CN114470749A - Improved cloud game user card pause data quantization method - Google Patents

Improved cloud game user card pause data quantization method Download PDF

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Publication number
CN114470749A
CN114470749A CN202111598645.6A CN202111598645A CN114470749A CN 114470749 A CN114470749 A CN 114470749A CN 202111598645 A CN202111598645 A CN 202111598645A CN 114470749 A CN114470749 A CN 114470749A
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CN
China
Prior art keywords
data
server
cloud game
client
cloud
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Pending
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CN202111598645.6A
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Chinese (zh)
Inventor
王凡
唐勇
苏洋
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Xuancai Interactive Network Science And Technology Co ltd
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Xuancai Interactive Network Science And Technology Co ltd
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Priority to CN202111598645.6A priority Critical patent/CN114470749A/en
Publication of CN114470749A publication Critical patent/CN114470749A/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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction

Abstract

The invention relates to the technical field of cloud games, in particular to an improved method for cloud game user card pause data quantization, which comprises the steps of collecting running data of each second during running of a cloud game through a client, packaging and encrypting the running data to obtain encrypted data, and sending the encrypted data to a server; analyzing the encrypted data through the server to obtain analyzed data, and sending the analyzed data to the data server; calculating the quantitative value in the analysis data through the server side to obtain calculation data, and sending the calculation data to the server side; under the same network environment, cloud games are optimized through the server based on the calculation data, and games are optimized through the server based on the calculation results obtained after the quantitative numerical value calculation, so that the problems of delay and blockage in the loading process of the cloud games are solved.

