CN113499586B - Information prompting method and device in game, electronic equipment and storage medium - Google Patents

Information prompting method and device in game, electronic equipment and storage medium Download PDF

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Publication number
CN113499586B
CN113499586B CN202110772345.9A CN202110772345A CN113499586B CN 113499586 B CN113499586 B CN 113499586B CN 202110772345 A CN202110772345 A CN 202110772345A CN 113499586 B CN113499586 B CN 113499586B
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path
planned
target
game
determining
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CN113499586A (en
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陈丽霞
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides an information prompting method, an information prompting device, electronic equipment and a storage medium in a game, wherein the method comprises the following steps: responding to the precious finding auxiliary instruction, and determining a target planning path in each preset direction according to a first position of a target virtual character in a game scene and second positions of available materials in a plurality of preset directions in the game scene; determining a display mode corresponding to each target planning path according to the material attribute of the available material in each target planning path; and displaying the target planning path in each preset direction according to the display mode of the target planning path in each preset direction. According to the method and the device, the target planning paths in different preset directions are displayed according to the material attributes of the available materials of the target planning paths in each preset direction, so that a player can select paths according to the material attributes on the target planning paths, and the accuracy and the efficiency of obtaining the materials are improved.

Description

Information prompting method and device in game, electronic equipment and storage medium
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a method and an apparatus for prompting information in a game, an electronic device, and a storage medium.
Background
In some game processes, in order to supply materials to virtual characters controlled by players, various different types of treasured opening activities can be carried out regularly, treasures during the activities can be scattered at random positions in different areas of a game scene, all players rob the treasures by preempting the treasures opening or defeating the treasures to obtain corresponding materials in the treasures, and at present, the road condition of the scene and the distribution condition of the players on the road are prompted by a way of using a small map in the game. The small map expands the field of view of the player to a certain extent and also provides possibility for the player to judge whether the route has more treasures through whether the route has crowd gathering.
However, in the current stage, by indicating the positions of the treasures through the small map, because the positions of the virtual roles and the distribution condition of the treasures are only marked in the small map, the player cannot accurately acquire the accurate treasures information and the virtual role information on each path in the treasuring process according to the small map, so that the player can refer to inaccurate information and cannot select the optimal treasured searching path when selecting the treasured searching path, and the treasuring efficiency in the game is low.
Disclosure of Invention
In view of this, an object of the present application is to provide a method, an apparatus, an electronic device, and a readable storage medium for displaying a path in a game, in which a target planning path is screened out according to available materials in each preset direction in a game scene, a display mode of the target planning path is determined according to the material attribute of the available materials in each preset direction, and different target planning paths are displayed according to the display mode of the target planning path in each preset direction, so that a player can perform path selection according to the material attribute on the target planning path, thereby improving accuracy and efficiency of obtaining materials.
In a first aspect, an embodiment of the present application provides an information prompting method in a game, where the game includes a target virtual character controlled by a player, and a graphical user interface is provided through a terminal device, where a part of game scenes and a small map of the game are displayed in the graphical user interface, and the information prompting method includes:
responding to a precious finding auxiliary instruction, and determining a target planning path of the target virtual character in each preset direction of the small map according to a first position of the target virtual character in the game scene and second positions of available materials in a plurality of preset directions in the game scene;
Determining a display mode corresponding to each target planning path according to the material attribute of the available material in each target planning path;
and displaying the target planned path in each preset direction on the small map according to the display mode of the target planned path in each preset direction.
In one possible embodiment, the plurality of preset directions are determined by:
responding to the precious finding auxiliary instruction, dividing a game map corresponding to the game scene into a plurality of sub-map areas;
a plurality of preset directions are determined based on the positional relationship between the first position of the target virtual character in the game scene and each sub-map area.
In one possible embodiment, for each preset direction, the target planned path for that preset direction is determined by:
determining at least one path to be planned located in the preset direction;
for each path to be planned, determining the material quantity of the material which can be acquired by the target virtual character on the path to be planned based on the total material quantity existing on the path to be planned and the fight force of each virtual character passing through the path to be planned;
Determining a path weight corresponding to the path to be planned based on the acquired material quantity;
and determining a target planning path in the preset direction based on the determined path weights corresponding to the paths to be planned.
In one possible implementation manner, the determining, for each path to be planned, the number of materials that the target virtual character can acquire materials on the path to be planned based on the total number of materials existing on the path to be planned and the combat force of each virtual character passing through the path to be planned includes:
determining the material quantity percentage of the materials which can be obtained by the target role based on the ratio between the fight force of the target virtual role and the sum of the fight forces of all other virtual roles passing through the path to be planned;
and determining the material quantity of the material acquired by the target virtual role on the path to be planned based on the quantity percentage and the total quantity of the material existing on the path to be planned.
In one possible embodiment, for each path to be planned, the total number of materials present on that path to be planned is determined by:
Determining historical time sequence information of the occurrence condition of the materials on the path to be planned, and predicting the maximum material quantity and the minimum material quantity of the path to be planned at the next material occurrence moment;
and determining the quantity of the materials existing on the path to be planned based on the maximum quantity of the materials, the minimum quantity of the materials and the determined mode coefficient.
In one possible implementation manner, before the determining, for each path to be planned, the total amount of materials existing on the path to be planned and the combat force of each virtual character passing through the path to be planned, determining the amount of materials that the target virtual character can acquire materials on the path to be planned, the display method further includes:
inputting the current position of the target virtual character into a pre-trained position prediction model to obtain the next position of the target virtual character at the next moment;
and determining other virtual roles passing through the position path based on the time of the position path of the next position and the time of the other virtual roles passing through the position path.
In one possible embodiment, for each path to be planned, the combat power of other virtual characters routed through the path to be planned is determined by:
And determining the fight force of other virtual characters passing through the path to be planned based on the acquired fight force of other virtual characters and the mode coefficient.
In one possible implementation manner, determining the target planned path in the preset direction based on the determined path weights corresponding to the paths to be planned includes:
filtering paths to be planned with path weights smaller than zero based on the path weights of the paths to be planned, and obtaining a plurality of candidate paths in a preset direction;
and updating the weight of the path weight corresponding to each candidate path, and determining the target planning path in the preset direction.
In a possible implementation manner, the determining, according to the property of the available material in each target planning path, the display mode corresponding to the target planning path includes:
according to the material attribute of the available material in each target planning path, determining the display brightness corresponding to each target planning path; the more the number of the available materials on the target planning path and/or the higher the demand level of the target virtual character for the available materials, the brighter the corresponding display brightness.
