CN115501600B - Method, system, device and medium for controlling man-machine roles in game - Google Patents

Method, system, device and medium for controlling man-machine roles in game Download PDF

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Publication number
CN115501600B
CN115501600B CN202211196724.9A CN202211196724A CN115501600B CN 115501600 B CN115501600 B CN 115501600B CN 202211196724 A CN202211196724 A CN 202211196724A CN 115501600 B CN115501600 B CN 115501600B
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man
machine
character
game
role
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CN115501600A (en
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刘舟
岑观清
苏中华
罗宇轩
张志峰
卢明华
卢盛考
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Guangzhou Sanqi Jiyao Network Technology Co ltd
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Guangzhou Sanqi Jiyao Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]

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

Abstract

The application discloses a control method, a system, a device and a medium for a man-machine character in a game, wherein the method detects the activity of the game on the current state of the man-machine character in the game; when the activity is smaller than or equal to a first preset threshold value, acquiring service data of the man-machine role through a first server refreshing frequency; or when the activity is greater than the first preset threshold, acquiring the service data of the man-machine role through a second server refreshing frequency; based on the service data, determining a control instruction corresponding to the man-machine role through a preset decision model; according to the control instruction, controlling the man-machine role; wherein the first server refresh frequency is less than the second server refresh frequency. The method is beneficial to improving the problem of server blocking, thereby improving the game experience of the user. The method and the device can be widely applied to the technical field of games.

Description

Method, system, device and medium for controlling man-machine roles in game
Technical Field
The application relates to the technical field of games, in particular to a method, a system, a device and a medium for controlling a man-machine character in a game.
Background
In recent years, with the rapid development of internet technology, terminal devices connected to the internet can support various media and entertainment applications. For example, in the field of games, a more rich and visual virtual scene may be implemented. Here, the virtual scene refers to a digitalized scene outlined by a computer through a digital communication technology, and a plurality of game characters can participate in game play in the same virtual scene. In a game play, a user may operate a user character by issuing relevant instructions.
Currently, in some game applications, a man-machine character controlled based on artificial intelligence technology (Artificial Intelligence, AI) is generally provided for automatically playing a game with a user character to achieve a teaching or training effect. While the game is played, the related art generally determines the trigger event based on the server refresh frequency (Tick), and executes the related business logic of the game, for example, in the FPS game (First-person shooting game, first-person shooter game), the server refresh frequency is mainly used to characterize the refresh trajectory per second and the frequency of the projectile trajectory. The higher the refresh frequency of the server is, the more accurate the triggering of the game event is, the more realistic the performance is, and better game experience can be brought to the user. However, for a game pair in which a man-machine character exists, when the man-machine character does not participate in user interaction, the influence on user experience is small, but a large amount of server refreshing work is needed, so that the server is blocked easily while the computing resources of hardware equipment are wasted, and the game experience of a user is influenced.
In view of the above, there is a need to solve the problems of the related art.
Disclosure of Invention
The present application aims to solve at least one of the technical problems existing in the related art to a certain extent.
Therefore, an object of the embodiments of the present application is to provide a method for controlling man-machine characters in a game, which is beneficial to improving the problem of server jamming, thereby improving the game experience of users.
In order to achieve the technical purpose, the technical scheme adopted by the embodiment of the application comprises the following steps:
in one aspect, an embodiment of the present application provides a method for controlling a man-machine character in a game, including:
detecting the activity of the current state of the man-machine role in the game pair;
when the activity is smaller than or equal to a first preset threshold value, acquiring service data of the man-machine role through a first server refreshing frequency; or when the activity is greater than the first preset threshold, acquiring the service data of the man-machine role through a second server refreshing frequency;
based on the service data, determining a control instruction corresponding to the man-machine role through a preset decision model;
according to the control instruction, controlling the man-machine role;
Wherein the first server refresh frequency is less than the second server refresh frequency.
In addition, according to the method for controlling the man-machine character in the game according to the above embodiment of the present application, the following additional technical features may be provided:
further, in one embodiment of the present application, the detecting the activity of the game on the current state of the man-machine character in the game includes:
detecting whether the man-machine role currently performs service interaction with at least one user role;
if the man-machine character and at least one user character have service interaction, determining that the activity of the current state of the man-machine character is the first activity; or if the man-machine role does not have business interaction with any user role currently, determining that the activity of the state of the man-machine role is the second activity;
the first activity level is greater than the first preset threshold value, and the second activity level is less than the first preset threshold value.
Further, in an embodiment of the present application, the detecting whether the man-machine character currently performs a service interaction with at least one user character includes:
detecting whether the man-machine character has a combat action with at least one user character currently or whether the man-machine character is in the visual field range of at least one user character currently;
And determining that the man-machine character currently interacts with at least one user character in service when the man-machine character currently and at least one user character have combat behaviors or when the man-machine character currently is in the visual field range of the at least one user character.
Further, in an embodiment of the present application, if the man-machine character and at least one user character perform service interaction, determining that the activity level of the current state of the man-machine character is the first activity level includes:
if the man-machine character and at least one user character have service interaction, determining a first number of the user characters having service interaction with the man-machine character;
determining the first liveness according to the first quantity; the first number and the first liveness are positively correlated;
and determining the first liveness as the liveness of the current state of the man-machine role.
Further, in one embodiment of the present application, the method further comprises:
detecting a second number of game characters in the game pair; the game roles comprise man-machine roles and user roles;
and when the second number is larger than a second preset threshold value, reducing the refreshing frequency of the server for acquiring the service data of the man-machine role.
