CN118121936B - Data processing method and system for real-time game interaction - Google Patents
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Abstract
Description
技术领域Technical Field
本发明涉及数据处理技术领域,特别是涉及用于游戏实时互动的数据处理方法及系统。The present invention relates to the field of data processing technology, and in particular to a data processing method and system for real-time game interaction.
背景技术Background technique
随着游戏市场的不断发展,越来越多优秀的游戏作品也相继上市,受到很多游戏爱好者的广泛喜爱;而一场游戏的体验对于玩家来说是至关重要的,在竞技类游戏中,玩家组局进入游戏,并被随机分配到游戏地图中不同区域的出生点;但这种随机分配带来的问题在于,如果玩家附近分配到的另一个玩家的游戏能力过于强大,会导致玩家过早就被淘汰,因此影响玩家的游戏体验,也对游戏的精彩程度有所影响;因此如何合理进行出生点分配,避免玩家过早失去游戏体验感,是目前需要关注的技术问题。With the continuous development of the game market, more and more excellent game works have been launched one after another, and are widely loved by many game enthusiasts. The experience of a game is crucial for players. In competitive games, players form a team to enter the game and are randomly assigned to birth points in different areas of the game map. However, the problem with this random assignment is that if the game ability of another player assigned near the player is too strong, the player will be eliminated too early, thus affecting the player's gaming experience and the excitement of the game. Therefore, how to reasonably allocate birth points to prevent players from losing their gaming experience too early is a technical issue that needs attention at present.
如授权公告号为CN202620680U的中国专利公开了一种基于MEMS的体感游戏手柄,包括微型传感器装置、数据处理装置和无线通讯装置;微型传感器装置包括设在人体脚部且用于采集二维方向信息的三轴微加速度计、设在人体头部且用于采集视角信息的三轴陀螺仪和设在人体手部且用于采集动作信息的三轴微加速度计;设在脚部的三轴微加速度计、设在手部的三轴微加速度计和三轴陀螺仪的输出端依次经数据处理装置和无线通讯装置接上位机的输入端。该专利可以提高游戏的趣味性和玩家的快乐感受,通过设置在肢体各部的微型传感器装置,实时采集肢体的运动信息,实现游戏玩家与游戏角色的同步互动,从而使得玩家获得理想的游戏体验,并具有很好的健身效果。For example, the Chinese patent with the authorization announcement number CN202620680U discloses a somatosensory game controller based on MEMS, including a micro sensor device, a data processing device and a wireless communication device; the micro sensor device includes a three-axis micro accelerometer arranged at the human foot for collecting two-dimensional direction information, a three-axis gyroscope arranged at the human head for collecting perspective information and a three-axis micro accelerometer arranged at the human hand for collecting motion information; the output ends of the three-axis micro accelerometer arranged at the foot, the three-axis micro accelerometer arranged at the hand and the three-axis gyroscope are connected to the input end of the host computer through the data processing device and the wireless communication device in turn. This patent can improve the fun of the game and the happiness of the players. By setting the micro sensor devices in various parts of the limbs, the movement information of the limbs can be collected in real time, and the synchronous interaction between the game player and the game character can be realized, so that the player can get an ideal game experience and have a good fitness effect.
如公开号为CN110308787A的专利公开了一种多维交互识别与棋牌游戏结合的AR互动系统及方法,包括服务器、主机、显示单元组和人体3D骨骼数据采集以及面部识别数据采集组,所述主机与所述服务器电性双向连接,所述主机与所述显示单元组电性输出连接,所述主机与所述人体骨骼数据采集组电性输入连接。通过人体骨骼数据采集组采集玩家体态,并生成玩家的3D骨骼模型,同时人体骨骼数据采集组对玩家选取棋牌元素的动作进行采集,通过数据处理,以实时控制玩家3D骨骼模型在虚拟场景中选取虚拟的棋牌元素,避免目前棋牌元素游戏大多采用鼠标和键盘操控,与玩家的交互性和游戏沉浸感较差的问题。For example, the patent with publication number CN110308787A discloses an AR interactive system and method combining multi-dimensional interactive recognition with chess and card games, including a server, a host, a display unit group, and a human 3D skeleton data acquisition and facial recognition data acquisition group. The host is electrically connected to the server in a two-way manner, the host is electrically connected to the display unit group in an output manner, and the host is electrically connected to the human skeleton data acquisition group in an input manner. The human skeleton data acquisition group collects the player's body shape and generates a 3D skeleton model of the player. At the same time, the human skeleton data acquisition group collects the player's actions in selecting chess and card elements. Through data processing, the player's 3D skeleton model is controlled in real time to select virtual chess and card elements in a virtual scene, avoiding the problem that most current chess and card element games are controlled by a mouse and keyboard, and have poor interactivity with players and game immersion.