In one possible implementation manner, the display manner further includes:
updating the target planning paths in all preset directions in response to the satisfied path updating conditions;
and displaying the updated target planning path in the preset direction on the small map according to the display mode of the updated target planning path in each preset direction.
In a second aspect, an embodiment of the present application further provides an information prompting apparatus in a game, where the game includes a target virtual character controlled by a player, and a graphical user interface is provided through a terminal device, where a part of a game scene and a small map of the game are displayed in the graphical user interface, where the information prompting apparatus includes:
the planning path determining module is used for responding to the precious finding auxiliary instruction, and determining a target planning path of the target virtual character in each preset direction of the small map according to a first position of the target virtual character in the game scene and second positions of available materials in a plurality of preset directions in the game scene;
the display mode determining module is used for determining a display mode corresponding to each target planning path according to the material attribute of the available material in each target planning path;
And the planned path display module is used for displaying the target planned path in each preset direction on the small map according to the display mode of the target planned path in each preset direction.
In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the information presentation method in a game as described in any of the first aspects.
In a fourth aspect, embodiments of the present application also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the information-prompting method in a game according to any of the first aspects.
According to the information prompting method, the information prompting device, the electronic equipment and the storage medium in the game, which are provided by the embodiment of the application, in response to the treasured finding auxiliary instruction, according to the first position of the target virtual character in a game scene and the second positions of the target virtual character in a plurality of preset directions in the game scene, the target planning path of the target virtual character in each preset direction is determined, according to the material attribute of the acquired material in each target planning path, the display mode corresponding to each target planning path is determined, and according to the display mode of the target planning path in each preset direction, the target planning path in each preset direction is displayed on a small map. In the method, the target planning path is screened out according to the available materials in each preset direction in the game scene, the display mode of the target planning path is determined according to the material attribute of the available materials in each preset direction, different target planning paths are displayed according to the display mode of the target planning path in each preset direction, and a player can perform path selection according to the material attribute on the target planning path so as to improve the accuracy and efficiency of obtaining the materials.
In order to make the above objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered limiting the scope, and that other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flowchart of a method for prompting information in a game according to an embodiment of the present application;
FIG. 2 is a flowchart of another method for prompting information in a game according to an embodiment of the present application;
FIG. 3 is a flowchart of another method for prompting information in a game according to an embodiment of the present application;
FIG. 4 is a schematic diagram of a process for displaying a path plan for seeking according to an embodiment of the present disclosure;
FIG. 5 is a schematic structural diagram of an information presentation device in a game according to an embodiment of the present disclosure;
FIG. 6 is a second schematic diagram of an information presentation device in a game according to an embodiment of the present disclosure;
Fig. 7 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present application more clear, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, as provided in the accompanying drawings, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. Based on the embodiments of the present application, every other embodiment that a person skilled in the art would obtain without making any inventive effort is within the scope of protection of the present application.
First, application scenarios applicable to the present application will be described. The method and the device can be applied to the field of games. In some game processes, in order to supply materials to virtual characters controlled by players, various different types of treasured opening activities can be carried out regularly, treasures during the activities can be scattered at random positions in different areas of a game scene, all players rob the treasures by preempting the treasures opening or defeating the treasures to obtain corresponding materials in the treasures, and at present, the road condition of the scene and the distribution condition of the players on the road are prompted by a way of using a small map in the game. The small map expands the field of view of the player to a certain extent and also provides possibility for the player to judge whether the route has more treasures through whether the route has crowd gathering.
According to the research, the position of the box is indicated by the small map in the current stage, and the positions of the virtual characters and the distribution condition of the boxes are marked in the small map, so that a player cannot accurately acquire accurate box information and virtual character information on each path in the process of searching for the box according to the small map, the player can refer to inaccurate information when selecting the box searching path, the optimal box searching path cannot be selected, and the box searching efficiency in the game is low.
Based on the above, the embodiment of the application provides an information prompting method in a game, so as to improve the accuracy and efficiency of obtaining materials.
In order to facilitate understanding of the present embodiment, a method, an apparatus, an electronic device, and a storage medium for prompting information in a game provided in the embodiments of the present application are described in detail. The embodiment of the application can be applied to the field of games, such as games of the type of transmission frames per second (Frames Per Second, FPS) or games of the type of massive multi-person online (Massive Multiplayer Online, MMO); the embodiments of the present application are not limited to the above-described types of games, and are not limited to the field of games.
The information prompting method in the embodiment of the application can be operated on the terminal equipment or the server. The terminal device may be a local terminal device (such as a local touch terminal). The information prompting method may be a cloud game when running on a server.
In an alternative embodiment, cloud gaming refers to a game style based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the information display method are completed on a cloud game server, and a cloud game client is used for receiving and sending data and presenting game pictures, for example, the cloud game client can be a display device with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer and the like, which is close to a user side; the terminal device for information prompt is a cloud game server in the cloud. When playing the game, the user operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game pictures.
In another alternative embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used for presenting game pictures. The local terminal device is used for interacting with a user through a graphical user interface, namely, conventionally downloading and installing a game program through the electronic device and running the game program. The manner in which the local terminal device provides the graphical user interface to the user may include a variety of ways, for example, may be rendered for display on a display screen of the local terminal device, or may be provided to the user by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
The information prompting method in the game provided by the embodiment of the application can be operated in the aforementioned local terminal equipment or the aforementioned cloud game client. The following description will take the example that the information prompting method in the game is operated on a local terminal device (hereinafter referred to as a terminal device).
Referring to fig. 1, fig. 1 is a flowchart of a method for prompting information in a game according to an embodiment of the present application. As shown in fig. 1, the method for prompting information in a game provided in the embodiment of the present application includes:
s101, responding to a precious finding auxiliary instruction, and determining a target planning path of the target virtual character in a plurality of preset directions of the small map according to a first position of the target virtual character in the game scene and second positions of available materials in a plurality of preset directions in the game scene;
s102, determining a display mode corresponding to each target planning path according to the material attribute of the available material in each target planning path.
S103, displaying the target planned path in each preset direction on the small map according to the display mode of the target planned path in each preset direction.
According to the information prompting method in the game, the target planning paths are screened out according to the available materials in each preset direction in the game scene, the display mode of the target planning paths is determined according to the material properties of the available materials in each preset direction, different target planning paths are displayed according to the display mode of the target planning paths in each preset direction, and a player can select paths according to the material properties on the target planning paths, so that the accuracy and efficiency of obtaining the materials are improved.
Exemplary steps of embodiments of the present application are described below:
s101, responding to a precious finding auxiliary instruction, and determining a target planning path of the target virtual character in each preset direction of the small map according to a first position of the target virtual character in the game scene and second positions of available materials in a plurality of preset directions in the game scene.
