CN112221129A - Task triggering method and system based on directed graph - Google Patents

Task triggering method and system based on directed graph Download PDF

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Publication number
CN112221129A
CN112221129A CN202011115560.3A CN202011115560A CN112221129A CN 112221129 A CN112221129 A CN 112221129A CN 202011115560 A CN202011115560 A CN 202011115560A CN 112221129 A CN112221129 A CN 112221129A
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event
task
directed graph
state
triggered
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周天涯
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Hangzhou Electronic Soul Network Technology Co Ltd
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Hangzhou Electronic Soul 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

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

Abstract

The invention discloses a task triggering method and a system based on a directed graph, wherein the related task triggering method based on the directed graph comprises S11, acquiring a node ID corresponding to the current state in the task directed graph; s12, judging whether the acquired node ID is triggered by an event or not, and if yes, receiving the triggered event; and S13, judging whether the received triggered event meets a preset condition, if so, triggering the event, carrying out state transition based on the directed graph, and entering the next state. The invention has complete set of data structure, can be graphical, is popular and easy to understand, does not have strict restriction on the structure of the graph, is a tree, has no ring or circle, and only has direction restriction.

Description

Task triggering method and system based on directed graph
Technical Field
The invention relates to the technical field of computers, in particular to a task triggering method and system based on a directed graph.
Background
In the process of developing the network game, especially the RPG game, a plurality of game tasks are often required to be developed (the tasks refer to tasks in the game, such as sending a message to an NPC, playing a strange game, running a ring and the like), the tasks are divided into a main line task and a branch line task, and once the tasks are complex and the branch lines are more, the difficulty of actual coding is exponential rising. Moreover, the watch is difficult to be matched, so the structure of the reasonable design task becomes important.
For example, patent with publication number CN104965754A discloses a task scheduling method and device, the method includes the steps: when a current task triggering condition is reached, triggering a current task; judging whether the current task has a dependent task according to a task dependency graph, if so, acquiring the task execution result state of each task which depends on, wherein the task dependency graph is a directed acyclic graph of the dependency relationship among the tasks; judging whether each task is successfully executed according to the task result execution state of each task; and if so, issuing the current task to a task execution node for execution. The embodiment scheme of the patent improves the reliability of the file dependency check of each task with dependency relationship and the task execution efficiency when each task is scheduled. Although the above patent can implement the execution of tasks, the task concept involved in the above patent is not the concept of a game task, and the above patent relies on a directed acyclic graph, which also requires task traversal.
Disclosure of Invention
The invention aims to provide a task triggering method and system based on a directed graph, aiming at the defects of the prior art.
In order to achieve the purpose, the invention adopts the following technical scheme:
a task triggering method based on a directed graph comprises the following steps:
s1, acquiring a node ID corresponding to the current state in a task directed graph;
s2, judging whether the acquired node ID is triggered by an event or not, and if yes, receiving the triggered event;
and S3, judging whether the received triggered event meets a preset condition, if so, triggering the event, carrying out state transition based on the directed graph, and entering the next state.
Further, in the step S3, a state transition is performed based on the directed graph, where the process of performing the state transition further includes a callback of performing a task state.
Further, in step S3, a state transition is performed based on the directed graph, where the process of performing the state transition further includes playing a scenario.
Further, the preset conditions in step S2 include individual conditions and composite conditions.
Further, the event trigger in the step S2 is triggered by game logic; receiving the triggered event is received via a task state machine.
Correspondingly, a task triggering system based on the directed graph is also provided, and the task triggering system comprises:
the acquisition module is used for acquiring the node ID corresponding to the current state in the task directed graph;
the first judgment module is used for judging whether the acquired node ID is triggered by an event;
and the second judgment module is used for judging whether the received triggered event meets the preset condition, if so, triggering the event, performing state transition based on the directed graph, and entering the next state.
Further, the second determining module performs state transition based on the directed graph, wherein the state transition process further includes a task state callback.
