CN113457159A - Method and device for determining character data in game and electronic terminal - Google Patents

Method and device for determining character data in game and electronic terminal Download PDF

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Publication number
CN113457159A
CN113457159A CN202110736005.0A CN202110736005A CN113457159A CN 113457159 A CN113457159 A CN 113457159A CN 202110736005 A CN202110736005 A CN 202110736005A CN 113457159 A CN113457159 A CN 113457159A
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China
Prior art keywords
character
personality
game
value
preset
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CN202110736005.0A
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Chinese (zh)
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徐浩
罗超
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110736005.0A priority Critical patent/CN113457159A/en
Publication of CN113457159A publication Critical patent/CN113457159A/en
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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Abstract

The invention provides a method and a device for determining personality data in a game and an electronic terminal, relates to the technical field of games, and solves the problem of low accuracy of personality data determined in the existing game. The method comprises the following steps: in response to a selection operation for at least one game event displayed on the graphical user interface, determining a target selection result corresponding to the selection operation; according to the target selection result, adjusting the character value in at least one preset character dimension according to a target character value adjustment mode corresponding to the target selection result in the designated corresponding relationship; the designated corresponding relation comprises a corresponding relation between each selection result and a character value adjusting mode in at least one preset character dimension; generating personality data in the game based on the adjusted character value in at least one preset character dimension; and displaying based on the personality data in the graphical user interface.

Description

Method and device for determining character data in game and electronic terminal
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for determining character data in a game, and an electronic terminal.
Background
In many existing games, a player can personally select game events such as behaviors and scenarios in the game, and the game events such as the behaviors and the scenarios in the game can realize unlocking corresponding to personality types and can further unlock corresponding related game privileges and the like. Currently, the personality types are predefined personality types in the game, for example, a preset personality type matched and conformed with the game event may be determined according to the game event selected in the game, and then the game scenario and privilege corresponding to the personality type may be unlocked.
However, for the existing style determination method using fixed preset style, the accuracy of the determined style data is easily low.
Disclosure of Invention
The application aims to provide a method and a device for determining personality data in a game and an electronic terminal, so as to solve the technical problem that the accuracy of the determined personality data is low due to the existing personality data determining mode.
In a first aspect, an embodiment of the present application provides a method for determining personality data in a game, where a terminal provides a graphical user interface, and the method includes:
in response to a selection operation for at least one game event displayed on the graphical user interface, determining a target selection result corresponding to the selection operation;
according to the target selection result, adjusting the character value in at least one preset character dimension according to a target character value adjustment mode corresponding to the target selection result in the designated corresponding relationship; wherein, the designated corresponding relation comprises the corresponding relation between each selection result and the character value adjusting mode in at least one preset character dimension;
generating personality data in the game based on the adjusted personality values in at least one of the preset personality dimensions;
and displaying in the graphical user interface based on the personality data.
In one possible implementation, the character value adjustment manner includes any one of the following:
the adjustment character value is increased, the adjustment character value is decreased, and the character value is kept unchanged.
In one possible implementation, each of the preset character dimensions includes two character values, and the two character values are configured in an opposite relationship;
the character value adjusting mode is as follows: and adjusting one of the character values to increase a preset value, and adjusting the opposite character value of the character value to decrease the preset value.
In one possible implementation, the step of generating personality data in the game based on the adjusted personality value in at least one of the preset personality dimensions includes:
and inputting the adjusted character value in at least one preset character dimension into a preset character analysis model, and generating and outputting the personality data in the game through a character algorithm of the preset character analysis model.
In one possible implementation, the predetermined character analysis model includes any one or more of:
an MBTI personality analysis model, a DISC personality analysis model, and a SWOT personality analysis model.
In one possible implementation, the number of the preset character dimensions is multiple;
the step of generating personality data in the game based on the adjusted personality value in at least one of the preset personality dimensions includes:
determining the character attribute of the preset character dimension according to the positive value of the adjusted character value in each preset character dimension;
combining based on a plurality of character attributes to obtain a target combination result; each combination result corresponds to one personality data;
and determining target personality data corresponding to the target combination result, and taking the target personality data as personality data in the game.
In one possible implementation, the method further comprises:
presenting in the graphical user interface any one or more of: the adjusted character value in the preset character dimension, the character attribute corresponding to the positive value in the character value and the character value difference value of the character attribute.
In one possible implementation, the selection operation for the game event includes any one or more of:
a selection operation for an in-game scenario, a selection operation for an in-game social event, and a selection operation for an in-game dialogue.
In one possible implementation, after the step of presenting based on the personality data in the graphical user interface, the method further includes:
and responding to the sharing operation aiming at the personality data, and sending the personality data to a server and/or terminals except the first terminal.
In one possible implementation, each of the personality data corresponds to a particular object;
the step of presenting in the graphical user interface based on the personality data comprises:
and determining a target specific object corresponding to the personality data in the game, and displaying the personality data and/or the target specific object in the graphical user interface.