In the step, a target planning path of the target virtual character in each preset direction is determined according to a first position of the target virtual character in the game scene and a second position of the available materials in a plurality of preset directions in the game scene in response to the precious searching auxiliary instruction.
Here, the game scene provided by the embodiment of the application may be a game scene needing to search for treasures, and in the game scene needing to search for treasures, various treasures opening activities exist. The treasures during the activity can scatter at random positions in different areas of the game scene, and all players can rob the treasures by preempting the treasures or defeating the possession of the treasures to obtain auxiliary tools in the treasures to better complete the game tasks.
Here, there may be different manners for issuing the treasure hunt auxiliary instruction, which may be to display a treasure hunt auxiliary control at a preset position in the image user interface, and determine that the treasure hunt auxiliary instruction is received when a touch operation on the treasure hunt auxiliary control is received; the method can also comprise the steps of dividing a preset treasure hunt operation area in a graphical user interface, and determining that a treasure hunt auxiliary instruction is received when touch operation in the preset treasure hunt operation area is received; it may also be that when any one of a plurality of operation controls displayed in the current graphical user interface receives a preset touch operation, it is determined that a treasure hunt assist instruction is received (for example, a continuous click operation on a direction control is received, etc.).
For the mode of displaying a treasured seeking auxiliary control at a preset position in the image user interface, the auxiliary control can be a specific position of the set graphical user interface, and the path planning operation in the game scene is triggered in response to the touch operation of the player on the auxiliary control in the graphical user interface, so that the treasured seeking path planning process of the player is achieved.
The touch operation of the player on the auxiliary control may be a click operation, a long-press operation or a sliding operation.
Here, the plurality of preset directions in the game scene may be directions of the first positions of the respective position points with respect to the target virtual character with respect to the position points on the respective edge lines of the game map after the mesh game map obtained by abstracting the game scene, which are determined as the preset directions in the game scene.
The position point on each edge line may be a midpoint on the edge line, or may be four azimuth coordinate points of the game map up to the top left, top right, bottom left and bottom right.
Here, when determining the target planned path in each preset direction, reference needs to be made to the situation of the available materials on the planned path, so when determining the target planned path, reference needs to be made to the second position of the available materials, and the path is planned according to the second position of the available materials and the current position of the target virtual character.
In one possible embodiment, the plurality of preset directions are determined by:
a1: and responding to the treasured finding auxiliary instruction, and dividing the game map corresponding to the game scene into a plurality of sub-map areas.
In the step, after the game scene is abstracted into a game map in response to a precious searching auxiliary instruction issued by a player, the abstracted game map is divided into a plurality of sub-map areas.
Specifically, the abstract game map may be divided into a plurality of sub-map areas according to the following steps:
b1: and responding to touch operation aiming at the precious finding auxiliary control, abstracting a map where the target virtual character is located to obtain a game map.
In this step, a corresponding mesh map is generated in the game map based on each path in the game scene, in which a plurality of paths existing in the game scene, a game area on each path, and the like are indicated.
b2: and determining the midpoints of map edge lines of the four directions of the uppermost, lowermost, leftmost and rightmost of the game map.
Here, the middle point of the map edge line where the four directions of the uppermost, lowermost, leftmost and rightmost of the game map abstracted from the game scene are located may be determined, so that the sub-map area of the game map is divided according to the determined middle points of the map edges.
Here, since the specific travelling direction of the virtual character in the game map cannot be specifically determined, and in order to divide the game map more conveniently, the edge lines of the game map can be selected, the middle point of each edge line is determined, and the game map is divided by the current position where the target virtual character controlled by the player is located and the middle point of each edge line.
Here, the midpoint of each edge line may be determined in the embodiment of the present application, or other points (points in one third, etc.) on each edge line in the game map may be determined to determine each point at which the game map may be divided.
In specific implementation, the midpoints of the map edge lines of the four directions of the uppermost, lowermost, leftmost and rightmost of the selected game map are respectively recorded as PCs 1 、PC 2 、PC 3 、PC 4 The method comprises the steps of carrying out a first treatment on the surface of the And, PC i =(X i ,Y i )i∈[1,4]。
b3: and dividing the game map into a plurality of sub-map areas based on the connection lines between the position nodes of the current position of the target virtual character in the game map and the midpoints of the map edge lines of the four directions of the uppermost, the lowermost, the leftmost and the rightmost.
In the step, according to the current position of the target virtual character, connecting lines are respectively carried out on the midpoints of the edge lines of the map where the uppermost, lowermost, leftmost and rightmost directions are located at the position points in the abstracted game map, and after the connecting lines are respectively connected, the game map is divided into a plurality of sub-maps according to the determined connecting lines.
a2: a plurality of preset directions are determined based on the positional relationship between the first position of the target virtual character in the game scene and each sub-map area.
In the step, a plurality of corresponding preset directions are determined according to the position relation between the first position of the target virtual character in the game scene and each sub map area.
Here, corresponding to the above example, the position points in the game map where the target virtual character is located are set to PS, from PS to PC, respectively 1 、PC 2 、PC 3 、PC 4 Connecting lines are carried out, the game map is divided into four sub-map areas, and paths in the respective sub-map areas are all pointed to the PC according to PS 1 、PC 2 、PC 3 、PC 4 The direction of the direction is updated to be a directional path, and then a corresponding preset direction is determined.
For example, PC 1 Is the midpoint of the edge line on the game map, PS to PC 1 Is upward (direction in the map is north), then the directions of the paths in the divided respective sub-map areas are all north.
In one possible implementation, referring to fig. 2, fig. 2 is a flowchart of another method for prompting information in a game according to an embodiment of the present application. As shown in fig. 2, the method for prompting information in a game provided in the embodiment of the present application includes:
S201, determining at least one path to be planned located in the preset direction.
In this step, for each preset direction, at least one path to be planned in the preset direction needs to be determined.
Here, the path to be planned is a path which exists in a game scene and can be passed by the target virtual character, and the condition of the material existence on the path is determined during the material distribution activity.
S202, for each path to be planned, determining the quantity of materials which can be obtained by the target virtual role on the path to be planned based on the total quantity of materials existing on the path to be planned and the fight force of each virtual role passing through the path to be planned.
In the step, for each path to be planned, determining the amount of materials which can be acquired by a target virtual character controlled by a player on the path to be planned according to the amount of materials which exist on the path to be planned and the combat force of each virtual character passing through the path to be planned.
Here, it should be noted that, for each path to be planned, the number of materials existing on the path to be planned may be the actual number of materials on the current path to be planned, or may be the number obtained by predicting the number of materials on the path to be planned according to the occurrence of the number of historical props.