Further, the second determining module performs state transition based on the directed graph, wherein the state transition process further includes playing a scenario.
Further, the preset conditions in the first judgment module include individual conditions and composite conditions.
Further, the event trigger in the first judgment module is triggered by game logic; receiving the triggered event is received via a task state machine.
Compared with the prior art, the invention has the following beneficial effects:
1. the method has a complete set of data structure, can be graphical and popular and easy to understand, does not have a strict structure of a restriction map, is a tree, a loop or a circle, and only defines the direction;
2. the more complicated tasks can also be edited by a tool;
3. the storage is simple, only the serial number of the current state needs to be stored, and redundant data is reduced;
4. data is separated dynamically and statically, so that archiving and upgrading are facilitated, and maintainability is improved;
5. the interface is simple to realize;
6. the algorithm is efficient to execute, and operation of traversing all elements is avoided.
Drawings
FIG. 1 is a flowchart of a directed graph-based task triggering method according to an embodiment;
FIG. 2 is a diagram illustrating a brushstroke task provided in accordance with one embodiment;
FIG. 3 is a diagram illustrating an implementation of a person based on a directed graph according to an embodiment;
fig. 4 is a structural diagram of a task triggering system based on a directed graph according to the second embodiment.
Detailed Description
The embodiments of the present invention are described below with reference to specific embodiments, and other advantages and effects of the present invention will be easily understood by those skilled in the art from the disclosure of the present specification. The invention is capable of other and different embodiments and of being practiced or of being carried out in various ways, and its several details are capable of modification in various respects, all without departing from the spirit and scope of the present invention. It is to be noted that the features in the following embodiments and examples may be combined with each other without conflict.
The invention aims to provide a task triggering method and system based on a directed graph, aiming at the defects of the prior art.
Example one
The embodiment provides a task triggering method based on a directed graph, as shown in fig. 1, including:
s11, acquiring a node ID corresponding to the current state in the task directed graph;
s12, judging whether the acquired node ID is triggered by an event or not, and if yes, receiving the triggered event;
and S13, judging whether the received triggered event meets a preset condition, if so, triggering the event, carrying out state transition based on the directed graph, and entering the next state.
In this embodiment, the directed graph-based approach is applied to the implementation of tasks in a game, where a task in a game refers to a certain behavior that a player achieves according to a specified prompt in order to achieve a certain reward, for example, according to a task guide given by a character in the game, a certain event in a task is to send a message to a certain player, brush a monster to 1000, and so on.
In step S11, the node ID corresponding to the current state in the task directed graph is acquired.
For a task, only one ID needs to be stored, which represents which state the current state is in, but from which state the current state specifically comes, no storage is needed.
In this embodiment, each state is a node in the task directed graph, and does not store any information, and is only described as the current state.
As shown in fig. 2, which is a schematic diagram of a strange task, 1001, 1002, 1003 can be considered as the current state in the task.
In step S12, it is determined whether or not the acquired node ID has an event trigger, and if so, the triggered event is received.
After the current state is obtained, judging whether the game logic triggers any behavior (namely an event), if so, receiving the triggered event through a task state machine; otherwise, the triggering condition does not satisfy the state transition.
Whether the trigger event is triggered can be judged by whether the event is filled in: if the event is not filled, the condition judgment opportunity is the source state; and if the event is filled, the condition judgment time is event triggering.
When the player triggers any action, the action is converted into an event to be thrown out.
In the directed graph, each edge has an event and a condition, the starting point of the edge is in a source state, and the end point of the edge is in a target state.
As shown in fig. 2, if 1001 is the current state of the task, 1001 is the source state, 1002 is the target state, and when 1001 transitions to 1002, an event, i.e., an event triggered by the game logic, is involved, triggering the transition from 1001 to 1002.
In step S13, it is determined whether the received triggered event satisfies a preset condition, and if yes, the event is triggered, and a state transition is performed based on the directed graph, and the next state is entered.
And (3) state transition: from one state, through the completion of an input event, the next state is entered (from itself to itself is also considered a state transition).