In one possible implementation, the step of determining the target specific object corresponding to the personality data in the game includes:
determining a target specific object corresponding to the personality data in the game according to a preset corresponding relation between the personality data and the specific object, wherein the target specific object comprises any one or more of the following items: a particular person, a particular profession, and a particular identity.
In one possible implementation, after the step of determining the target specific object corresponding to the personality data in the game, the method further includes:
and responding to the sharing operation aiming at the target specific object, and sending the target specific object to a server and/or terminals except the first terminal.
In one possible implementation, the predetermined personality dimension includes any one or more of:
the personality dimension of the inward opposition and the outward opposition, the personality dimension of the sense of opposition and intuition, the personality dimension of the thinking opposition and emotion and the personality dimension of the judgment of the opposition and perception.
In a second aspect, there is provided an apparatus for determining character data in a game, a graphical user interface being provided by a first terminal, the apparatus comprising:
the determining module is used for responding to the selection operation of at least one game event displayed on the graphical user interface and determining a target selection result corresponding to the selection operation;
the adjusting module is used for adjusting the character value in at least one preset character dimension according to the target selection result and a target character value adjusting mode corresponding to the target selection result in the designated corresponding relation; wherein, the designated corresponding relation comprises the corresponding relation between each selection result and the character value adjusting mode in at least one preset character dimension;
the generating module is used for generating personality data in the game based on the adjusted character value in at least one preset character dimension;
and the display module is used for displaying in the graphical user interface based on the personality data.
In a third aspect, an embodiment of the present application further provides an electronic terminal, which includes a memory and a processor, where the memory stores a computer program that is executable on the processor, and the processor executes the computer program to implement the method in the first aspect.
In a fourth aspect, this embodiment of the present application further provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the method of the first aspect.
The embodiment of the application brings the following beneficial effects:
according to the method, the device and the electronic terminal for determining the personality data in the game, firstly, a target selection result corresponding to the selection operation is determined in response to the selection operation aiming at least one game event displayed on a graphical user interface, so that the personality data in the game are adjusted according to the selected target selection result and a target personality value adjustment mode corresponding to the target selection result in a designated corresponding relationship, wherein the designated corresponding relationship comprises the corresponding relationship between each selection result and the personality value adjustment mode in at least one preset personality dimension, and further the personality data in the game are generated based on the adjusted personality value in at least one preset personality dimension, and then the personality data are displayed in the graphical user interface. In the scheme, the selection result of each game event corresponds to a character value adjustment mode in the preset character dimension, the character value in the preset character dimension can be adjusted according to the target character value adjustment mode corresponding to the actual target selection result, and the character data in the game are generated and displayed by the adjusted character values in the plurality of preset character dimensions, so that the systematic character analysis process is realized, the accuracy of the determined character data is improved, and the problem of low accuracy of the character data determination in the existing game is solved.
Drawings
In order to more clearly illustrate the detailed description of the present application or the technical solutions in the prior art, the drawings needed to be used in the detailed description of the present application or the prior art description will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative efforts.
Fig. 1 is a schematic view of an application scenario provided in an embodiment of the present application;
fig. 2 is a schematic structural diagram of an electronic terminal provided in an embodiment of the present application;
fig. 3 is a schematic view of a usage scenario of an electronic terminal according to an embodiment of the present application;
FIG. 4 is a flowchart illustrating a method for determining character data in a game according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of an electronic terminal displaying a graphical user interface provided by an embodiment of the present application;
FIG. 6 is a schematic diagram of an electronic terminal displaying another graphical user interface provided by an embodiment of the present application;
FIG. 7 is a schematic diagram of an electronic terminal displaying another graphical user interface provided by an embodiment of the present application;
FIG. 8 is a schematic diagram of an electronic terminal displaying another graphical user interface provided by an embodiment of the present application;
fig. 9 is a schematic structural diagram of an apparatus for determining character data in a game according to an embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions of the present application will be clearly and completely described below with reference to the accompanying drawings, and it is obvious that the described embodiments are some, but not all embodiments of the present 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.
The terms "comprising" and "having," and any variations thereof, as referred to in the embodiments of the present application, are intended to cover non-exclusive inclusions. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those steps or elements but may alternatively include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Currently, in many games, a player may select game events such as behaviors and scenarios in the game, and the game events such as the behaviors and the scenarios in the game may realize unlocking corresponding to personality types, and may further unlock corresponding related game privileges, and the like. In some games, when players select different characters, the increase of different character descriptions can be triggered, and the appearance of the related games can be unlocked when different characters are added up to a certain value; in other games, different personality types may trigger different odds and unlock different effects. However, for the existing personality data determining mode, there are no personality analysis process, no systematic personality analysis scheme, lack of generation of real historical figures similar to the personality of the user and lack of substitution feeling, so that the accuracy of the determined personality data is low.