Here, the definition of all the virtual roles routed through the path to be planned is that the virtual roles of the path to be planned must be passed within the predicted time period when the target virtual role is on the path.
The limitation of the preset time period is to ensure that the target virtual character must meet other virtual characters after entering the path to be planned, so that the predicted time period can be a time period from the beginning of the target virtual character entering the path to be planned to the ending of the target virtual character leaving the path to be planned.
In one possible implementation manner, the information prompting method further includes:
c1: and inputting the current position of the target virtual character into a pre-trained position prediction model to obtain the next position of the target virtual character at the next moment.
In this step, the current position (coordinates in the game map) of the target virtual character controlled by the player is input into the pre-trained position prediction model, and the next position (corresponding to the above example, the next position is also the coordinates in the game map at the next time of the target virtual character) where the target virtual character is located is obtained.
Here, in locating the virtual position of the target, the virtual position of the target may be determined based on a game map that is abstracted from the game scene, and the virtual position of the target may be determined based on a game world coordinate system in the game scene.
The position prediction model is obtained by training according to a plurality of historical movement tracks of the target virtual character as samples, and the corresponding relation between the position of the target virtual character and the time sequence can be indicated in the position prediction model, so that the next position of the target virtual character at the next moment is accurately predicted.
Here, specifically, the corresponding ARIMA model may be obtained by training using the time series history data of the change of the player coordinates, and the next position occurring at the next time of the player may be predicted using the obtained ARIMA model and the current position of the player.
c2: and determining other virtual roles passing through the position path based on the time of the position path of the next position and the time of the other virtual roles passing through the position path.
In the step, after determining the next position of the target virtual character at the next moment in the step c1, determining a position path to which the next position belongs, and determining other virtual characters passing through the position path of the target virtual character by referring to the time of the other virtual characters passing through the position path of the target virtual character.
Wherein the other virtual characters of the path of the position refer to other virtual characters which are necessarily encountered with the target virtual character on the path of the position.
After determining the position path of the target virtual character at the next moment, determining the time period of the target virtual character passing through the position path according to the current moving speed of the target virtual character, or determining the time period of the target virtual character passing through the position path according to the historical moving data of the target virtual character, and determining the time of other virtual characters passing through the position path of the target virtual character in the time period, or determining other virtual characters which are not separated before the time period and when the target virtual character arrives as other virtual characters passing through the position path.
For example, the target avatar is at game time 15:00 arrives at the position path, and according to the movement data of the target virtual character, the time of the target virtual character on the position path can be determined to be 30 minutes, namely, the game time 15:30 will leave the position path, at this time, 3 other virtual characters exist in the game scene, and the time position of the virtual character a reaching the position path is calculated as 15 by the current position of each other virtual character and the moving speed of each virtual character: 10. the virtual character B arrives at the position path at a time position of 16: 10. the time position of the virtual character C to reach the position path is 14:55, when the passing time of the virtual character C on the location path is estimated to be 25 minutes, it can be determined that when the target virtual character arrives at the location path, the other virtual characters passing through the location path are virtual character a and virtual character C.
In one possible implementation, the step of determining, for each path to be planned, the number of materials that the target virtual character can acquire materials on the path to be planned based on the total number of materials existing on the path to be planned and the combat force of each virtual character passing through the path to be planned includes:
d1: and determining the material quantity percentage of the materials which can be obtained by the target role based on the ratio of the fight force of the target virtual role to the sum of the fight forces of all other virtual roles passing through the path to be planned.
In the step, according to the ratio between the fight force of the target virtual character and the sum of the fight forces of all other virtual characters on the path to be planned, determining the percentage of the number of materials which can be acquired by the target virtual character.
Here, for the ratio between the combat power of the target virtual character and the sum of combat power of all other virtual characters on the path to be planned, the determination of the percentage of the amount of the material available to the target virtual character may be performed by each virtual character when the combat power ratio is the same as the combination of the combat power ratio of the current target virtual character and N other virtual characters controlled by N players in the reference historical data, and the historical melon distribution of the material on the path to be planned is determined by each virtual character.
Specifically, when the combat ratio is the same as the combat ratio combination of the target virtual character controlled by the current player I and the N other virtual characters controlled by the N players in the historical data, each virtual character obtains the historical melon and fruit conditions of the materials on the path to be planned according to the MI of the materials obtained by the historical virtual character according to the same position of the combat of the target virtual character get (the obtained materials are positive numbers, the lost materials are recorded as negative numbers), and the total melon-divided material quantity M total-history Calculating the percentage PI of the number of the target virtual character materials to the number of the melon-divided materials i
d2: and determining the material quantity of the material acquired by the target virtual role on the path to be planned based on the quantity percentage and the total quantity of the material existing on the path to be planned.
In the step, according to the material quantity percentage determined in the step d1 and the total material quantity existing on the path to be planned, the material quantity which can be acquired by the target virtual character on the path to be planned is determined.
Here, after determining the percentage of the available amount of the material, the amount of the material that the target virtual character can obtain on the path to be planned may be determined according to the percentage, and the amount of the material that the target virtual character can obtain may be a positive number (the target virtual character can obtain the material on the path to be planned), or may be a negative number (the target virtual character will lose the material on the path to be planned).
Specifically, the number of supplies that can be acquired can be determined by the following formula:
PI i =MI get /M total-history
M’ i =PI i M i
wherein PI is i The target virtual character material quantity is a percentage of the melon-divided material quantity; MI (MI) get Materials obtained for the historical virtual character; m is M total-history The total melon material quantity; m's' i Obtaining a material quantity for a target virtual player I; m is M i And (3) the amount of materials existing on the route to be planned.
Here, based on the above analysis, when determining the number of materials that the target virtual character can acquire on the path to be planned, it is necessary to determine the total number of materials on the path to be planned and the combat power of each virtual character passing through the path to be planned, and the steps of determining the two amounts will be described below respectively:
first, for each path to be planned, determining the total amount of materials existing on the path to be planned by the following steps:
f1: and determining historical time sequence information of the occurrence condition of the materials on the path to be planned, and predicting the maximum material quantity and the minimum material quantity of the path to be planned at the next material occurrence moment.
In the step, historical time sequence information of the occurrence condition of the materials on the path to be planned is determined, and the maximum number of the materials and the minimum number of the materials which can occur when the path to be planned occurs at the next time are predicted.
Here, in the game, the materials are presented in batches according to the period, so the number of next presentation time instants of the materials can be predicted from the historical presentation situation of the materials.