Further, in one embodiment of the present application, the method further comprises:
acquiring role type information and lineup information corresponding to each game role;
determining a target camp of each game role according to the camp information;
when the number of the game characters in the same target camp is larger than a third preset threshold value, synthesizing a plurality of game characters with the same character type information in the target camp; wherein, the first attribute information corresponding to the synthesized game role is better than the second attribute information corresponding to the game role before synthesis.
Further, in one embodiment of the present application, the decision model is built by at least one of a behavior tree or a state machine.
On the other hand, the embodiment of the application also provides a control system for the man-machine role in the game, which comprises the following steps:
the detection unit is used for detecting the activity of the current state of the man-machine role in the game pair;
the judging unit is used for acquiring the service data of the man-machine role through the refresh frequency of the first server when the activity is smaller than or equal to a first preset threshold value; or when the activity is greater than the first preset threshold, acquiring the service data of the man-machine role through a second server refreshing frequency;
The processing unit is used for determining a control instruction corresponding to the man-machine role through a preset decision model based on the service data;
and the execution unit is used for controlling the man-machine role according to the control instruction.
On the other hand, the embodiment of the application provides a control device for a man-machine character in a game, which comprises the following components:
at least one processor;
at least one memory for storing at least one program;
and when the at least one program is executed by the at least one processor, the at least one processor is caused to implement the method for controlling the character of the in-game man-machine.
In another aspect, an embodiment of the present application further provides a computer readable storage medium, in which a program executable by a processor is stored, where the program executable by the processor is used to implement the method for controlling a character in a game described above when executed by the processor.
The advantages and benefits of the present application will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of the present application.
The embodiment of the application discloses a control method of a man-machine role in a game, which detects the activity of the game on the current state of the man-machine role in the game; when the activity is smaller than or equal to a first preset threshold value, acquiring service data of the man-machine role through a first server refreshing frequency; or when the activity is greater than the first preset threshold, acquiring the service data of the man-machine role through a second server refreshing frequency; based on the service data, determining a control instruction corresponding to the man-machine role through a preset decision model; according to the control instruction, controlling the man-machine role; wherein the first server refresh frequency is less than the second server refresh frequency. The method can reduce the server resources consumed when the man-machine character is in a state with low activity, is beneficial to improving the problem of server blocking, and can lead the triggering of the game event of the current man-machine character with high activity to be more accurate and the expression to be relatively more real, thereby improving the game experience of the user.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the following description is made with reference to the accompanying drawings of the embodiments of the present application or the related technical solutions in the prior art, it should be understood that, in the following description, the drawings are only for convenience and clarity to describe some embodiments in the technical solutions of the present application, and other drawings may be obtained according to these drawings without any inventive effort for those skilled in the art.
Fig. 1 is a schematic view of an implementation environment of a method for controlling a character in a game according to an embodiment of the present application;
fig. 2 is a schematic flow chart of a method for controlling a character in a game according to an embodiment of the present application;
FIG. 3 is a flow chart of step 210 provided in an embodiment of the present application;
FIG. 4 is a flow chart of a step 310 provided in an embodiment of the present application;
FIG. 5 is a schematic flow chart for reducing refresh frequency of a server according to an embodiment of the present application;
FIG. 6 is a schematic flow chart of a synthetic game character provided in an embodiment of the present application;
fig. 7 is a schematic structural diagram of a control system for a character in a game according to an embodiment of the present application;
Fig. 8 is a schematic structural diagram of a control device for a character in a game according to an embodiment of the present application.
Detailed Description
The present application is further described below with reference to the drawings and specific examples. The described embodiments should not be construed as limitations on the present application, and all other embodiments, which may be made by those of ordinary skill in the art without the exercise of inventive faculty, are intended to be within the scope of the present application.
In the following description, reference is made to "some embodiments" which describe a subset of all possible embodiments, but it is to be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments and can be combined with one another without conflict.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of the present application only and is not intended to be limiting of the present application.
Before further describing embodiments of the present application in detail, the terms and expressions that are referred to in the embodiments of the present application are described, and are suitable for the following explanation.
User roles: refers to a game character controlled by a user participating in a game play.
Man-machine role: the game characters provided by the game application can be used as game characters to participate in game play together with the user characters, and can autonomously execute action decisions.
Artificial intelligence (Artificial Intelligence, AI) is the theory, method, technique and application system that uses a digital computer or a machine controlled by a digital computer to simulate, extend and extend human intelligence, sense the environment, acquire knowledge and use the knowledge to obtain optimal results. In other words, artificial intelligence is an integrated technology of computer science that attempts to understand the essence of intelligence and to produce a new intelligent machine that can react in a similar manner to class a intelligence. Artificial intelligence, i.e. research on design principles and implementation methods of various intelligent machines, enables the machines to have functions of sensing, reasoning and decision.
The artificial intelligence technology is a comprehensive subject, and relates to the technology with wide fields, namely the technology with a hardware level and the technology with a software level. Artificial intelligence infrastructure technologies generally include technologies such as sensors, dedicated artificial intelligence chips, cloud computing, distributed storage, big data processing technologies, operation/interaction systems, mechatronics, and the like. The artificial intelligence software technology mainly comprises a computer vision technology, a voice processing technology, a natural language processing technology, machine learning/deep learning, automatic driving, intelligent traffic and other directions.