Based on this, the embodiment of the application provides a method and a device for determining personality data in a game and an electronic terminal, by which the technical problem that the accuracy of personality data determined by the existing personality data determining mode is low can be solved, and players can share the determined personality data in a social network to communicate with other players, so that the topicality of the game is improved.
The method for determining the in-game personality data in one embodiment of the application can be operated on a terminal device or a server. The terminal device may be a local terminal device. When the method is determined to run on the server, the method may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the determination method of the personality data in the game are completed on the cloud game server, and the client equipment is used for receiving and sending the data and presenting the game picture, for example, the client equipment can be display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present application provides a method for determining personality data in a game, where a graphical user interface is provided through a first terminal device, where the first terminal device may be the aforementioned local terminal device, and may also be a client device in the aforementioned cloud interaction system.
For example, as shown in fig. 1, fig. 1 is a schematic view of an application scenario provided in the embodiment of the present application. The application scenario may include a touch terminal (e.g., a cell phone 102) and a server 101, and the touch terminal may communicate with the server 101 through a wired network or a wireless network. The touch terminal is used for operating a virtual desktop, and can interact with the server 101 through the virtual desktop to select game events in the server 101.
The touch terminal of the present embodiment is described by taking the mobile phone 102 as an example. The handset 102 includes Radio Frequency (RF) circuitry 210, memory 220, a touch screen 230, a processor 240, and the like. Those skilled in the art will appreciate that the handset configuration shown in fig. 2 is not intended to be limiting and may include more or fewer components than those shown, or may combine certain components, or split certain components, or arranged in different components. Those skilled in the art will appreciate that the touch screen 230 is part of a User Interface (UI) and that the cell phone 102 may include fewer than or the same User Interface as illustrated.
The RF circuitry 210 may also communicate with networks and other devices via wireless communications. The wireless communication may use any communication standard or protocol, including but not limited to Global System for Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), and the like.
The memory 220 may be used for storing software programs and modules, and the processor 240 executes various functional applications and data processing of the cellular phone 102 by operating the software programs and modules stored in the memory 220. The memory 220 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 for at least one function, and the like; the stored data area may store data created from use of the handset 102, and the like. Further, the memory 220 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 touch screen 230 may be used to display a graphical user interface and receive user operations with respect to the graphical user interface. A particular touch screen 230 may include a display panel and a touch panel. The Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may collect contact or non-contact operations of a user on or near the touch panel (for example, as shown in fig. 3, operations of the user on or near the touch panel using any suitable object or accessory such as a finger 301, a stylus pen, etc.), and generate preset operation instructions. In addition, the touch panel may include two parts of a touch detection device and a touch controller. The touch detection device detects the touch direction and gesture of a user, detects signals brought by touch operation and transmits the signals to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into information that can be processed by the processor, sends the information to the processor 240, and receives and executes commands sent from the processor 240. In addition, the touch panel may be implemented by various types such as a resistive type, a capacitive type, an infrared ray, a surface acoustic wave, and the like, and may also be implemented by any technology developed in the future. Further, the touch panel may cover the display panel, a user may operate on or near the touch panel covered on the display panel according to a graphical user interface displayed by the display panel, the touch panel detects an operation thereon or nearby and transmits the operation to the processor 240 to determine a user input, and the processor 240 provides a corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be realized as two independent components or can be integrated.
The processor 240 is the control center of the handset 102, connects various parts of the entire handset using various interfaces and lines, and performs various functions and processes of the handset 102 by running or executing software programs and/or modules stored in the memory 220 and calling data stored in the memory 220, thereby performing overall monitoring of the handset.
Embodiments of the present application are further described below with reference to the accompanying drawings.
Fig. 4 is a flowchart illustrating a method for determining personality data in a game according to an embodiment of the present disclosure, where the method may be applied to a terminal (e.g., the mobile phone 102 shown in fig. 2) capable of presenting a graphical user interface, and the graphical user interface is provided through the terminal. As shown in fig. 4, the method includes:
step S410, responding to the selection operation of at least one game event displayed on the graphical user interface, and determining a target selection result corresponding to the selection operation.
The selection operation for the game event includes selection of a scenario for a white space, selection of a social event, selection of a Non-player character (NPC) for a white space, and the like. Each selection operation of the player corresponds to a different selection result, and the selection result can influence the determination result of the personality data in the game.
Illustratively, when an NPC in a game invites a player to a certain party in the game, the player may choose to accept the invitation or may choose to decline the invitation.
Step S420, according to the target selection result, the character value in at least one preset character dimension is adjusted according to the target character value adjusting mode corresponding to the target selection result in the designated corresponding relation.
Wherein, the designated corresponding relation comprises the corresponding relation between each selection result and the character value adjusting mode in at least one preset character dimension.