In this embodiment of the present application, the Prophet algorithm may predict the maximum amount of materials that may occur at the time of the next material on the path to be planned and the minimum amount of materials that may occur according to the historical time sequence information of the occurrence of the materials on the path to be planned.
f2: and determining the quantity of the materials existing on the path to be planned based on the maximum quantity of the materials, the minimum quantity of the materials and the determined mode coefficient.
In the step, according to the maximum material quantity and the minimum material quantity determined in the step f1 and the mode coefficient corresponding to the mode selected by the player, determining the material quantity existing on the path to be planned.
Here, before the game starts, the player sets a mode of searching for materials in the game through game setting, and different game modes correspond to different mode coefficients, so that setting of path weights of each path to be planned is affected.
The mode of searching materials can be a cautious mode, a adventure mode and a custom mode; when the player does not select the game mode, the default game mode is the cautious mode.
Here, accordingly, the risk factor C is set to 1 if the player selects the cautious mode; setting the risk scaling coefficient C to 0 if the player selects the risk mode; if the player selects the custom mode, the risk factor C is set to the custom value K, c=kk e (0, 1).
Here, the amount of materials existing on the path to be planned is determined by the following formula:
wherein M is i For the quantity of materials, M, existing on the route to be planned min-i Is the minimum material quantity; m is M max-i Is the maximum material quantity; c is a mode coefficient.
Secondly, aiming at each path to be planned, determining the fight force of other virtual roles passing through the path to be planned through the following steps:
g1: and determining the fight force of other virtual characters passing through the path to be planned based on the acquired fight force of other virtual characters and the mode coefficient.
In the step, the combat forces of other virtual characters in the path to be planned are determined according to the acquired current combat forces of other virtual characters in the path to be planned and mode coefficients corresponding to the modes selected by the player.
Here, the battle force for other virtual characters is also determined with reference to the game mode selected by the player in the game.
Wherein, the mode of searching materials can be a cautious mode, a adventure mode and a custom mode; when the player does not select the game mode, the default game mode is the cautious mode.
Here, accordingly, the risk factor C is set to 1 if the player selects the cautious mode; setting the risk scaling coefficient C to 0 if the player selects the risk mode; if the player selects the custom mode, the risk factor C is set to the custom value K, c=kk e (0, 1).
Here, the combat power of the other virtual characters of the path to be planned is determined by the following formula:
F′ j =CF j ,j∈[1,N];
wherein F' j The combat force of the virtual character I in the path passing through the path to be planned is provided; c is a mode coefficient; f (F) j Is the combat force of the virtual character I.
S203, determining a path weight corresponding to the path to be planned based on the acquired material quantity.
In the step, a path weight corresponding to the path to be planned is determined according to the determined available material quantity on the path.
Here, the path weight of each path to be planned is determined by the amount of materials that the player can acquire when passing through the route, and specifically, the path weight corresponding to each path to be planned is proportional to the amount of materials that the player can acquire on the path to be planned.
In a specific example, the path weight of the path to be planned is equal to the number of materials that can be acquired by the player on the path to be planned, for example, the number of materials that can be acquired by the target virtual character controlled by the player on the path to be planned is 3, and then the path weight of the path to be planned may be set to 3.
S204, determining a target planning path in the preset direction based on the determined path weights corresponding to the paths to be planned.
In the step, a target planning path in the preset direction is screened from a plurality of paths to be planned according to the determined path weights corresponding to the paths to be planned.
In a possible implementation manner, the step of determining the target planned path in the preset direction based on the determined path weights corresponding to the paths to be planned includes:
h1: and filtering paths to be planned with path weights smaller than zero based on the path weights of the paths to be planned, and obtaining a plurality of candidate paths in a preset direction.
In the step, according to the path weights of the paths to be planned, corresponding to the paths to be planned, with the path weights smaller than zero are filtered out, so as to obtain a plurality of candidate paths in the preset direction.
Here, when the path weight of the path to be planned is smaller than zero, that is, when the path weight is negative, it is stated that the target virtual character is to lose the material in the path to be planned with a large probability, and in consideration of the requirement of acquiring more material, when the path is planned, the path with the path weight smaller than zero is set to be in an unvaried state, and when the treasured searching path is planned, the paths to be planned are not displayed any more.
h2: and updating the weight of the path weight corresponding to each candidate path, and determining the target planning path in the preset direction.
In the step, after updating the path weights corresponding to the candidate paths screened in the step h1, determining a target planning path from a plurality of candidate paths.
Here, when screening a plurality of candidate paths, the shortest path is calculated by using a floryd-warhalalgorism (flord) algorithm through the path weight, so that the negative number operation needs to be performed on the path weight corresponding to the candidate paths, and therefore, after the floryd algorithm is performed, the generated shortest path is actually the largest possible path for obtaining materials.
Specifically, the negative number operation can be performed on the path weight corresponding to each candidate path through the following formula:
LW i =-LW i
Wherein LW i And the path weight value of the path I to be planned.
Here, the game map is selected to reach four azimuth coordinate points of leftmost upper, rightmost upper, leftmost lower and rightmost lower as the end points, and recorded as PE 1 、PE 2 、PE 3 、PE 4 The midpoints of map edge lines of the uppermost, lowermost, leftmost and rightmost directions of the game map are selected and recorded as PC1, PC2, PC3 and PC4 respectively; the first position of the target virtual character is PS, and 4 shortest path diagrams starting from the PC and ending from the PE are generated by using the Floyd algorithm; calculating PS point arrival PE from player initial position using Floyd algorithm 1 、PE 2 、PE 3 、PE 4 Set up the shortest path of the terminal V i To the end point V j The shortest record of D ij Endpoint V i To the end point V k The shortest record of D ik Endpoint V k To the end point V j The shortest record of D kj D is then ij The calculation of (2) has the recursive formula as follows:
D ij =min(D ij ,D ik +D kj );
wherein D is ij Is the shortest path; d (D) ik For the end point V i To the end point V k Is the shortest record of (2); d (D) kj For the end point V k To the end point V j Is the shortest record of (c).
S102, determining a display mode corresponding to each target planning path according to the material attribute of the available material in each target planning path.
In the step, according to the material attribute of the available materials in each target planning path, the available materials on the determined multiple target planning paths can be compared, and the display mode corresponding to the target planning path is determined.
Here, after determining the target planned path in each preset direction, the material attributes of the available materials on the target planned paths in each preset direction are compared, so as to determine the display modes of the target planned paths in different preset directions.
Here, the property of the available materials may be the number of available materials on the target planned path, or may be the property of the available materials themselves (material use, etc.).
In one possible implementation manner, the step of determining, according to the property of the available material in each target planning path, the display mode corresponding to the target planning path includes:
i1: and determining the display brightness corresponding to each item target planning path according to the material attribute of the available material in each target planning path.