In recent years, with the rapid development of internet technology, terminal devices connected to the internet can support various media and entertainment applications. For example, in the field of games, a more rich and visual virtual scene may be implemented. Here, the virtual scene refers to a digitalized scene outlined by a computer through a digital communication technology, and a plurality of game characters can participate in game play in the same virtual scene. In a game play, a user may operate a user character by issuing relevant instructions.
Currently, in some game applications, a man-machine character controlled based on artificial intelligence technology (Artificial Intelligence, AI) is generally provided for automatically playing a game with a user character to achieve a teaching or training effect. While the game is played, the related art generally determines the trigger event based on the server refresh frequency (Tick), and executes the related business logic of the game, for example, in the FPS game (First-person shooting game, first-person shooter game), the server refresh frequency is mainly used to characterize the refresh trajectory per second and the frequency of the projectile trajectory. The higher the refresh frequency of the server is, the more accurate the triggering of the game event is, the more realistic the performance is, and better game experience can be brought to the user. However, for game pairs with man-machine characters, the influence of service interaction between man-machine characters on user experience is small, but a large amount of server refreshing work is needed, so that the server is blocked easily while the computing resources of hardware equipment are wasted, and the game experience of users is influenced.
It should be noted, of course, that the above description is merely for aiding in understanding the background of the application of the present application and does not represent that the technical content described above is already in the prior art.
In order to solve the problem that in a game application program of the related art, a man-machine character may occupy a large amount of unnecessary server resources, causing server jamming and affecting user game experience, the embodiments of the present application provide a method, a system, a device and a medium for controlling the man-machine character in a game, where the method can reduce server resources consumed when the man-machine character is in a state with low activity, and is beneficial to improving the problem of server jamming, thereby improving the game experience of a user.
Fig. 1 is a schematic view of an implementation environment of a method for controlling a character of a man-machine in a game according to an embodiment of the present application. Referring to fig. 1, the software and hardware main body of the implementation environment mainly includes a terminal device 101 and a game server 102, wherein the terminal device 101 and the game server 102 can be communicatively connected. The method for controlling the intra-game man-machine character according to the embodiment of the present application may be performed based on the interaction between the terminal device 101 and the game server 102.
In particular, the terminal device 101 in the present application may include, but is not limited to, any one or more of a smart watch, a smart phone, a tablet computer, a desktop computer, a personal digital assistant (Personal Digital Assistant, PDA), a smart voice interaction device, a smart home appliance, or an in-vehicle device. The game server 102 may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs (Content Delivery Network, content delivery networks), basic cloud computing services such as big data and artificial intelligence platforms, and the like. The communication connection between the terminal device 101 and the game server 102 may be established through a wireless network or a wired network using standard communication techniques and/or protocols, which may be provided as the internet, or any other network including, but not limited to, a local area network (Local Area Network, LAN), metropolitan area network (Metropolitan Area Network, MAN), wide area network (Wide Area Network, WAN), mobile, wired or wireless network, a private network, or any combination of virtual private networks, for example.
Of course, it can be understood that the implementation environment in fig. 1 is only an optional application scenario of the method for controlling the human-computer character in the game provided in the embodiment of the present application, and the actual application is not fixed to the software and hardware environment shown in fig. 1.
In the embodiment of the present application, the game type of the game application running in the terminal device is not particularly limited, and may include, for example, shooting games, MOBA (Multiplayer Online Battle Arena, multiplayer online tactical game), self-propelled chess games, and the like, but is not limited thereto.
The following describes in detail a method for controlling a human-computer character in a game provided in an embodiment of the present application, with reference to an implementation environment shown in fig. 1.
Referring to fig. 2, fig. 2 is a flowchart of a method for controlling a man-machine character in a game provided in an embodiment of the present application, and the method for controlling a man-machine character in a game shown in fig. 2 is mainly executed on the game server 102 side. The method may be applied to an associated processor in the game server 102, but is not limited to the above. The method of fig. 2 includes, but is not limited to, steps 210 through 240.
Step 210: detecting the activity of the current state of the man-machine role in the game pair;
In the step, for human-computer roles in game play, a decision model built based on an artificial intelligence technology can be generally adopted to realize control of the human-computer roles. In the embodiment of the application, in the process of controlling the man-machine role, the activity of the current state of the man-machine role can be detected at intervals. Specifically, here, the size of the time period separated by each time of detecting the activity of the human-computer character can be flexibly set according to the requirement. It can be understood that the longer the two detection intervals are, the less the computing resource is consumed relatively, and the lower the state monitoring accuracy of each period of the human-computer character is, so that in practical implementation, the detection period can be set according to the specific requirements of both the resource and the control accuracy, which is not limited in this application.
In this step, for the liveness of the human-computer character, it may be determined based on a correspondence between a state set in advance and the liveness. For example, in some embodiments, a game character may include a combat state and an idle state, where the game character will interact business with other characters in the combat state. In the idle state, no business interaction is performed with other roles temporarily. It will be appreciated that when a man-machine character is in a combat state, its liveness is significantly higher than in an idle state. Therefore, in the game application program, the activity in the combat state may be set in advance to a first value range, for example, 70-100; the activity in the idle state is in a second range of values, say 30-50; the first range of values is larger in size as a whole than the second range of values. At this time, if the man-machine character is determined to be in the combat state, the corresponding activity level may be determined from the first numerical range, specifically may be determined randomly, or may be determined according to the duration of participation of the man-machine character in combat, the caused injury, the number of "hit" and other game indexes, which is not limited in this application. Similarly, if the man-machine character is determined to be in the idle state, the corresponding activity degree can be determined from the second range of values, and the specific determination mode can be to randomly select the values or calculate the values in combination with related service data in the game.