In practical application, various characters can be preset in the game, correspondingly, various types of question options can be provided in the game, and different choices made by the player can have different influences on the character value. For example, the question "NPC in game asks whether the player participates in a certain party in game" is an outward/inward type question, participation in a party is an outward type answer, and non-participation in a party is an inward type answer. After the player makes a selection, the system can correspondingly adjust the character value of outward/inward in the preset character dimension according to the selection.
Illustratively, as shown in FIG. 5, when a player makes a selection that affects the values of charm and affinity, the values of charm and affinity in the default personality dimension will change accordingly.
And step S430, generating personality data in the game based on the adjusted character value in at least one preset character dimension.
In practical application, although the personality data in the game can be generated after the preset personality dimension is adjusted once theoretically, in order to enable the personality data in the game to be more accurate, a player can perform multiple selection operations for more than 20 times, for example, so that the system can adjust the preset personality dimension for multiple times, influence caused by contingency is reduced, and more accurate personality data are generated.
Illustratively, as shown in FIG. 6, when the player makes some selection, the system can generate some corresponding personality data, e.g., passion, generous, etc., based on some adjusted personality value.
And step S440, displaying in the graphical user interface based on the personality data.
In an optional implementation manner, the analysis method preset in the system may generate a character analysis corresponding to the player in the game, and after the player makes more than 20 selections, the system may remind the player to reveal the character in the game. After the player selects to reveal the personality data, the personality data may be displayed in a graphical user interface.
For example, as shown in fig. 7, when the player makes more than 20 selections, the system will remind the player to reveal the personality in the game, and the personality data in the game can be displayed on the graphical user interface, and corresponding descriptions can be added as appropriate.
In the embodiment of the application, the selection result of each game event corresponds to a character value adjustment mode in the preset character dimension, the character value in the preset character dimension can be adjusted according to the target character value adjustment mode corresponding to the actual target selection result, and the character data in the game are generated and displayed by the adjusted character values in the plurality of preset character dimensions, so that the systematic character analysis process is realized, the accuracy of the determined character data is improved, and the problem of low accuracy of the existing character data in the game is solved. Moreover, the player can share the determined personality data to the social network to communicate with other players, and the topicality of the game is increased.
The above steps are described in detail below.
In some embodiments, the manner of adjusting the character value in the system may include a variety of manners. As an example, the character value adjustment manner includes any one of the following items: the adjustment character value is increased, the adjustment character value is decreased, and the character value is kept unchanged.
As a possible implementation, each preset character dimension includes two character values, and the two character values are configured in an opposite relationship; the character value adjusting mode is as follows: and adjusting one of the character values to increase the preset value, and adjusting the opposite character value of the character value to decrease the preset value.
For example, the system may adjust the value in the corresponding predetermined character dimension according to the selection of the player, wherein the question "NPC in game asks whether the player participates in a certain party in the game" belongs to an outward/inward type question, the party participating belongs to an outward answer, and the party not participating belongs to an inward type answer, and since the outward and inward are opposite to each other, when the player selects the outward type answer, the value of the character in the predetermined character dimension about the outward direction is increased by 1 point, and the value of the character in the predetermined character dimension about the inward direction is decreased by 1 point.
In an alternative embodiment, the answers to some questions may affect the character value in one direction, for example, when the player selects an outward answer, the character value for the outward in the default character dimension is increased by 1 point, and the character value for the inward in the default character dimension remains the same.
In another alternative embodiment, the adjustment mode of the corresponding character value is different according to the influence degree of the selection result. For example, if a player chooses to decline a villager's invitation in a game, this choice has little effect, and thus may have no effect on the character value; if the player chooses to decline the village invitation in the game, this choice is of lesser extent, and thus may only have an effect of increasing/decreasing the value of the character by 1 point; if the player chooses to decline the king invitation in the game, this choice is of great influence, and thus may have the effect of increasing/decreasing the character value by 10 points.
The numerical values in the corresponding preset character dimensionality are adjusted according to the selection of the player, different selection results correspond to different character numerical value adjustment modes, the adjustment modes are more flexible and changeable, the adjusted numerical values are clearer and more accurate, and the accuracy of the determined character data is improved.
In some embodiments, the personality data in the game may be generated using a predetermined personality algorithm by inputting the adjusted personality value into a predetermined personality analysis model. As an example, the step S430 may specifically include the following steps:
step a), inputting the adjusted character value in at least one preset character dimension into a preset character analysis model, and generating and outputting personality data in the game through a character algorithm of the preset character analysis model.
The character value is input into a preset character analysis model by applying the existing character analysis method to a game, and the character value can be processed by a scientific and mature character algorithm, so that scientific and accurate character data is output. Compared with a set of personality system customized in a game, the result obtained by utilizing a scientific personality analysis system is more scientific and accurate.
Based on the step a), the character analysis model preset in the system can comprise a plurality of types. As an example, the predetermined personality analysis model includes any one or more of:
an MBTI personality analysis model, a DISC personality analysis model, and a SWOT personality analysis model.
