores to obtain ranking results of the target comprehensive strength scores in the historical comprehensive strength scores.
In this embodiment, the scoring, comparing and ranking module 130 is specifically configured to:
screening out historical comprehensive strength scores of which the time points are positioned in the preset time period from all the stored historical comprehensive strength scores of all the game accounts;
and extracting a historical comprehensive strength score which is matched with the current game difficulty and corresponds to the current game stage from the screened historical comprehensive strength scores of all the game accounts, and obtaining the historical comprehensive strength score of all the game accounts in the preset time period for completing the current game stage under the current game difficulty.
The scoring, comparing and ranking module 130 may execute step S230 in fig. 2, and the detailed description may refer to the above detailed description of step S230.
The game difficulty adjusting module 140 is configured to adjust the current game difficulty of the target account according to the obtained ranking result, and provide game content matched with the adjusted game difficulty to the target account in a next game stage.
In this embodiment, the game management server 10 stores a first preset ranking percentage value and a second preset ranking percentage value, where the first preset ranking percentage value is smaller than the second preset ranking percentage value, and the game difficulty adjusting module 140 is specifically configured to:
calculating a ranking percentage value corresponding to the ranking result in the historical comprehensive strength score number participating in the ranking process, and comparing the calculated ranking percentage value with the first preset ranking percentage value and the second preset ranking percentage value;
if the ranking percentage value is smaller than the first preset ranking percentage value, the current game difficulty of the target account is improved;
if the ranking percentage value is not less than the first preset ranking percentage value and is less than the second preset ranking percentage value, maintaining the current game difficulty of the target account;
and if the ranking percentage value is not less than the second preset ranking percentage value, reducing the current game difficulty of the target account.
The game difficulty adjusting module 140 may execute step S240 in fig. 2, and the detailed description may refer to the above detailed description of step S240.
Fig. 5 is another block diagram of the game difficulty adjusting device 100 according to the embodiment of the present disclosure. In the embodiment of the present application, the game difficulty adjusting apparatus 100 may further include an adjusting parameter configuration module 150.
The adjustment parameter configuration module 150 is configured to configure a preset time period, a first preset ranking percentage value, a second preset ranking percentage value, a time scoring conversion strategy, a behavior scoring conversion strategy, a scoring conversion strategy, and a preset weight ratio between scores obtained based on the scoring conversion strategies.
In this embodiment, the adjusting parameter configuring module 150 may execute step S209 in fig. 3, and the detailed description may refer to the above detailed description of step S209.
In summary, in the game difficulty adjusting method and device provided in the embodiments of the present application, the game difficulty adjusting method can flexibly adjust the game difficulty, balance the game strength and the game difficulty of the player, and ensure the game experience of the player and the player's attraction of the game. The method is applied to a game management server, and the game management server stores historical comprehensive strength scores of each game account in each game stage according to different game difficulties. Firstly, the method comprises the steps of monitoring the game completion condition of a target account in a current game stage according to the current game difficulty in real time, and acquiring game data of the target account in the current game stage under the current game difficulty when the current game stage is monitored to be completed, wherein the game data comprises the game completion duration, the game behavior data and the game score data of the corresponding game stage. And then, according to the game data of the target account in the current game stage under the current game difficulty, calculating a target comprehensive strength score corresponding to the target account. Then, the method obtains the ranking result of the target comprehensive strength score in the historical comprehensive strength score by acquiring the historical comprehensive strength score of all game accounts in a preset time period at the current game difficulty and comparing the target comprehensive strength score with the obtained historical comprehensive strength score. Finally, the method adjusts the current game difficulty of the target account according to the obtained ranking result, and provides the target account with game content matched with the adjusted game difficulty in the next game stage, so that the game difficulty is flexibly adjusted, the game strength and the game difficulty of the player are balanced, and the game experience of the player and the player attraction of the game are ensured.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (10)

1. A game difficulty adjusting method is applied to a game management server, the game management server stores historical comprehensive strength scores of game stages completed by each game account in each game stage according to different game difficulties, and the method comprises the following steps:
monitoring a game completion condition of a target account in a current game stage according to the current game difficulty in real time, and acquiring game data of the target account in the current game stage under the current game difficulty when the current game stage is monitored to be completed, wherein the game data comprises game completion duration, game behavior data and game score data for completing the corresponding game stage;
according to game data of the target account in the current game stage under the current game difficulty, calculating a target comprehensive strength score corresponding to the target account;
acquiring historical comprehensive strength scores of all game accounts in a preset time period for completing the current game stage under the current game difficulty, and comparing the target comprehensive strength scores with the acquired historical comprehensive strength scores to acquire ranking results of the target comprehensive strength scores in the historical comprehensive strength scores;
and adjusting the current game difficulty of the target account according to the obtained ranking result, and providing game content matched with the adjusted game difficulty for the target account in the next game stage.
2. The method according to claim 1, wherein the game management server stores a time score conversion strategy, a behavior score conversion strategy, a score conversion strategy, and a preset weight ratio between scores obtained based on the score conversion strategies, and the step of calculating the target comprehensive strength score corresponding to the target account according to the game data of the target account completing the current game stage under the current game difficulty comprises:
carrying out scoring conversion on the game completion duration in the game data according to the time scoring conversion strategy to obtain a corresponding time score;
carrying out score conversion on the game behavior data in the game data according to the behavior score conversion strategy to obtain corresponding behavior scores;
carrying out score conversion on the game score data in the game data according to a score conversion strategy to obtain corresponding score;
and carrying out weighted summation on the time score, the behavior score and the score according to the stored preset weight proportion corresponding to the time score, the behavior score and the score to obtain a target comprehensive strength score when the target account number finishes the current game stage under the current game difficulty.