Of course, it can be understood that in the embodiment of the present application, the status types corresponding to the human-computer roles are not limited to the situations shown in the above embodiment. For example, in some embodiments, the humanoid character may also be in patrol state, waiting for regeneration state, and so forth. In addition, in each state, the corresponding activity level may be set according to specific game service logic, which is not limited in this application.
Step 220: when the activity is smaller than or equal to a first preset threshold value, acquiring service data of the man-machine role through a first server refreshing frequency; or when the activity is greater than the first preset threshold, acquiring the service data of the man-machine role through a second server refreshing frequency;
in this step, after detecting and determining the current liveness of the man-machine character in the game pair, the current liveness can be compared with a preset liveness threshold. Here, the preset liveness threshold is denoted as a first preset threshold, and the purpose of the first preset threshold is to distinguish whether the man-machine character is currently in a more active state. If the current activity of the man-machine character is smaller than or equal to a first preset threshold value, the man-machine character is not in a more active state, and service interaction with other game characters is less, at the moment, the man-machine character has less influence on the game progress, so that the response speed and accuracy requirements on triggering events of the man-machine character are relatively low. Therefore, in this case, the service data of the man-machine character can be acquired at a relatively low server refresh frequency, and the control instruction can be automatically generated subsequently based on the acquired service data, thereby realizing control of the man-machine character. In this embodiment of the present application, the server refresh frequency used in this case is denoted as a first server refresh frequency, and the first server refresh frequency may be a frequency value lower than a normal (i.e. commonly used) server refresh frequency, which is not limited in specific size in this application.
In contrast, in this step, if the current liveness of the man-machine character is greater than the first preset threshold, it is indicated that the man-machine character is in a more active state, and more service interactions may occur with other game characters. At this time, the man-machine character has a great influence on the game progress, so the response speed and accuracy requirements for the trigger event are relatively high. Therefore, in this case, the service data of the man-machine role may be acquired at a relatively high server refresh frequency, and in this embodiment of the present application, the server refresh frequency used in this case is denoted as a second server refresh frequency, where the second server refresh frequency may be a normal (i.e. commonly used) server refresh frequency, and similarly, the specific size of the second server refresh frequency is not limited in this application. It can be understood that in the embodiment of the present application, the refresh frequency of the first server is smaller than the refresh frequency of the second server, so, if the current activity of the man-machine character is low, the refresh frequency of the corresponding server is also low, so that the acquired service data volume is relatively reduced, the computing resources of the hardware device can be saved to a certain extent, and the problem that the server is stuck is improved. And for the man-machine character with higher current liveness, the corresponding service data is acquired by adopting higher server refreshing frequency, so that the triggering of the game event associated with the man-machine character is more accurate, the performance is relatively more real, and better game experience can be brought to the user.
It can be appreciated that in some embodiments, the server refresh frequency corresponding to the man-machine character may be dynamically set according to the activity level of the man-machine character, that is, the higher the activity level of the man-machine character is, the higher the corresponding server refresh frequency is set, otherwise, the lower the activity level of the man-machine character is, the lower the corresponding server refresh frequency is set. The specific functional relationship between the two is not limited in this application.
Step 230: based on the service data, determining a control instruction corresponding to the man-machine role through a preset decision model;
in the step, for each human-computer role, a control instruction for each human-computer role is determined through a decision model built by an artificial intelligence technology based on the acquired service data. Specifically, in some embodiments, the decision model described above may be built by reinforcement learning methods. Here, reinforcement learning (Reinforcement Learning, RL), also known as re-learning, evaluation learning, or reinforcement learning, is one of the paradigm and methodology of machine learning to describe and address the problem of agents maximizing or achieving a specific goal through learning strategies to achieve rewards (or rewards) during interactions with an environment. The basic principle of reinforcement learning is that if a certain behavior policy of an agent (agent, which may be considered as a man-machine role in the embodiments of the present application) causes the environment to generate a positive prize (reinforcement signal), the tendency of the agent to generate this behavior policy later will be reinforced. The goal of reinforcement learning is to find the optimal strategy to maximize the desired discount rewards and in each discrete state. Specifically, the algorithm regards learning as a heuristic evaluation process, performs an action on the environment, changes the state after the environment receives the action, and simultaneously generates a strengthening signal (rewards or punishments) to feed back to the intelligent agent, and the intelligent agent selects the next action according to the strengthening signal and the current state of the environment, wherein the selection principle is that the probability of being subjected to positive strengthening (rewards) is increased.
For the embodiment of the application, the control instruction generated by the decision model can be used for controlling the man-machine character to execute specific game operation, and the reward in reinforcement learning can be to obtain game play winnings. In this way, actions by the character will automatically tend to be more likely to win, thereby better enabling game play with the user.
Of course, it should be noted that, in the embodiment of the present application, the specific building manner of the decision model is not limited to the above example, and a person skilled in the art may select an appropriate algorithm to implement the decision model according to the specific game type and requirement, which is not limited in this application.
Step 240: and controlling the man-machine role according to the control instruction.