Illustratively, the miers-Briggs Type Indicator (MBTI for short) is one of the theoretical models of character classification, the basic theory of which is based on the book psychology Type published in 1921 by the swiss psychoanalysis home carl, glory. The famous psychologist honors that there are 4 basic functions of thinking, feeling and perception in human mental activities, and people can be divided into 8 personality types. On the basis of the expansion of the American psychologist Isabeel Briggs Meiers and her mother Katherin Cuk Briggs, 4 dimensions are formed and compiled into the Meyer-Briggs type index.
As another example, dominant-influential-stability-Compliance (DISC) personality tests are a personality test widely used by foreign enterprises to examine, evaluate, and help people improve their behavior patterns, interpersonal relationships, work performance, team work, leadership styles, and the like. The DISC personality test is composed of 24 groups of adjectives for describing personality traits, each group comprises four adjectives, the adjectives are selected according to four measurement dimensions of Dominance (Dominance), Influence (Influence), stability (Steaddress) and Compliance (Compliance) and some interference dimensions, the adjectives are required to be selected from the test, the adjectives which are most suitable for the test and the test are not suitable for the test, and finally the personality type of the tester is obtained.
As another example, the dominance-disadvantage-chance-threat (SWOT) analysis, i.e., a situation analysis based on internal and external competitive environments and competitive conditions, where s (strenggths) is dominance, w (weiknesses) is disadvantaged, o (opportunities) is chance, and t (threats) is threat. The core of the method is to enumerate various main internal advantages, disadvantages and external opportunities and threats closely related to a research object through investigation, arrange the main internal advantages and disadvantages in a matrix form, and then use the idea of system analysis to match various factors with each other for analysis so as to obtain a series of corresponding conclusions, wherein the conclusions usually have certain decision-making property. By using the method, the scene of the research object can be comprehensively, systematically and accurately researched, so that corresponding development strategy, plan, countermeasures and the like can be made according to the research result.
In practical application, a game developer can select different preset personality analysis models according to different game types, or different preset personality analysis models are applied to the same game according to different game scenes, so that the personality data analysis process can be more flexible. In this way, the personality analysis method can be more suitable for game contents, and is beneficial to processing personality values and confirming personality data. By utilizing a mature scientific method, the output personality data is more accurate and better conforms to the real ideas of the players and the characters of the players.
In some embodiments, the number of the preset character dimensions can be multiple, and through the mutual combination of the multiple character dimensions, the personality data of the virtual character can be more perfect, and the character image is more full. As one example, the number of the preset character dimensions is plural. The step S430 may specifically include the following steps:
and b), determining the character attributes of the preset character dimensions according to the positive values of the adjusted character values in each preset character dimension.
And c), combining based on the plurality of character attributes to obtain a target combination result.
And d), determining target personality data corresponding to the target combination result, and taking the target personality data as personality data in the game.
For step c) above, one personality datum is associated with each combined result.
Illustratively, the present embodiment applies the MBTI character analysis model to games. The MBTI personality analysis model divides a person into 8 personality types, which are 8 personality types of outward (outward), inward (inward), Sensing (Sensing), intuition (Ntuition), Thinking (Thinking), emotion (Feeling), judgment (Judging), and perception (Perceiving), respectively. The 8 personality types are divided into 4 dimensions. Namely, the sense of opposition is from inside to outside, the sense of opposition is intuitive, the sense of opposition is considered, and the sense of opposition is judged. Like a 4-point ruler, each character of a person will fall on a certain point of the ruler, which point is close to which end point, meaning that the individual has a preference in which aspect. As in the first dimension, the character of an individual is closer to the outward end, the outward is more preferred, and the closer to the end point, the stronger the preference.
As mentioned above, the question "NPC in game asks whether the player participates in a certain party in game" is an outward/inward type question, the party participating belongs to an outward type answer, and the party not participating belongs to an inward type answer, because outward and inward are opposite to each other, when the player selects the outward type answer, the character value about outward in the preset character dimension will be increased by 1 point, and the character value about inward in the preset character dimension will be decreased by 1 point. I.e. the outward value is positive 1 and the corresponding inward value is negative 1. If the personality data is output at the moment, the character attribute is determined to be outward because the outward value is a positive value. The same applies to the other 3 types of problems, and 4 sets of positive values and 4 sets of negative values can be finally obtained.
In practical application, a representative letter of the preference type in each dimension is taken, namely a character type can be formed by 4 letters, as shown in the following table 1, a total of 16 character types can be combined by 4 dimensions and 8 end points, and the character in the game belongs to one of the 16 characters.
TABLE 1
Figure BDA0003141629420000151
Figure BDA0003141629420000161
Through presetting a plurality of character dimensions, a plurality of character attributes are determined, and the plurality of character dimensions are combined with each other, so that the personality data of the virtual character is more perfect, and the character image is fuller.