In the step, according to the material attribute of the available material in each item mark planning path, the display brightness corresponding to each item mark planning path is determined.
The more the number of the available materials on the target planning path and/or the higher the demand level of the target virtual character for the available materials, the brighter the corresponding display brightness.
Here, when determining the display mode of the available materials, different target planning paths may be displayed by different colors, so as to distinguish the situations of the available materials on the different target planning paths, and meanwhile, agree with the player with the mapping relationship between the different colors and the material attributes of the available materials.
For example, taking the property of the acquired materials as the number of the acquired materials, different intervals of the number of the acquired materials can be set and divided, each interval of the number of the acquired materials corresponds to a display color of a target planning path, after the target planning path is displayed, a player can evaluate the number of the acquired materials on each target planning path according to the display colors of different target planning paths, and then select a walking path.
Here, the property of the available materials may be the amount of the materials or the demand level of the target virtual character for the available materials, when determining the display mode of the target planning path, the two property may be determining the display mode of the target planning path alone or determining the display mode of the target planning path in combination, for example, the amount of the available materials on the two target planning paths is consistent, and when the two target planning paths need to be distinguished again in combination with the demand level of the target virtual character for the available materials, the display brightness of the target planning path with high demand level of the target virtual character for the available materials may be set higher.
S103, displaying the target planned path in each preset direction on the small map according to the display mode of the target planned path in each preset direction.
In this step, according to the display mode of the target planned path in each preset direction determined in step S102, the target planned paths in each preset direction are displayed on the minimap according to the corresponding display mode.
Here, when displaying the target planned route, the target planned route in each preset direction may be displayed directly in the small map, or may be displayed in the large map after the player clicks the small map, but the display in the large map may not display all the target planned routes, only the target planned route that can be displayed in the current large map is displayed, and a certain reference is provided to the player's route selection.
In one possible implementation, referring to fig. 3, fig. 3 is a flowchart of another method for prompting information in a game according to an embodiment of the present application. As shown in fig. 3, the method for prompting information in a game provided in the embodiment of the present application includes:
s301, updating target planning paths in all preset directions in response to the satisfied path updating conditions.
In the step, when the route updating condition is determined to be triggered, the target planning route in each preset direction is rescreened, and the target planning route in each preset direction is updated.
Here, the path update condition includes at least one of: the number of materials on each path to be planned is changed, the position of the target virtual character deviates from the target planned path, the target virtual character reaches the end point of the target planned path, or the player changes the mode and reaches the path update time node.
The determining that the target virtual character position deviates from the target planning path or the target virtual character reaches the target planning path end point may be to track the position coordinates of the target virtual character, and determine that the target virtual character position deviates from the target planning path or the target virtual character reaches the target planning path end point when the position of the target virtual character is not on the planning path at the next moment or the position of the target virtual character reaches the target planning path end point at the next moment.
The number of materials on each path to be planned is changed, and in general, the actual number of materials on different planned paths deviates from the previously estimated number of materials, and then the target planned path needs to be updated.
The method includes that for the situation that a player changes a mode, calculation of the number of materials existing on each path to be planned and the combat force passing through each virtual character on the path to be planned are affected, and further, material properties of available materials in the path to be planned are affected, and determination of a target planning path is affected.
Since the change speed of the game situation in the game scene is relatively high, in order to better fit the game situation in the current game scene to plan the path, a forced refreshing route time (defaulting to 3 minutes) can be set, and when the path updating time node is determined to be reached, the target planning path in each preset direction is updated.
S302, displaying the updated target planning path in the preset direction on the small map according to the display mode of the updated target planning path in each preset direction.
In the step, according to the display mode of the target planning path updated in each preset direction, the target planning path in each preset direction is displayed on the small map according to the corresponding display mode.
Here, the display mode of the updated target planned path is identical to the display mode of the target planned path, and will not be described in detail herein.
In one possible implementation manner, the information prompting method further includes:
j1: and hiding the multi-item label planned path displayed on the small map in response to the end of the treasuring activity and/or the received treasuring auxiliary end instruction.
Here, the precious searching activity in the game is limited for a certain time, and after the precious searching activity is finished, the target planning path for assisting the player to search the precious is not displayed any more, so that the clarity of the display information on the small map is ensured.
Here, the method may also be that the player actively ends the auxiliary seeking mode, for the above example, optionally, when receiving the second touch operation of the player for the auxiliary seeking control, or the second touch operation for the preset seeking operation area, or when any operation control displayed in the graphical user interface receives the preset second touch operation, it is determined that the auxiliary seeking ending instruction is received, so as to end the display of the target planned path.
Referring to fig. 4, fig. 4 is a path diagram of a treasured seeking path planning display process provided in an embodiment of the present application, where the treasured seeking path planning display process includes:
Step 1: determining a player's selected seek mode during game play settings, wherein the seek modes for the above examples may include a discreet mode, a adventure mode, and a custom mode, and defaulting to the discreet mode if the player does not define the seek mode during game play settings;
step 2: detecting whether the auxiliary treasure hunt mode is closed (a second touch operation aiming at the auxiliary treasure hunt control is triggered), if the auxiliary treasure hunt mode is closed, ending the planning and displaying process of the current treasure hunt path, if the auxiliary treasure hunt mode is not closed, continuing to detect whether the playing method is ended (the ending of the treasure hunt activity), if the playing method is determined to be ended, ending the planning and displaying process of the current treasure hunt path; if the playing method is not finished, continuing the analysis process of the quantity of the treasures.
Step 3: the method comprises the steps of obtaining the actual/possible number of the path treasures, calculating path side weights based on the actual/possible number of the treasures, generating personalized routes according to the calculated path side weights, visualizing according to the path side weights and the arrangement sequence, and displaying target planning paths which can be selected by players according to corresponding display modes.
Step 4: and detecting whether a path updating condition is triggered, wherein the updating condition comprises the time when a player leaves the position at the last moment and deviates from the recommended route/reaches the end point of the recommended route/reaches the forced refreshing route, if the path updating condition is triggered, returning to the step 2 to continue planning the target planning path, and if the path updating condition is not triggered, waiting according to the time until the path updating condition is triggered, returning to the step 2 to continue planning the target planning path.