In this step, after a specific control instruction for each man-machine character is obtained, the man-machine character may be controlled according to the control instruction, and the man-machine character may be triggered to execute a corresponding action. Of course, there may be differences in the actions performed for different game application types, which the present application is not limited to. For example, for FPS games, the control instructions may be for controlling a human-machine character to move to a certain direction or to perform a shooting action to a certain location; for MOBA games, the control instruction may be a timing for controlling a man-machine character to release a certain skill, or an object for which the skill is released; for self-propelled chess games, the control instructions can be used for controlling a man-machine character to buy and sell chessmen, place chessmen, or upgrade the number of chessmen placed, etc.
It can be appreciated that, by the method provided by the embodiment of the application, the server resources consumed when the man-machine character is in the state of low activity can be reduced, the problem of server blocking is solved, and the triggering of the game event of the current man-machine character with high activity can be more accurate and the performance is relatively more real, so that the game experience of the user is improved.
Referring to fig. 3, in some embodiments, the detecting the activity of the game on the current state of the man-machine character in the game includes:
step 310: detecting whether the man-machine role currently performs service interaction with at least one user role;
step 320: if the man-machine character and at least one user character have service interaction, determining that the activity of the current state of the man-machine character is the first activity; or if the man-machine role does not have business interaction with any user role currently, determining that the activity of the state of the man-machine role is the second activity;
the first activity level is greater than the first preset threshold value, and the second activity level is less than the first preset threshold value.
In the embodiment of the application, when the activity of the game on the man-machine character in the game is detected, the activity can be determined based on whether the man-machine character has service interaction with the user character currently. Here, the service interaction between the man-machine character and the user character indicates that the man-machine character is influencing the service process of the user character at present, and if the service data corresponding to the man-machine character is acquired by adopting a lower server refreshing frequency, the service interaction between the user character and the man-machine character may be delayed and lost. For example, in an FPS game, whether the user is hit or not is determined by the man-machine characters, the positions among the user characters and their triggered trajectory, if the refresh frequency of a server corresponding to the man-machine character that is currently in battle with a certain user character is low, the user may operate the user character to hit the man-machine character, and the service data acquisition frequency of the man-machine character side is low, so that the situation of missing the hit event occurs, thereby affecting the game experience of the user. Therefore, in the embodiment of the present application, for the man-machine roles of which the current and user roles have service interactions, it is necessary to ensure that the server refresh frequency of the man-machine roles is within a normal range as much as possible, so that it can be determined that the man-machine roles are at a higher activity level, that is, a level higher than a first preset threshold, so that the service data of the man-machine roles can be acquired through the second server refresh frequency later. Conversely, for some people who are not currently in business interaction with any user character, the server refresh frequency may be reduced appropriately, so that it may be determined that these people are at a lower activity level, i.e., a level below the first preset threshold.
In the embodiment of the application, the activity degree of the man-machine character which is interacted with the user character is recorded as a first activity degree, the first activity degree is larger than the first preset threshold, the activity degree of the man-machine character which is not interacted with the user character is recorded as a second activity degree, and the second activity degree is smaller than the first preset threshold. Taking the first liveness as an example, the specific size of the first liveness may be fixed or may be determined by combining relevant service data within a range greater than a first preset threshold, for example, in some embodiments, if a man-machine role and at least one user role are in service interaction, the number of user roles in service interaction with the man-machine role may be determined and recorded as a first number, and then the first liveness may be determined according to the first number. It can be understood that the more the number of user roles that have service interaction with the man-machine roles, the more users that may be affected by the current man-machine roles are indicated, so as to ensure that the game experience of more users is not adversely affected by the man-machine roles as much as possible, and the corresponding first liveness of the user roles can be determined to be higher. Conversely, the fewer the number of user roles that interact with the human-machine roles, the fewer the users that may be affected by the current human-machine roles, and in this case, the first activity corresponding to the human-machine roles may be relatively low. That is, in the embodiment of the present application, the first liveness may be positively related to the first number of user roles that have service interactions with the man-machine roles, and a specific functional relationship between the two is not limited in the present application.
Referring to fig. 4, in some embodiments, the detecting whether the man-machine character is currently in business interaction with at least one user character includes:
step 410: detecting whether the man-machine character has a combat action with at least one user character currently or whether the man-machine character is in the visual field range of at least one user character currently;
step 420: and determining that the man-machine character currently interacts with at least one user character in service when the man-machine character currently and at least one user character have combat behaviors or when the man-machine character currently is in the visual field range of the at least one user character.
In the embodiment of the application, when detecting whether the man-machine character and the user character have service interaction, in some embodiments, whether the man-machine character is currently having combat action with at least one user character or not can be detected, and if so, the existence of service interaction between the man-machine character and the user character is indicated. In other embodiments, it may also be detected whether the man-machine character is currently in the field of view of at least one user character, if the man-machine character is in the field of view of the user character, the man-machine character is likely to need to be displayed on the terminal device of the user operating the user character, so that it may also be determined that there is a service interaction between the user character and the man-machine character, and the action of the man-machine character will be fed back to the current picture on the side of the user character.
Of course, it should be noted that the above embodiments are only used to exemplarily illustrate some cases of optionally determining that there is a business interaction between a man-machine character and a user character, and are not meant to limit the actual cases.
Referring to fig. 5, in some embodiments, the method further comprises:
step 510: detecting a second number of game characters in the game pair; the game roles comprise man-machine roles and user roles;
step 520: and when the second number is larger than a second preset threshold value, reducing the refreshing frequency of the server for acquiring the service data of the man-machine role.