Based on the step b), the step c) and the step d), the processing progress of the personality data in the game can be displayed to the player through a graphical user interface. As an example, the method may further comprise the steps of:
step e), displaying any one or more of the following items in the graphical user interface:
the adjusted character value in the preset character dimension, the character attribute corresponding to the positive value in the character value and the character value difference value between the character attribute and the character attribute.
Illustratively, the adjusted character value, the character attribute corresponding to a positive value in the character values, and the character value difference from the character attribute may be presented to the player by adding an indicator as shown in fig. 8 to the graphical user interface.
For example, for an inside/outside indicator, the indicator may display an adjusted character value, i.e., an outside character value of positive 1 and an inside character value of negative 1. The character attribute corresponding to the positive value in the character value is an outward character attribute, the outward character attribute can be unlocked when the outward value reaches 5, and the outward character attribute can be unlocked when the outward character value also needs 4 points.
For another example, taking the real sense/intuitive indicator as an example, the adjusted character value can be displayed in the indicator, that is, the real sense character value is positive 3, and the intuitive character value is negative 3. The character attribute corresponding to the positive value in the character value is a real character attribute, the real character attribute can be unlocked when the real character value reaches 5, namely the real character attribute can be unlocked by 2 points.
By presenting the adjusted character value, the character attribute corresponding to the positive value in the character values, and the difference between the character values and the character attributes in the character attributes to the player on the graphical user interface, the player can be prompted as to the effect of the previous selection on the current character value, which direction the current character value is biased to, and how many values are needed to unlock the character attribute desired by the player. Compared with the selection problem that the player keeps in the lost state, each previous selection made by the player can be verified, and the substituting feeling of the player is increased.
In some embodiments, the selected game event may include a plurality. As one example, the selection operation for the game event includes any one or more of:
a selection operation for an in-game scenario, a selection operation for an in-game social event, and a selection operation for an in-game dialogue.
For example, a player may opt-in to a different play in a game to unlock a different game scenario, and the option of opt-in to a different play may have an effect on the character attributes in the game.
For another example, a player may influence the personality attributes in a game by selecting whether to participate in a social event in the game, but not whether to participate in the social event in the game.
For another example, the player may choose whether to approve the NPC view in the dialogue with the game NPC, but the choice of disapproval of the NPC view may have an effect on the in-game personality attributes.
In practical application, each time a player selects in the game process, an MBTI-type answer is actually made, but the answer is not in a questionnaire form, but is accompanied with the whole game period of the player, compared with the existing games that many players make many choices once when creating virtual characters, the personality data is determined immediately. Furthermore, the selected game event may include a plurality of types, so that the reference content of the analysis personality data is more comprehensive.
In some embodiments, the player may share the determined personality data. As an example, after the step S440, the method may further include the steps of:
and f), responding to the sharing operation aiming at the personality data in the game, and sending the personality data to the server and/or the terminals except the first terminal.
For example, a player may share personality data in a game determined by the system to other players in the game or to different social media platforms. By sharing the determined personality data, the game can communicate with other players, identify new game friends, discuss the influence of different personality data on game experience, and increase the topicality of the game.
In some embodiments, the system may configure a corresponding specific object for different personality data. As one example, each personality data corresponds to a particular object. The step S440 may specifically include the following steps:
and g), determining a target specific object corresponding to the personality data in the game, and displaying the personality data and/or the target specific object in the graphical user interface.
Illustratively, when the player makes a sufficient number of selections, the system will alert the player to reveal the personality in the game. After the player selects to reveal the personality in the game, the personality data in the game or the corresponding target-specific object may be displayed in the graphical user interface.
By displaying the personality data in the game or the corresponding target specific object in the graphical user interface, the player can visually see the character personality of the character created by the selection of the player, the specific image in the game and the substitution feeling of the player.
Based on step g) above, the specific object may include a plurality of kinds. As an example, the step g) may specifically include: determining a target specific object corresponding to the personality data in the game according to the corresponding relation between the preset personality data and the specific object, wherein the specific object comprises any one or more of the following items: a particular person, a particular profession, and a particular identity.
For example, a history celebrity corresponding to each personality can be configured in the game, and after the system analyzes the personality of the virtual character created by the player, a history celebrity portrait with the same personality as the virtual character can be generated. For example, the inventor's personality corresponds to edison, the army marshal personality corresponds to Napoleon, and so on.
Multiple selections of the player are verified by analyzing the results of the analysis. After the system carries out personality analysis on the virtual character created by the player, a historical character conforming to the character of the player is generated, and the player finds out the sense of substitution and the sense of identity.
Based on the step g), the player can share the specific object generated in the game. As an example, after the step g) above, the method may further include the steps of:
and h), responding to the sharing operation aiming at the target specific object, and sending the target specific object to the server and/or terminals except the first terminal.
For example, a player may share historical celebrity portraits generated in a game with other players in the game or with different social media platforms. By sharing the historical celebrity portraits corresponding to the personality data in the game and communicating with other players, whether other players are similar to the historical celebrity portraits can be seen, so that the players can obtain the sense of identity, and the topicality of the game is also increased.