3. The method of claim 2, wherein the step of obtaining the historical composite strength score of all game accounts in the preset time period for completing the current game stage at the current game difficulty level comprises:
screening out historical comprehensive strength scores of which the time points are positioned in the preset time period from all the stored historical comprehensive strength scores of all the game accounts;
and extracting a historical comprehensive strength score which is matched with the current game difficulty and corresponds to the current game stage from the screened historical comprehensive strength scores of all the game accounts, and obtaining the historical comprehensive strength score of all the game accounts in the preset time period for completing the current game stage under the current game difficulty.
4. The method according to claim 2 or 3, wherein the game management server stores a first preset ranking percentage value and a second preset ranking percentage value, the first preset ranking percentage value is smaller than the second preset ranking percentage value, and the step of adjusting the current game difficulty of the target account according to the obtained ranking result includes:
calculating a ranking percentage value corresponding to the ranking result in the historical comprehensive strength score number participating in the ranking process, and comparing the calculated ranking percentage value with the first preset ranking percentage value and the second preset ranking percentage value;
if the ranking percentage value is smaller than the first preset ranking percentage value, the current game difficulty of the target account is improved;
if the ranking percentage value is not less than the first preset ranking percentage value and is less than the second preset ranking percentage value, maintaining the current game difficulty of the target account;
and if the ranking percentage value is not less than the second preset ranking percentage value, reducing the current game difficulty of the target account.
5. The method of claim 4, further comprising:
and configuring a preset time period, a first preset ranking percentage value, a second preset ranking percentage value, a time scoring conversion strategy, a behavior scoring conversion strategy, a scoring conversion strategy and a preset weight proportion among scores obtained based on all scoring conversion strategies.
6. A game difficulty adjusting device is applied to a game management server, the game management server stores historical comprehensive strength scores of each game account in each game stage according to different game difficulties, and the device comprises:
the game data acquisition module is used for monitoring the game completion condition of a target account in a current game stage according to the current game difficulty in real time, and acquiring the game data of the target account in the current game stage under the current game difficulty when the current game stage is monitored to be completed, wherein the game data comprises the game completion duration, the game behavior data and the game score data of the corresponding game stage;
the strength score calculating module is used for calculating a target comprehensive strength score corresponding to the target account according to game data of the target account in the current game stage under the current game difficulty;
the score comparison ranking module is used for acquiring historical comprehensive strength scores of all game accounts in a preset time period in the current game stage under the current game difficulty, and comparing the target comprehensive strength scores with the obtained historical comprehensive strength scores to obtain ranking results of the target comprehensive strength scores in the historical comprehensive strength scores;
and the game difficulty adjusting module is used for adjusting the current game difficulty of the target account according to the obtained ranking result and providing the game content matched with the adjusted game difficulty for the target account in the next game stage.
7. The apparatus according to claim 6, wherein the game management server stores a time score conversion policy, a behavior score conversion policy, a score conversion policy, and a preset weight ratio between scores obtained based on the respective score conversion policies, and the force score calculation module is specifically configured to:
carrying out scoring conversion on the game completion duration in the game data according to the time scoring conversion strategy to obtain a corresponding time score;
carrying out score conversion on the game behavior data in the game data according to the behavior score conversion strategy to obtain corresponding behavior scores;
carrying out score conversion on the game score data in the game data according to a score conversion strategy to obtain corresponding score;
and carrying out weighted summation on the time score, the behavior score and the score according to the stored preset weight proportion corresponding to the time score, the behavior score and the score to obtain a target comprehensive strength score when the target account number finishes the current game stage under the current game difficulty.
8. The apparatus of claim 7, wherein the scoring, comparing, and ranking module is specifically configured to:
screening out historical comprehensive strength scores of which the time points are positioned in the preset time period from all the stored historical comprehensive strength scores of all the game accounts;
and extracting a historical comprehensive strength score which is matched with the current game difficulty and corresponds to the current game stage from the screened historical comprehensive strength scores of all the game accounts, and obtaining the historical comprehensive strength score of all the game accounts in the preset time period for completing the current game stage under the current game difficulty.
9. The apparatus according to claim 7 or 8, wherein the game management server stores a first preset ranking percentage value and a second preset ranking percentage value, the first preset ranking percentage value is smaller than the second preset ranking percentage value, and the game difficulty adjusting module is specifically configured to:
calculating a ranking percentage value corresponding to the ranking result in the historical comprehensive strength score number participating in the ranking process, and comparing the calculated ranking percentage value with the first preset ranking percentage value and the second preset ranking percentage value;
if the ranking percentage value is smaller than the first preset ranking percentage value, the current game difficulty of the target account is improved;
if the ranking percentage value is not less than the first preset ranking percentage value and is less than the second preset ranking percentage value, maintaining the current game difficulty of the target account;
and if the ranking percentage value is not less than the second preset ranking percentage value, reducing the current game difficulty of the target account.
10. The apparatus of claim 9, further comprising:
and the adjusting parameter configuration module is used for configuring a preset time period, a first preset ranking percentage value, a second preset ranking percentage value, a time scoring conversion strategy, a behavior scoring conversion strategy, a scoring conversion strategy and a preset weight proportion among scores obtained based on all scoring conversion strategies.
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