According to the information prompting method in the game, which is provided by the embodiment of the application, in response to the treasured finding auxiliary instruction, according to the first position of the target virtual character in the game scene and the second positions of the target virtual character in the game scene in a plurality of preset directions, the target planning path of the target virtual character in each preset direction is determined, according to the material attribute of the target material which can be obtained in each target planning path, the display mode corresponding to each target planning path is determined, and according to the display mode of the target planning path in each preset direction, the target planning path in each preset direction is displayed on the small map. In the method, the target planning path is screened out according to the available materials in each preset direction in the game scene, the display mode of the target planning path is determined according to the material attribute of the available materials in each preset direction, different target planning paths are displayed according to the display mode of the target planning path in each preset direction, and a player can perform path selection according to the material attribute on the target planning path so as to improve the accuracy and efficiency of obtaining the materials.
Based on the same inventive concept, the embodiment of the present application further provides an information prompting device corresponding to the information prompting method in the game, and since the principle of solving the problem by the device in the embodiment of the present application is similar to that of the information prompting method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repetition is not repeated.
Referring to fig. 5 and 6, fig. 5 is a schematic structural diagram of an information prompting device in a game according to an embodiment of the present application, and fig. 6 is a schematic structural diagram of a second information prompting device in a game according to an embodiment of the present application. As shown in fig. 5, the information presentation apparatus 500 includes:
the planned path determining module 510 is configured to determine, in response to the treasured seeking auxiliary instruction, a target planned path of the target virtual character in each preset direction of the minimap according to a first position of the target virtual character in the game scene and second positions of available materials in a plurality of preset directions in the game scene;
the display mode determining module 520 is configured to determine a display mode corresponding to each target planning path according to the material attribute of the available material in each target planning path;
the planned path display module 530 is configured to display, on the minimap, the target planned path in each preset direction according to the display mode of the target planned path in the preset direction.
In a possible implementation manner, as shown in fig. 6, the information prompting apparatus 500 further includes a virtual role determining module 540, where the virtual role determining module 540 is configured to:
Inputting the current position of the target virtual character into a pre-trained position prediction model to obtain the next position of the target virtual character at the next moment;
and determining other virtual roles passing through the position path based on the time of the position path of the next position and the time of the other virtual roles passing through the position path.
In one possible implementation, as shown in fig. 6, the information prompting apparatus 500 further includes a path update module 550, where the path update module 550 is configured to:
updating the target planning paths in all preset directions in response to the satisfied path updating conditions;
and displaying the updated target planning path in the preset direction on the small map according to the display mode of the updated target planning path in each preset direction.
In one possible implementation, the planned path determining module 510 is configured to determine a plurality of preset directions by:
responding to the precious finding auxiliary instruction, dividing a game map corresponding to the game scene into a plurality of sub-map areas;
a plurality of preset directions are determined based on the positional relationship between the first position of the target virtual character in the game scene and each sub-map area.
In one possible implementation manner, the planned path determining module 510 is configured to determine, for each preset direction, a target planned path in the preset direction by:
determining at least one path to be planned located in the preset direction;
for each path to be planned, determining the material quantity of the material which can be acquired by the target virtual character on the path to be planned based on the total material quantity existing on the path to be planned and the fight force of each virtual character passing through the path to be planned;
determining a path weight corresponding to the path to be planned based on the acquired material quantity;
and determining a target planning path in the preset direction based on the determined path weights corresponding to the paths to be planned.
In one possible implementation, the planned path determining module 510 is configured to, when configured to determine, for each path to be planned, a number of materials for which the target virtual character can obtain materials on the path to be planned, based on a total number of materials existing on the path to be planned and a combat force of each virtual character routed through the path to be planned, where the planned path determining module 510 is configured to:
Determining the material quantity percentage of the materials which can be obtained by the target role based on the ratio between the fight force of the target virtual role and the sum of the fight forces of all other virtual roles passing through the path to be planned;
and determining the material quantity of the material acquired by the target virtual role on the path to be planned based on the quantity percentage and the total quantity of the material existing on the path to be planned.
In one possible implementation, for each path to be planned, the planned path determining module 510 is configured to determine the total number of materials existing on the path to be planned by:
determining historical time sequence information of the occurrence condition of the materials on the path to be planned, and predicting the maximum material quantity and the minimum material quantity of the path to be planned at the next material occurrence moment;
and determining the quantity of the materials existing on the path to be planned based on the maximum quantity of the materials, the minimum quantity of the materials and the determined mode coefficient.
In one possible implementation, for each path to be planned, the planned path determining module 510 is configured to determine, for each path to be planned, the combat power of the other virtual character routed through the path to be planned by:
And determining the fight force of other virtual characters passing through the path to be planned based on the acquired fight force of other virtual characters and the mode coefficient.
In one possible implementation manner, the planned path determining module 510 is configured to, when configured to determine, based on the determined path weights corresponding to the paths to be planned, a target planned path in the preset direction, the planned path determining module 510 is configured to:
filtering paths to be planned with path weights smaller than zero based on the path weights of the paths to be planned, and obtaining a plurality of candidate paths in a preset direction;
and updating the weight of the path weight corresponding to each candidate path, and determining the target planning path in the preset direction.
In one possible implementation manner, when the display mode determining module 520 is configured to determine, according to the property of the available material in each target planned path, a display mode corresponding to the target planned path, the display mode determining module 520 is configured to:
according to the material attribute of the available material in each target planning path, determining the display brightness corresponding to each target planning path; the more the number of the available materials on the target planning path and/or the higher the demand level of the target virtual character for the available materials, the brighter the corresponding display brightness.
According to the information prompting device in the game, which is provided by the embodiment of the application, in response to the treasured finding auxiliary instruction, according to the first position of the target virtual character in the game scene and the second positions of the target virtual character in the game scene in a plurality of preset directions, the target planning path of the target virtual character in each preset direction is determined, according to the material attribute of the target material which can be obtained in each target planning path, the display mode corresponding to each target planning path is determined, and according to the display mode of the target planning path in each preset direction, the target planning path in each preset direction is displayed on the small map. In the method, the target planning path is screened out according to the available materials in each preset direction in the game scene, the display mode of the target planning path is determined according to the material attribute of the available materials in each preset direction, different target planning paths are displayed according to the display mode of the target planning path in each preset direction, and a player can perform path selection according to the material attribute on the target planning path so as to improve the accuracy and efficiency of obtaining the materials.
Referring to fig. 7, fig. 7 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 7, the electronic device 700 includes a processor 710, a memory 720, and a bus 730.
The memory 720 stores machine-readable instructions executable by the processor 710, when the electronic device 700 is running, the processor 710 communicates with the memory 720 through the bus 730, and when the machine-readable instructions are executed by the processor 710, the steps of the information prompting method in the game in the method embodiments shown in fig. 1 and fig. 3 can be executed, and detailed implementation can refer to method embodiments and will not be repeated herein.