In some embodiments, the preset character dimension in the game may include multiple dimensions. As an example, the preset personality dimension includes any one or more of:
the personality dimension of the inward opposition and the outward opposition, the personality dimension of the sense of opposition and intuition, the personality dimension of the thinking opposition and emotion and the personality dimension of the judgment of the opposition and perception.
The above-mentioned 4 dimensions are 4 dimensions divided in the MBTI personality analysis model, and correspond to 8 personality types including outward (outward), inward (inward), real (Sensing), intuition (Ntuition), Thinking (Thinking), Feeling (Feeling), judgment (Judging), and perception (Perceiving). By the method, the processing of the character value and the confirmation of the personality data are facilitated, and the output personality data are more accurate and more accord with the real idea of the player and the personality of the player.
Fig. 9 provides a schematic configuration diagram of a device for determining character data in a game. The device can be applied to a terminal capable of presenting a graphical user interface, and the graphical user interface is provided through the terminal. As shown in fig. 9, the in-game character data determination apparatus 900 includes:
a determining module 901, configured to determine, in response to a selection operation for at least one game event displayed on a graphical user interface, a target selection result corresponding to the selection operation;
an adjusting module 902, configured to adjust a personality value in at least one preset personality dimension according to the target selection result and according to a target personality value adjusting manner corresponding to the target selection result in the designated correspondence; the designated corresponding relation comprises a corresponding relation between each selection result and a character value adjusting mode in at least one preset character dimension;
a generating module 903, configured to generate personality data in the game based on the adjusted personality value in the at least one preset personality dimension;
and a presentation module 904 for presenting in the graphical user interface based on the personality data.
In some embodiments, the personality value adjustment comprises any one of:
the adjustment character value is increased, the adjustment character value is decreased, and the character value is kept unchanged.
In some embodiments, each preset personality dimension includes two personality values, the two personality values configured in an opponent relationship; the character value adjusting mode is as follows: and adjusting one of the character values to increase the preset value, and adjusting the opposite character value of the character value to decrease the preset value.
In some embodiments, the generating module 903 is specifically configured to:
and inputting the adjusted character value in at least one preset character dimension into a preset character analysis model, and generating and outputting personality data in the game through a character algorithm of the preset character analysis model.
In some embodiments, the predetermined personality analysis model includes any one or more of:
an MBTI personality analysis model, a DISC personality analysis model, and a SWOT personality analysis model.
In some embodiments, the number of the preset character dimensions is plural; the generating module 903 is specifically configured to:
determining the character attributes of the preset character dimensions according to the positive values of the adjusted character values in each preset character dimension;
combining based on a plurality of character attributes to obtain a target combination result; each combination result corresponds to one personality data;
and determining target personality data corresponding to the target combination result, and taking the target personality data as personality data in the game.
In some embodiments, the apparatus further comprises:
a second presentation module for presenting any one or more of the following in a graphical user interface: the adjusted character value in the preset character dimension, the character attribute corresponding to the positive value in the character value and the character value difference value between the character attribute and the character attribute.
In some embodiments, the selection of the game event comprises any one or more of:
a selection operation for an in-game scenario, a selection operation for an in-game social event, and a selection operation for an in-game dialogue.
In some embodiments, the apparatus further comprises:
and the first sharing module is used for responding to the sharing operation aiming at the personality data after being displayed based on the personality data in the graphical user interface and sending the personality data to the server and/or terminals except the first terminal.
In some embodiments, each personality data corresponds to a particular object, and the presentation module 904 is specifically configured to:
and determining a target specific object corresponding to the personality data in the game, and displaying the personality data and/or the target specific object in the graphical user interface.
In some embodiments, display module 904 is further for: determining a target specific object corresponding to the personality data in the game according to a corresponding relation between preset personality data and the specific object, wherein the target specific object comprises any one or more of the following items: a particular person, a particular profession, and a particular identity.
In some embodiments, the apparatus further comprises:
and the second sharing module is used for responding to the sharing operation aiming at the target specific object after the target specific object corresponding to the personality data is determined, and sending the target specific object to the server and/or terminals except the first terminal.
In some embodiments, the predetermined personality dimension includes any one or more of:
the personality dimension of the inward opposition and the outward opposition, the personality dimension of the sense of opposition and intuition, the personality dimension of the thinking opposition and emotion and the personality dimension of the judgment of the opposition and perception.
The device for determining character data in a game provided by the embodiment of the application has the same technical characteristics as the method for determining character data in a game provided by the embodiment, so that the same technical problems can be solved, and the same technical effects can be achieved.