In this embodiment, in addition to event reception, there is also a conditional polling mechanism, which polls whether the condition on the edge corresponding to each state in the task is satisfied, and if so (or not), it is considered that the condition is satisfied, and the condition-satisfied state transition is performed; if the condition is not satisfied, the state transition is performed if the condition is not satisfied.
The concept of the preset condition is relatively abstract, and does not refer to a specific certain condition, but is an abstract concept, and the abstract concept is realized when the preset condition is generated by planning filling, such as:
1) condhastemate: whether or not there is this teammate with a number equal to TEAMID;
2) CondHasKungfu: whether or not to possess the martial arts KUNGFUID;
3) CondMainRoleHasItem: whether it owns ITEMID as an item;
4) CondBeMarried: whether the roles role and role b are married;
of the 4 conditions exemplified above, one or more combinations of whether or not the teammate is possessed with a number equal to TEAMID, whether or not the martial is possessed with KUNGFUID, whether or not the item is possessed with ITEMID, and whether or not the characters rooa and roob are married may be regarded as the preset conditions. And the condition and the variable (such as TEAMIDD, KUNGFUID, ITEMID, ROLEA, ROLEB) in the condition are all determined by a planning and filling table, then the implementing logic of the condition needs to be implemented by the program, the program receives the condition name, the variable parameter list and the like, and then returns a Boolean type value, namely the condition judgment can be implemented.
The preset conditions in this embodiment support not only individual conditions but also complex conditions, i.e., a AND B, AORB, non-a, true AND false, so that infinite complex conditions can be supported.
As shown in fig. 2, if 1001 is set as the current state of the task, 1001 successfully transitions to 1002 conditional on determining whether the flag X is equal to 1; if 1002 is the current state of the task, the condition for successful transition of 1002 to 1003 is to judge whether the number of crocodiles is 1000.
As in a certain game, in order to satisfy the condition, the execution mode may be:
in order to satisfy the condition that the flag X is equal to 1, a corresponding dialog in the game can be found first, and after the dialog is completed, the system sets the flag X to 1;
in order to satisfy that the number of crocodiles brushed reaches 1000, when a user brushes one strange, the system increases the counter of the corresponding tree strange by 1 until the value obtained by the counter exceeds 1000, and the system judges that the condition is satisfied, the step of state transition can be executed.
In this embodiment, the process of performing the state transition further includes performing a callback corresponding to the event and playing the scenario.
The process of state transition mainly comprises the following steps:
A1. leave the current state (stored ID-1, representing leaving);
as shown in fig. 2, when the current state is 1001, the leaving current state is leaving 1001.
A2. Event call-back is carried out;
and calling back a specific event in the process of state transition, wherein the calling back is a specific behavior, the behavior is realized by enumeration, and the polymorphism is ensured by parameter control.
Event callback: after the event meets the trigger, a callback corresponding to the event exists, and a plurality of things can be configured in the callback; the event call-back is divided into a client presentation class and a server logic class, the server of the presentation class does not care about the event call-back, and the logic class is issued after being logically performed by the server.
The understanding of the event callback can refer to the concept of preset conditions, is also polymorphic, and can also be generated by planning filling, such as:
1) behaviormovoverole: move role a to city B;
2) behaviorjoiinteam: joining role a to the team;
3) BehaviorSetTag: setting the value of the flag a to a value B;
4) behaviorstartattle: opening the battle, wherein the battle number is battle A;
5) BehaviorCloseTask: starting a task A;
in the above-mentioned 5 event callbacks, the role a moves to the city B, the role a joins the team, the value of the role a is marked as B, and the battle is opened, and one or more combinations of the battle number as battle a and the opening task a can be considered as the event callback. And the form of the event callback support list, namely the combination of the above various behaviors, the name of the event callback and the variable parameters (such as role A, city B, mark A, value B, battle A and task A) are determined by the plan filling table, the program is responsible for executing (event callback name, variable parameter list …) according to the filled content, then the implementation logic of the event callback needs the program to implement, the program receives the event callback name, the variable parameter list and the like, then returns an integer to represent the specific execution content, and the return value is determined according to the content.
As shown in fig. 2, since the present embodiment achieves certain actions according to the specified prompts when certain rewards are achieved, when the conditions are completed and satisfied, such as the condition "mark X is equal to 1" to be satisfied from 1001 and 1002, the corresponding rewards are obtained, such as obtaining 1 slaughter dragon knife, which is an event callback.