It will be appreciated that in the game play, the number of game characters is also related to the data processing pressure of the server, and in this embodiment of the present application, the number of game characters in the game play is recorded as the second number, where the game characters include both user characters operated by a user and man-machine characters automatically controlled by the game application. When the second number of the game characters participated in a game is larger in a game, if the service data of the man-machine characters are acquired according to the normal server refreshing frequency, the game server may be blocked, and the game experience of the user is affected. Therefore, in the embodiment of the present application, a number threshold may be set for this case, and recorded as a second preset threshold, and when the second number is greater than the second preset threshold, the refresh frequency of the server for acquiring the service data of the man-machine role may be properly reduced.
Here, it should be noted that, in the embodiment of the present application, when the server refresh frequency is reduced, the server refresh frequency may be reduced according to a fixed frequency difference, or may be reduced according to a corresponding proportion, for example, reduced to 90% before. And, the reduction may be based on a normal server refresh frequency (e.g., a second server refresh frequency) or may be based on a relatively lower server refresh frequency (e.g., a first server refresh frequency), which is not limited in this application.
Referring to fig. 6, in some embodiments, the method further comprises:
step 610: acquiring role type information and lineup information corresponding to each game role;
step 620: determining a target camp of each game role according to the camp information;
step 630: when the number of the game characters in the same target camp is larger than a third preset threshold value, synthesizing a plurality of game characters with the same character type information in the target camp; wherein, the first attribute information corresponding to the synthesized game role is better than the second attribute information corresponding to the game role before synthesis.
As previously mentioned, in a game play, the number of game characters is also related to the data processing pressure of the server. For some game types, there may be role composition functions, such as a certain number of base roles being composed into a more powerful role. In order to ensure the normal operation of the server as much as possible, the user roles or the man-machine roles can be synthesized based on the function. Specifically, character type information and lineup information corresponding to each game character may be first acquired, where the character type information is used to characterize the kind of the game character, and may include, for example, a plurality of types of fighters, farmers, and judges, and game characters belonging to the same character type information may be synthesized. The information of the camping is used for representing the camping of the game role, in general, the user role and the man-machine role in the game pair can be divided into two opposite camps, and the user role can be further subdivided according to the affiliated operator, which is not limited in the application.
In the embodiment of the application, after the character type information and the camping information corresponding to each game character are obtained, the target camping where each game character is located can be determined according to the camping information. Then, whether the number of the game characters of each target camp exceeds a third preset threshold value or not can be calculated, and if so, a plurality of game characters with the same character type information in the target camp can be synthesized. In this way, the number of game characters in the game play can be reduced, and the data processing pressure of the server can be reduced. In some embodiments, when the number of game characters is reduced, the partial synthesized game characters can be automatically controlled to be disassembled, become the game characters before synthesis, and increase the content richness and the playability of the game.
It should be noted that, for the synthesized game character, the performance of the synthesized game character should be better than that of each game character before synthesis, that is, the first attribute information corresponding to the synthesized game character may be better than the second attribute information corresponding to the game character before synthesis. Here, the attribute information of the game character may include, but is not limited to, blood volume, attack force, defense force, moving speed, and the like. The first attribute information after synthesis may be the first attribute information, in which the respective attribute types are increased in all aspects, or some of the attribute types may be increased, which is not limited in this application.
In some embodiments, the decision model in the present application may also be built by at least one of a behavior tree or a state machine. Specifically, the action tree is a tree structure body comprising logic nodes and action nodes, and for human-computer roles, each game service logic situation can be abstracted into a type of node, and then the nodes are generated according to the specification, and are connected into a tree. Each time an action is performed, it starts from the root node of the tree. Traversing each node to find out a behavior consistent with the current service data. For example, a man-machine character may patrol when it is not useful, attack a user character when it is in its field of view, and escape three actions when it sees a BOSS-type monster. In controlling the man-machine character, each node of its behavior tree can be traversed from left to right, and if the admission condition of the node meets the above information, the action of the node is performed.
State machines are mathematical computational models that represent finite states and actions such as transitions and actions between these states, also known as finite state machines. The finite state machine is a tool used to model the behavior of an object, and its role is mainly to describe the sequence of states an object experiences during its life cycle, and how to respond to various events from the outside world. For the man-machine roles in the game, the concepts of States, events, transitions and Actions corresponding to the man-machine roles in the finite state machine can be extracted according to the service logic of the game application program, so that the construction of the decision model of the man-machine roles is completed. For example, a human-machine character may include two states of combat and idle, an event may be a trigger condition for performing an operation, and an action is an action to be performed after the event occurs, and transition is made from one state to another. In the embodiment of the application, the decision model of the man-machine role can be built by comprehensively adopting the behavior tree and the state machine, or by adopting any algorithm, and the application is not limited to the decision model.
Referring to fig. 7, the embodiment of the application further discloses a control system for a man-machine character in a game, including:
The detecting unit 710 is configured to detect an activity level of a current state of a man-machine character in a game pair;
a judging unit 720, configured to obtain, when the activity is less than or equal to a first preset threshold, service data of the man-machine role through a first server refresh frequency; or when the activity is greater than the first preset threshold, acquiring the service data of the man-machine role through a second server refreshing frequency;
a processing unit 730, configured to determine, based on the service data, a control instruction corresponding to the man-machine role through a preset decision model;
and the execution unit 740 is configured to control the man-machine role according to the control instruction.