In response to the method for determining character data in a game, the embodiment of the present application further provides a computer-readable storage medium, where the computer-readable storage medium stores machine executable instructions, and when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to execute the steps of the method for determining character data in a game.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
For another example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or a part of the technical solution may be essentially implemented in the form of a software product, which is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the determination method of personality data in a game according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
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, and moreover, the terms "first", "second", "third", etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the scope of the embodiments of the present application. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (16)

1. A method for determining character data in a game, wherein a graphical user interface is provided by a first terminal, the method comprising:
in response to a selection operation for at least one game event displayed on the graphical user interface, determining a target selection result corresponding to the selection operation;
according to the target selection result, adjusting the character value in at least one preset character dimension according to a target character value adjustment mode corresponding to the target selection result in the designated corresponding relationship; wherein, the designated corresponding relation comprises the corresponding relation between each selection result and the character value adjusting mode in at least one preset character dimension;
generating personality data in the game based on the adjusted personality values in at least one of the preset personality dimensions;
and displaying in the graphical user interface based on the personality data.
2. The method according to claim 1, wherein the personality value adjustment comprises any one of:
the adjustment character value is increased, the adjustment character value is decreased, and the character value is kept unchanged.
3. The method according to claim 1, wherein each of the predetermined personality dimensions comprises two personality values, the two personality values being configured in an opponent relationship;
the character value adjusting mode is as follows: and adjusting one of the character values to increase a preset value, and adjusting the opposite character value of the character value to decrease the preset value.
4. The method of claim 1, wherein the step of generating personality data in the game based on the adjusted personality values in the at least one preset personality dimension comprises:
and inputting the adjusted character value in at least one preset character dimension into a preset character analysis model, and generating and outputting the personality data in the game through a character algorithm of the preset character analysis model.
5. The method of claim 4, wherein the predetermined personality analysis model comprises any one or more of:
an MBTI personality analysis model, a DISC personality analysis model, and a SWOT personality analysis model.
6. The method according to claim 1, wherein the number of the preset character dimensions is plural;
the step of generating personality data in the game based on the adjusted personality value in at least one of the preset personality dimensions includes:
determining the character attribute of the preset character dimension according to the positive value of the adjusted character value in each preset character dimension;
combining based on a plurality of character attributes to obtain a target combination result; each combination result corresponds to one personality data;
and determining target personality data corresponding to the target combination result, and taking the target personality data as personality data in the game.
7. The method of claim 6, further comprising:
presenting in the graphical user interface any one or more of: the adjusted character value in the preset character dimension, the character attribute corresponding to the positive value in the character value and the character value difference value of the character attribute.
8. The method of claim 1, wherein the selection operation for the game event comprises any one or more of:
a selection operation for an in-game scenario, a selection operation for an in-game social event, and a selection operation for an in-game dialogue.
9. The method of claim 1, further comprising, after the step of presenting in the graphical user interface based on the personality data:
and responding to the sharing operation aiming at the personality data, and sending the personality data to a server and/or terminals except the first terminal.
10. The method of claim 1, wherein each of said personality data corresponds to a particular object;
the step of presenting in the graphical user interface based on the personality data comprises:
and determining a target specific object corresponding to the personality data in the game, and displaying the personality data and/or the target specific object in the graphical user interface.
11. The method of claim 10, wherein the step of determining the target specific object corresponding to the personality data in the game comprises:
determining a target specific object corresponding to the personality data in the game according to a preset corresponding relation between the personality data and the specific object, wherein the target specific object comprises any one or more of the following items: a particular person, a particular profession, and a particular identity.
12. The method of claim 10, further comprising, after the step of determining the target specific object corresponding to the personality data in the game:
and responding to the sharing operation aiming at the target specific object, and sending the target specific object to a server and/or terminals except the first terminal.
13. The method of claim 1, wherein the predetermined personality dimension comprises any one or more of:
the personality dimension of the inward opposition and the outward opposition, the personality dimension of the sense of opposition and intuition, the personality dimension of the thinking opposition and emotion and the personality dimension of the judgment of the opposition and perception.
14. An apparatus for determining character data in a game, wherein a graphical user interface is provided by a first terminal, the apparatus comprising:
the determining module is used for responding to the selection operation of at least one game event displayed on the graphical user interface and determining a target selection result corresponding to the selection operation;
the adjusting module is used for adjusting the character value in at least one preset character dimension according to the target selection result and a target character value adjusting mode corresponding to the target selection result in the designated corresponding relation; wherein, the designated corresponding relation comprises the corresponding relation between each selection result and the character value adjusting mode in at least one preset character dimension;
the generating module is used for generating personality data in the game based on the adjusted character value in at least one preset character dimension;
and the display module is used for displaying in the graphical user interface based on the personality data.
15. An electronic terminal comprising a memory and a processor, the memory having stored thereon a computer program operable on the processor, wherein the processor, when executing the computer program, performs the steps of the method of any of claims 1 to 13.
16. A computer readable storage medium having stored thereon computer executable instructions which, when invoked and executed by a processor, cause the processor to execute the method of any of claims 1 to 13.
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