A3. The plot animation is sent to the plot animation on the current side of the client, namely the plot is played;
and playing the scenario in the process of state transition, wherein the playing is a specific behavior, the behavior is realized by enumeration, and the polymorphism is ensured by parameter control.
As shown in fig. 2, when the event call back is to obtain 1 butcher knife, the corresponding event is executed to obtain the butcher knife, the corresponding scenario is presented when the corresponding event is executed, and the event is executed according to the scenario.
A4. The next state is entered, and the current state is set to the state ID after the state transition (the ID stored in a 1).
When the current event is completed, the next state can be entered, as described in fig. 2, if the current state is 1001, the end node of the completion event is 1002, that is, 1001 is shifted to 1002, and 1002 can be set as the new current state, and the next state, that is, the state of 1002-1003 is entered.
All task state frames of this embodiment are configured in the table as static data and are not changed, and the changed data is only the state of the event to which the current task has proceeded, so that the dynamic and static separation of the data is achieved.
Fig. 3 is a schematic diagram illustrating the execution of a character based on a directed graph in a game, where each node in the graph may represent a source state or a target state, such as 5 in a box and 8, 5 in a box being a current state of a task, 8 being a target state, an event trigger being a coming reason, and the preset condition being that an attack power is greater than 1000, an event callback being an attack power +100, and a scenario callback being a play animation; therefore, when the system acquires that the current state is 5, whether the event of coming to the greater principle is triggered or not is judged, if yes, whether the condition that the attack force is greater than 1000 is met or not is judged, if yes, state transition is carried out, and the current state 5 is transitioned to the state 8. Wherein, the process of state transition also comprises the operations of attacking power +100 and playing animation.
Compared with the prior art, the beneficial effect of this embodiment is:
1. in the embodiment, the interior points of the directed graph only record, and have no function, and the edges of the directed graph have various events, conditions, event callbacks, scenarios and the like;
2. the embodiment does not need traversal operation;
3. the method has a complete set of data structure, can be graphical and popular and easy to understand, does not have a strict structure of a restriction map, is a tree, a loop or a circle, and only defines the direction;
4. the more complicated tasks can also be edited by a tool;
5. the storage is simple, only the serial number of the current state needs to be stored, and redundant data is reduced;
6. data is separated dynamically and statically, so that archiving and upgrading are facilitated, and maintainability is improved;
7. the interface is simple to realize;
8. the algorithm is efficient to execute, and operation of traversing all elements is avoided.
Example two
The present embodiment provides a task triggering system based on a directed graph, as shown in fig. 4, including:
an obtaining module 11, configured to obtain a node ID corresponding to a current state in a task directed graph;
a first judging module 12, configured to judge whether an event triggers an acquired node ID;
and a second judging module 13, configured to judge whether the received triggered event meets a preset condition, if so, perform event triggering, perform state transition based on the directed graph, and enter a next state.
Further, the second determining module 13 performs state transition based on the directed graph, where the state transition process further includes a task state callback.
Further, the second determining module 13 performs state transition based on the directed graph, where the process of performing state transition further includes playing a scenario.
Further, the preset conditions in the first determining module 12 include individual conditions and composite conditions.
Further, the event trigger in the first judgment module 12 is triggered by game logic; receiving the triggered event is received via a task state machine.
It should be noted that the task triggering system based on the directed graph provided in this embodiment is similar to the embodiment, and is not described herein again.
Compared with the prior art, the embodiment has the following beneficial effects:
1. the method has a complete set of data structure, can be graphical and popular and easy to understand, does not have a strict structure of a restriction map, is a tree, a loop or a circle, and only defines the direction;
2. the more complicated tasks can also be edited by a tool;
3. the storage is simple, only the serial number of the current state needs to be stored, and redundant data is reduced;
4. data is separated dynamically and statically, so that archiving and upgrading are facilitated, and maintainability is improved;
5. the interface is simple to realize;
6. the algorithm is efficient to execute, and operation of traversing all elements is avoided.
The specific embodiments described herein are merely illustrative of the spirit of the invention. Various modifications or additions may be made to the described embodiments or alternatives may be employed by those skilled in the art without departing from the spirit or ambit of the invention as defined in the appended claims.