It can be understood that the content of the embodiment of the method for controlling an in-game human-computer character shown in fig. 2 is applicable to the embodiment of the system, and the functions specifically implemented by the embodiment of the system are the same as those of the embodiment of the method for controlling an in-game human-computer character shown in fig. 2, and the beneficial effects achieved by the embodiment of the method for controlling an in-game human-computer character shown in fig. 2 are the same.
Referring to fig. 8, the embodiment of the application further discloses a control device for a man-machine character in a game, including:
At least one processor 810;
at least one memory 820 for storing at least one program;
the at least one program, when executed by the at least one processor 810, causes the at least one processor 810 to implement the in-game human-machine character control method embodiment as shown in fig. 2.
It can be understood that the content in the embodiment of the method for controlling an in-game man-machine character shown in fig. 2 is applicable to the embodiment of the device for controlling an in-game man-machine character, and the functions of the embodiment of the device for controlling an in-game man-machine character are the same as those of the embodiment of the method for controlling an in-game man-machine character shown in fig. 2, and the beneficial effects achieved by the embodiment of the method for controlling an in-game man-machine character shown in fig. 2 are the same.
The embodiment of the application also discloses a computer readable storage medium, in which a program executable by a processor is stored, which when executed by the processor is used for realizing the control method embodiment of the man-machine role in the game as shown in fig. 2.
It can be understood that the content of the embodiment of the method for controlling an in-game human-computer character shown in fig. 2 is applicable to the embodiment of the computer readable storage medium, and the functions of the embodiment of the computer readable storage medium are the same as those of the embodiment of the method for controlling an in-game human-computer character shown in fig. 2, and the beneficial effects achieved by the embodiment of the method for controlling an in-game human-computer character shown in fig. 2 are the same.
In some alternative embodiments, the functions/acts noted in the block diagrams may occur out of the order noted in the operational illustrations. For example, two blocks shown in succession may in fact be executed substantially concurrently or the blocks may sometimes be executed in the reverse order, depending upon the functionality/acts involved. Furthermore, the embodiments presented and described in the flowcharts of this application are provided by way of example in order to provide a more thorough understanding of the technology. The disclosed methods are not limited to the operations and logic flows presented herein. Alternative embodiments are contemplated in which the order of various operations is changed, and in which sub-operations described as part of a larger operation are performed independently.
Furthermore, while the present application is described in the context of functional modules, it should be appreciated that, unless otherwise indicated, one or more of the functions and/or features may be integrated in a single physical device and/or software module or one or more of the functions and/or features may be implemented in separate physical devices or software modules. It will also be appreciated that a detailed discussion of the actual implementation of each module is not necessary to an understanding of the present application. Rather, the actual implementation of the various functional modules in the apparatus disclosed herein will be apparent to those skilled in the art from consideration of their attributes, functions and internal relationships. Thus, those of ordinary skill in the art will be able to implement the present application as set forth in the claims without undue experimentation. It is also to be understood that the specific concepts disclosed are merely illustrative and are not intended to be limiting upon the scope of the application, which is to be defined by the appended claims and their full scope of equivalents.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on such understanding, the technical solution of the present application 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, comprising several instructions for causing a terminal device (which may be a personal computer, a game server, or a network device, etc.) to perform all or part of the steps of the methods of 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 (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Logic and/or steps represented in the flowcharts or otherwise described herein, e.g., a ordered listing of executable instructions for implementing logical functions, can be embodied in any computer-readable medium for use by or in connection with an instruction execution system, apparatus, or device, such as a computer-based system, processor-containing system, or other system that can fetch the instructions from the instruction execution system, apparatus, or device and execute the instructions. For the purposes of this description, a "computer-readable medium" can be any means that can contain, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device.
More specific examples (a non-exhaustive list) of the computer-readable medium would include the following: an electrical connection (electronic device) having one or more wires, a portable computer diskette (magnetic device), a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber device, and a portable compact disc read-only memory (CDROM). Additionally, the computer-readable medium may even be paper or other suitable medium upon which the program is printed, as the program may be electronically captured, via, for instance, optical scanning of the paper or other medium, then compiled, interpreted or otherwise processed in a suitable manner, if necessary, and then stored in a computer memory.
It is to be understood that portions of the present application may be implemented in hardware, software, firmware, or a combination thereof. In the above-described embodiments, the various steps or methods may be implemented in software or firmware stored in a memory and executed by a suitable instruction execution system. For example, if implemented in hardware, as in another embodiment, may be implemented using any one or combination of the following techniques, as is well known in the art: discrete logic circuits having logic gates for implementing logic functions on data signals, application specific integrated circuits having suitable combinational logic gates, programmable Gate Arrays (PGAs), field Programmable Gate Arrays (FPGAs), and the like.
In the foregoing description of the present specification, descriptions of the terms "one embodiment/example", "another embodiment/example", "certain embodiments/examples", and the like, are intended to mean that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the present application. In this specification, schematic representations of the above terms do not necessarily refer to the same embodiments or examples. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
While embodiments of the present application have been shown and described, it will be understood by those of ordinary skill in the art that: many changes, modifications, substitutions and variations may be made to the embodiments without departing from the principles and spirit of the application, the scope of which is defined by the claims and their equivalents.