Description

Improved cloud game user card pause data quantization method
Technical Field
The invention relates to the technical field of cloud games, in particular to an improved method for cloud game user card pause data quantization.
Background
The cloud game is based on cloud computing, the game is operated at a server side, and the rendered game picture is compressed and then transmitted to a user for interaction through a network.
The cloud game has high dependence on a real-time network, and the phenomena of delay and pause exist in the running process of the cloud game, so that the user experience is reduced.
Disclosure of Invention
The invention aims to provide an improved method for cloud game user card pause data quantization, and aims to solve the problems of delay and card pause in a cloud game loading process.
To achieve the above object, the present invention provides an improved method for cloud game user card data quantization, comprising the following steps:
acquiring running data of each second during running of the cloud game through a client, packaging and encrypting the running data to obtain encrypted data, and sending the encrypted data to a server;
analyzing the encrypted data through the server to obtain analyzed data, and sending the analyzed data to a data server;
calculating the quantitative value in the analysis data through the server to obtain calculation data, and sending the calculation data to the server;
optimizing, by the server, the cloud game based on the computing data.
The specific way for optimizing the service of the cloud game based on the computing data by the service end is as follows:
performing quasi-real-time server optimization through the server based on the calculation data to obtain an optimized server;
sending the user experience data of the cloud game to the client in near real time through the optimization server;
performing, by the client, service optimization on the cloud game based on the user experience data;
and integrating and analyzing the user experience data through the optimization server, optimizing the operation of the cloud game, and adjusting and optimizing the quantitative value.
The specific way for performing service optimization on the cloud game based on the user experience data through the client is as follows:
and performing service optimization on the cloud game through the client based on the user experience data, and performing optimization completion prompt on a user of the cloud game after the optimization is completed.
The operation data comprises a frame rate, a code rate, no frame condition, wide resolution, high resolution, coding delay of the server, network delay, receiving delay of the client, sending delay of the server and decoding delay.
The quantized numerical values comprise game use goodness, average blank frame rate, general blocking total times, serious blocking total times, time delay median from the client to the server and decoding time delay median.
The invention discloses an improved method for quantifying the card pause data of a cloud game user, which is characterized in that a client acquires running data every second when a cloud game runs, the running data is packaged and encrypted to obtain encrypted data, and the encrypted data is sent to a server; analyzing the encrypted data through the server to obtain analyzed data, and sending the analyzed data to a data server; calculating the quantitative value in the analysis data through the server to obtain calculation data, and sending the calculation data to the server; under the same network environment, the cloud game is optimized through the server based on the computing data, and the game is optimized through the server based on the computing result obtained after the quantitative numerical value is computed, so that the problems of delay and blockage in the loading process of the cloud game are solved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, it is obvious that the drawings in the following description are only some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to the drawings without creative efforts.
Fig. 1 is a flow chart of a method for improved cardon data quantization of cloud game users according to the present invention.
Fig. 2 is a flow diagram of optimizing the cloud game by the server based on the computing data.
Detailed Description
Reference will now be made in detail to embodiments of the present invention, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to the same or similar elements or elements having the same or similar function throughout. The embodiments described below with reference to the drawings are illustrative and intended to be illustrative of the invention and are not to be construed as limiting the invention.
Referring to fig. 1 to 2, the present invention provides an improved method for cloud game user card data quantization, which includes the following steps:
s1, acquiring running data of each second during running of the cloud game through the client, packaging and encrypting the running data to obtain encrypted data, and sending the encrypted data to the server;
specifically, the operation data includes a frame rate, a code rate, a frame-free condition, a wide resolution, a high resolution, a coding delay of the server, a network delay, a receiving delay of the client, a sending delay of the server, and a decoding delay.
S2, analyzing the encrypted data through the server to obtain analyzed data, and sending the analyzed data to a data server;
specifically, the running data is encrypted and then transmitted to the server, and the server is used after decryption, so that the condition that the information of the user is leaked can be avoided.
S3, calculating the quantitative value in the analysis data through the server to obtain calculation data, and sending the calculation data to the server;
specifically, the data server of the server calculates the quantitative value in the analysis data to obtain calculation data, and sends the calculation data to the server.
The quantized numerical values comprise game use goodness rate, average blank frame rate, general blocking total times, serious blocking total times, time delay median from the client to the server and decoding time delay median.
The method for calculating the cloud game use excellent rate comprises the following steps: the number of good users/the number of users used in the total game are such that a single user does not exceed 5% of the total game duration per day, and the number of times of blank frames > is 2, and the 2 minutes is a quality difference time block, that is, the number of times of blank frames > is 2 within two minutes.
The calculation method of the average frame rate comprises the following steps: the number of empty frames/total number of frames in 10 seconds, the number of times of occurrence of the no-frame condition every 10 seconds is more than 4, and the number is counted as one empty frame.
The general calton total times calculation method comprises the following steps: the number of sessions in which empty frames occur 1 time is counted every 2 minutes.
The calculation method of the total times of severe calking comprises the following steps: the number of sessions with null frames >1 occurring was counted at 2 minute intervals.
The method for calculating the time delay median from the client to the server comprises the following steps: and (3) encoding the median of the time delay plus the network time delay of each record, filtering out records with the time delay equal to 0 and larger than 10000, and calculating the median.
The method for calculating the median of the decoding time delay comprises the following steps: and taking out each decoding time delay, filtering out records with the time delay equal to 0 and larger than 10000, and calculating a median.
S4 optimizing the cloud game by the server based on the computing data.
The concrete mode is as follows: s41, performing quasi-real-time server optimization through the server based on the calculated data to obtain an optimized server;
specifically, the server is optimized and adjusted according to the calculation data, so that a basis is provided for providing better user experience capability.
S42, sending the user experience data of the cloud game to the client in a quasi-real-time manner through the optimization server;
specifically, the user experience data is sent to the client in a quasi-real-time manner, so that the dynamic optimization speed of the client is increased, and a warning system can be accessed to achieve certain early warning capacity on user experience.
S43 performing, by the client, service optimization for the cloud game based on the user experience data;
specifically, after the client performs service optimization on the cloud game based on the user experience data, optimization completion prompt is performed on the user of the cloud game.
S44, integrating and analyzing the user experience data through the optimization server, optimizing the running of the cloud game, and adjusting the quantitative value.
Specifically, after the cloud game service is optimized, the operation of the cloud game can be optimized by performing real sum analysis on the user experience data, and the smoothness of game operation is further improved.
Has the beneficial effects that:
1. and (3) quantifying numerical values (quantifying user experience data) to form cloud game user experience evaluation data to a certain extent, and providing a basis for establishing a cloud game user experience evaluation system.
2. The quantifiable data can form a data index, the cloud game service can be optimized and adjusted according to statistics of the data index, and a basis is provided for better user experience capacity.
3. The quasi-real-time feedback, which is more and more perfect in the current real-time statistical technology, can provide quasi-real-time data feedback to the server side for dynamic optimization, and can be accessed to an alarm system to have certain early warning capability for user experience.
4. In the Chinese telecommunication IPTV project, the experience related data can be fed back to the set-top box, and the set-top box can prompt a user at a client side according to the related condition and complete dynamic optimization.
While the present invention has been described with reference to a preferred embodiment, it will be understood by those skilled in the art that various changes in form and details may be made therein without departing from the spirit and scope of the invention as defined by the appended claims.