Claims (10)

1. A task triggering method based on a directed graph is characterized by comprising the following steps:
s1, acquiring a node ID corresponding to the current state in a task directed graph;
s2, judging whether the acquired node ID is triggered by an event or not, and if yes, receiving the triggered event;
and S3, judging whether the received triggered event meets a preset condition, if so, triggering the event, carrying out state transition based on the directed graph, and entering the next state.
2. The method according to claim 1, wherein in step S3, the state transition is performed based on the directed graph, and the process of performing the state transition further includes a callback of performing the task state.
3. The method according to claim 2, wherein the step S3 is to perform a state transition based on the directed graph, and wherein the state transition further includes playing a scenario.
4. The directed graph-based task triggering method according to claim 1, wherein the preset conditions in step S2 include individual conditions and composite conditions.
5. The method for triggering tasks based on directed graphs according to claim 4, wherein the event triggering in the step S2 is triggered by game logic; receiving the triggered event is received via a task state machine.
6. A directed graph-based task triggering system, comprising:
the acquisition module is used for acquiring the node ID corresponding to the current state in the task directed graph;
the first judgment module is used for judging whether the acquired node ID is triggered by an event;
and the second judgment module is used for judging whether the received triggered event meets the preset condition, if so, triggering the event, performing state transition based on the directed graph, and entering the next state.
7. The system according to claim 6, wherein the second determining module performs state transition based on the directed graph, and wherein the process of performing state transition further includes a callback of performing task state.
8. The system according to claim 7, wherein the second determining module performs state transition based on the directed graph, and wherein the process of performing state transition further includes playing a scenario.
9. The system according to claim 6, wherein the preset conditions in the first determining module include individual conditions and composite conditions.
10. The system for task triggering based on the directed graph according to claim 9, wherein the event triggering in the first judging module is triggered by game logic; receiving the triggered event is received via a task state machine.
CN202011115560.3A 2020-10-19 2020-10-19 Task triggering method and system based on directed graph Pending CN112221129A (en)

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CN109725892A (en) * 2017-10-31 2019-05-07 腾讯科技(上海)有限公司 Analyzing logic control method and device
CN109876445A (en) * 2019-01-11 2019-06-14 珠海金山网络游戏科技有限公司 A kind of high decoupling bootstrap technique and system of Behavior-based control tree
CN110882534A (en) * 2019-12-20 2020-03-17 网易(杭州)网络有限公司 Game skill editing method and device
CN110941485A (en) * 2019-11-21 2020-03-31 网易(杭州)网络有限公司 Game task running method and device and electronic terminal

Patent Citations (5)

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Publication number Priority date Publication date Assignee Title
CN105656688A (en) * 2016-03-03 2016-06-08 腾讯科技(深圳)有限公司 State control method and device
CN109725892A (en) * 2017-10-31 2019-05-07 腾讯科技(上海)有限公司 Analyzing logic control method and device
CN109876445A (en) * 2019-01-11 2019-06-14 珠海金山网络游戏科技有限公司 A kind of high decoupling bootstrap technique and system of Behavior-based control tree
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Inventor after: Zhou Tianya

Inventor after: Chen Bochao

Inventor before: Zhou Tianya