While the preferred embodiment of the present invention has been described in detail, the present invention is not limited to the embodiments, and one skilled in the art can make various equivalent modifications or substitutions without departing from the spirit of the present invention, and these equivalent modifications or substitutions are intended to be included in the scope of the present invention as defined by the appended claims
In the description of the present specification, reference to the terms "one embodiment," "another embodiment," or "certain embodiments," etc., means that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the present application. In this specification, schematic representations of the above terms do not necessarily refer to the same embodiments or examples. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
While embodiments of the present application have been shown and described, it will be understood by those of ordinary skill in the art that: many changes, modifications, substitutions and variations may be made to the embodiments without departing from the principles and spirit of the application, the scope of which is defined by the claims and their equivalents.

Claims (8)

1. A method for controlling a character in a game, comprising:
detecting the activity of the current state of the man-machine role in the game, wherein the current state of the man-machine role in the game comprises a fight state, an idle state, a patrol state and a waiting regeneration state;
Determining the corresponding liveness of the fight state according to the fight duration of the man-machine role, the damage and the number of times of the fight;
the detecting the activity of the current state of the man-machine role in the game pair comprises the following steps:
detecting whether the man-machine role currently performs service interaction with at least one user role;
if the man-machine character and at least one user character have service interaction, determining that the activity of the current state of the man-machine character is the first activity; or if the man-machine role does not have business interaction with any user role currently, determining that the activity of the state of the man-machine role is the second activity;
the first activity level is greater than a first preset threshold value, and the second activity level is less than the first preset threshold value;
the detecting whether the man-machine character currently performs service interaction with at least one user character comprises the following steps:
detecting whether the man-machine character has a combat action with at least one user character currently or whether the man-machine character is in the visual field range of at least one user character currently;
when the man-machine character currently has combat behaviors with at least one user character or the man-machine character currently is in the visual field range of at least one user character, determining that the man-machine character currently and the at least one user character have business interaction;
When the activity is smaller than or equal to the first preset threshold, acquiring service data of the man-machine role through a first server refreshing frequency; or when the activity is greater than the first preset threshold, acquiring the service data of the man-machine role through a second server refreshing frequency;
based on the service data, determining a control instruction corresponding to the man-machine role through a preset decision model;
according to the control instruction, controlling the man-machine role;
wherein the first server refresh frequency is less than the second server refresh frequency.
2. The method for controlling a man-machine character in a game according to claim 1, wherein if the man-machine character and at least one user character interact with each other, determining that the activity of the state in which the man-machine character is currently located is a first activity comprises:
if the man-machine character and at least one user character have service interaction, determining a first number of the user characters having service interaction with the man-machine character;
determining the first liveness according to the first quantity; the first number and the first liveness are positively correlated;
And determining the first liveness as the liveness of the current state of the man-machine role.
3. The method for controlling a character in a game according to claim 1, further comprising:
detecting a second number of game characters in the game pair; the game roles comprise man-machine roles and user roles;
and when the second number is larger than a second preset threshold value, reducing the refreshing frequency of the server for acquiring the service data of the man-machine role.
4. A method of controlling a character in a game according to claim 3, the method further comprising:
acquiring role type information and lineup information corresponding to each game role;
determining a target camp of each game role according to the camp information;
when the number of the game characters in the same target camp is larger than a third preset threshold value, synthesizing a plurality of game characters with the same character type information in the target camp; wherein, the first attribute information corresponding to the synthesized game role is better than the second attribute information corresponding to the game role before synthesis.
5. A method of controlling a character in a game according to any one of claims 1-4, wherein the decision model is built by at least one of a behavior tree or a state machine.
6. A system for controlling a character in a game, comprising:
the detection unit is used for detecting the activity of the current state of the man-machine role in the game pair, wherein the current state of the man-machine role in the game pair comprises a fight state, an idle state, a patrol state and a waiting regeneration state;
determining the corresponding liveness of the fight state according to the fight duration of the man-machine role, the damage and the number of times of the fight;
the detecting the activity of the current state of the man-machine role in the game pair comprises the following steps:
detecting whether the man-machine role currently performs service interaction with at least one user role;
if the man-machine character and at least one user character have service interaction, determining that the activity of the current state of the man-machine character is the first activity; or if the man-machine role does not have business interaction with any user role currently, determining that the activity of the state of the man-machine role is the second activity;
the first activity level is greater than a first preset threshold value, and the second activity level is less than the first preset threshold value;
the detecting whether the man-machine character currently performs service interaction with at least one user character comprises the following steps:
Detecting whether the man-machine character has a combat action with at least one user character currently or whether the man-machine character is in the visual field range of at least one user character currently;
when the man-machine character currently has combat behaviors with at least one user character or the man-machine character currently is in the visual field range of at least one user character, determining that the man-machine character currently and the at least one user character have business interaction;
the judging unit is used for acquiring the service data of the man-machine role through the refreshing frequency of the first server when the activity is smaller than or equal to the first preset threshold value; or when the activity is greater than the first preset threshold, acquiring the service data of the man-machine role through a second server refreshing frequency;
the processing unit is used for determining a control instruction corresponding to the man-machine role through a preset decision model based on the service data;
the execution unit is used for controlling the man-machine role according to the control instruction;
wherein the first server refresh frequency is less than the second server refresh frequency.
7. A control device for a character in a game, comprising:
At least one processor;
at least one memory for storing at least one program;
the at least one program, when executed by the at least one processor, causes the at least one processor to implement the method of controlling an in-game human-machine character as claimed in any one of claims 1 to 5.
8. A computer-readable storage medium having stored therein a program executable by a processor, characterized in that: the processor executable program when executed by a processor is for implementing a method of controlling an in-game man-machine character according to any of claims 1-5.
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