Claims (5)

1. An improved method for cloud game user card pause data quantization is characterized by comprising the following steps:
acquiring running data of each second during running of the cloud game through a client, packaging and encrypting the running data to obtain encrypted data, and sending the encrypted data to a server;
analyzing the encrypted data through the server to obtain analyzed data, and sending the analyzed data to a data server;
calculating the quantitative value in the analysis data through the server to obtain calculation data, and sending the calculation data to the server;
optimizing, by the server, the cloud game based on the computing data.
2. The improved cloud gaming Kadun data quantization method of claim 1,
the specific way of optimizing the service of the cloud game based on the computing data by the service end is as follows:
performing quasi-real-time server optimization through the server based on the calculation data to obtain an optimized server;
sending the user experience data of the cloud game to the client in near real time through the optimization server;
performing, by the client, service optimization for the cloud game based on the user experience data;
and integrating and analyzing the user experience data through the optimization server, optimizing the operation of the cloud game, and adjusting and optimizing the quantitative value.
3. The improved cloud gaming Kadun data quantization method of claim 1,
the specific method for performing service optimization on the cloud game based on the user experience data through the client is as follows:
and performing service optimization on the cloud game through the client based on the user experience data, and performing optimization completion prompt on a user of the cloud game after the optimization is completed.
4. The improved cloud gaming Kadun data quantization method of claim 1,
the operation data comprises a frame rate, a code rate, a no-frame condition, a wide resolution ratio, a high resolution ratio, a coding time delay of the server, a network time delay, a receiving time delay of the client, a sending time delay of the server and a decoding time delay.
5. The improved cloud gaming Kadun data quantization method of claim 1,
the quantized numerical values comprise game use goodness rate, average blank frame rate, general blocking total times, serious blocking total times, time delay median from the client to the server and decoding time delay median.
CN202111598645.6A 2021-12-24 2021-12-24 Improved cloud game user card pause data quantization method Pending CN114470749A (en)

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Application Number Priority Date Filing Date Title
CN202111598645.6A CN114470749A (en) 2021-12-24 2021-12-24 Improved cloud game user card pause data quantization method

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111598645.6A CN114470749A (en) 2021-12-24 2021-12-24 Improved cloud game user card pause data quantization method

Publications (1)

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CN114470749A true CN114470749A (en) 2022-05-13

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115150641A (en) * 2022-06-28 2022-10-04 炫彩互动网络科技有限公司 Cloud game video coding parameter dynamic adjustment method and device

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115150641A (en) * 2022-06-28 2022-10-04 炫彩互动网络科技有限公司 Cloud game video coding parameter dynamic adjustment method and device

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