The embodiment of the present application further provides a computer readable storage medium, where a computer program is stored on the computer readable storage medium, and when the computer program is executed by a processor, the steps of the information prompting method in the game in the method embodiments shown in the foregoing fig. 1 and fig. 3 may be executed, and specific implementation manners may refer to the method embodiments and are not repeated herein.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described systems, apparatuses and units may refer to corresponding procedures in the foregoing method embodiments, and are not repeated herein.
In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown 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 may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in 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 non-volatile computer readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, including several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Finally, it should be noted that: the foregoing examples are merely specific embodiments of the present application, and are not intended to limit the scope of the present application, but the present application is not limited thereto, and those skilled in the art will appreciate that while the foregoing examples are described in detail, the present application is not limited thereto. Any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or make equivalent substitutions for some of the technical features within the technical scope of the disclosure of the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present application, and are intended to be included in 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 (13)

1. An information prompting method in a game, characterized in that the game includes a target virtual character controlled by a player, a graphic user interface is provided through a terminal device, and a part of game scenes and a small map of the game are displayed in the graphic user interface, the information prompting method comprises:
Responding to a precious finding auxiliary instruction, and determining a target planning path of the target virtual character in each preset direction of the small map according to a first position of the target virtual character in the game scene and second positions of available materials in a plurality of preset directions in the game scene; the target planning path in each preset direction is determined based on the number of materials which can be obtained on each path to be planned in the preset direction; the material quantity of the available materials on each path to be planned is determined based on the total quantity of the materials on the path to be planned and the ratio between the combat force of the target virtual character and the sum of the combat forces of other virtual characters passing through the path to be planned;
determining a display mode corresponding to each target planning path according to the material attribute of the available material in each target planning path;
and displaying the target planned path in each preset direction on the small map according to the display mode of the target planned path in each preset direction.
2. The information prompting method according to claim 1, wherein a plurality of preset directions are determined by:
Responding to the precious finding auxiliary instruction, dividing a game map corresponding to the game scene into a plurality of sub-map areas;
a plurality of preset directions are determined based on the positional relationship between the first position of the target virtual character in the game scene and each sub-map area.
3. The information prompting method according to claim 1, wherein for each preset direction, a target planned path in the preset direction is determined by:
determining at least one path to be planned located in the preset direction;
for each path to be planned, determining the material quantity of the material which can be acquired by the target virtual character on the path to be planned based on the total material quantity existing on the path to be planned and the fight force of each virtual character passing through the path to be planned;
determining a path weight corresponding to the path to be planned based on the acquired material quantity;
and determining a target planning path in the preset direction based on the determined path weights corresponding to the paths to be planned.
4. The information prompting method according to claim 3, wherein the determining, for each path to be planned, the number of materials for which the target virtual character can acquire materials on the path to be planned based on the total number of materials existing on the path to be planned and the combat power of each virtual character routed through the path to be planned includes:
Determining the material quantity percentage of the materials which can be obtained by the target role based on the ratio between the fight force of the target virtual role and the sum of the fight forces of all other virtual roles passing through the path to be planned;
and determining the material quantity of the material acquired by the target virtual role on the path to be planned based on the quantity percentage and the total quantity of the material existing on the path to be planned.
5. The information prompting method according to claim 3, wherein for each path to be planned, the total number of materials existing on the path to be planned is determined by:
determining historical time sequence information of the occurrence condition of the materials on the path to be planned, and predicting the maximum material quantity and the minimum material quantity of the path to be planned at the next material occurrence moment;
and determining the quantity of the materials existing on the path to be planned based on the maximum quantity of the materials, the minimum quantity of the materials and the determined mode coefficient.
6. The information prompting method according to claim 3, wherein before said determining, for each path to be planned, a number of materials for which the target virtual character can acquire materials on the path to be planned based on a total number of materials existing on the path to be planned and a combat force of each virtual character routed through the path to be planned, the information prompting method further comprises:
Inputting the current position of the target virtual character into a pre-trained position prediction model to obtain the next position of the target virtual character at the next moment;
and determining other virtual roles passing through the position path based on the time of the position path of the next position and the time of the other virtual roles passing through the position path.
7. The information prompting method according to claim 5, wherein for each path to be planned, the combat forces of other virtual characters routed through the path to be planned are determined by:
and determining the fight force of other virtual characters passing through the path to be planned based on the acquired fight force of other virtual characters and the mode coefficient.
8. The information prompting method according to claim 3, wherein determining a target planned path in the preset direction based on the determined path weights corresponding to the paths to be planned includes:
filtering paths to be planned with path weights smaller than zero based on the path weights of the paths to be planned, and obtaining a plurality of candidate paths in a preset direction;
and updating the weight of the path weight corresponding to each candidate path, and determining the target planning path in the preset direction.
9. The information prompting method according to claim 1, wherein determining a display mode corresponding to each target planning path according to a material attribute of the available material in the target planning path includes:
according to the material attribute of the available material in each target planning path, determining the display brightness corresponding to each target planning path; the more the number of the available materials on the target planning path and/or the higher the demand level of the target virtual character for the available materials, the brighter the corresponding display brightness.
10. The information prompting method according to claim 1, wherein the displaying means further includes:
updating the target planning paths in all preset directions in response to the satisfied path updating conditions;
and displaying the updated target planning path in the preset direction on the small map according to the display mode of the updated target planning path in each preset direction.
11. An information prompting device in a game, characterized in that the game comprises a target virtual character controlled by a player, a graphical user interface is provided through a terminal device, and a part of game scenes and a small map of the game are displayed in the graphical user interface, and the information prompting device comprises:
The planning path determining module is used for responding to the precious finding auxiliary instruction, and determining a target planning path of the target virtual character in each preset direction of the small map according to a first position of the target virtual character in the game scene and second positions of available materials in a plurality of preset directions in the game scene; the target planning path in each preset direction is determined based on the number of materials which can be obtained on each path to be planned in the preset direction; the material quantity of the available materials on each path to be planned is determined based on the total quantity of the materials on the path to be planned and the ratio between the combat force of the target virtual character and the sum of the combat forces of other virtual characters passing through the path to be planned;
the display mode determining module is used for determining a display mode corresponding to each target planning path according to the material attribute of the available material in each target planning path;
and the planned path display module is used for displaying the target planned path in each preset direction on the small map according to the display mode of the target planned path in each preset direction.
12. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the information-seeking method in a game as claimed in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that the computer-readable storage medium has stored thereon a computer program which, when executed by a processor, performs the steps of the information-prompting method in a game according to any of claims 1 to 10.
CN202110772345.9A 2021-07-08 2021-07-08 Information prompting method and device in game, electronic equipment and storage medium Active CN113499586B (en)

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