以上专利都存在本背景技术提出的问题:现有技术中在玩家进行游戏实时互动时,并没有为玩家刚进入游戏进行出生点分配时,在相邻区域分配到势均力敌的玩家,导致玩家过早被淘汰,从而失去游戏体验感;为解决这些问题,本发明提出了用于游戏实时互动的数据处理方法及系统。The above patents all have the problem raised by the background technology: in the prior art, when players are interacting in real time in the game, they are not assigned to equally matched players in adjacent areas when they first enter the game, resulting in players being eliminated prematurely and losing their gaming experience; to solve these problems, the present invention proposes a data processing method and system for real-time game interaction.
发明内容Summary of the invention
针对现有技术的不足,本发明的主要目的是提供用于游戏实时互动的数据处理方法及系统,能够有效解决背景技术中的问题。本发明的具体技术方案如下:In view of the shortcomings of the prior art, the main purpose of the present invention is to provide a data processing method and system for real-time game interaction, which can effectively solve the problems in the background technology. The specific technical solutions of the present invention are as follows:
用于游戏实时互动的数据处理方法,包括以下具体步骤:The data processing method for real-time game interaction includes the following specific steps:
S1、通过游戏服务器采集进入同一场游戏的所有玩家的历史游戏行为数据;S1. Collect historical game behavior data of all players entering the same game through the game server;
S2、对历史游戏行为数据进行预处理,得到预处理后的历史游戏行为数据;S2, preprocessing the historical game behavior data to obtain preprocessed historical game behavior data;
S3、将历史游戏行为数据代入到玩家游戏行为威胁值计算策略、玩家游戏行为能力值计算策略中分别计算玩家游戏行为威胁值和玩家游戏行为能力值;S3, substituting the historical game behavior data into the player game behavior threat value calculation strategy and the player game behavior ability value calculation strategy to respectively calculate the player game behavior threat value and the player game behavior ability value;
所述S3中玩家游戏行为威胁值计算策略包括:The player game behavior threat value calculation strategy in S3 includes:
S31、在玩家进行本场游戏前,提取历史上玩家n次游戏的历史鼠标输入数据和历史键盘输入数据,以及历史游戏数据中的玩家中途退出的游戏次数;S31, before the player plays the current game, extract the historical mouse input data and historical keyboard input data of the player's n games in history, as well as the number of times the player quits the game midway in the historical game data;
S32、将n次游戏的历史鼠标输入数据和历史键盘输入数据以及玩家中途退出游戏次数代入到玩家游戏行为威胁值计算公式中计算玩家游戏行为威胁值;S32: Substitute the historical mouse input data and keyboard input data of n games and the number of times the player quits the game into the player game behavior threat value calculation formula to calculate the player game behavior threat value. ;
S33、所述玩家游戏行为威胁值计算公式为,其中m为玩家在每次游戏中所需要的键位数量、为玩家在第i次游戏中的鼠标点击次数、为玩家在第i次游戏中点击到游戏中目标物体的成功率、A为玩家中途退出的游戏次数、为玩家在第i次游戏中第j个键位被按键的次数、为玩家在第i次游戏中第j个键位被连续按键的平均时间间隔,i为1至n中任一项、j为1至m中任一项;S33, the player game behavior threat value calculation formula is: , where m is the number of keys required by the player in each game, is the number of mouse clicks by the player in the i-th game, is the success rate of the player clicking the target object in the game in the i-th game, A is the number of times the player quits the game midway, is the number of times the jth key is pressed by the player in the i-th game, is the average time interval between consecutive key presses of the jth key by the player in the i-th game, i is any number from 1 to n, and j is any number from 1 to m;
所述S3中玩家游戏行为能力值计算策略包括:The player game behavior ability value calculation strategy in S3 includes:
S34、在玩家进行本场游戏前,提取历史上玩家n次游戏的历史键盘输入数据、历史游戏数据;S34, before the player plays the current game, extract the historical keyboard input data and historical game data of the player's n games in history;
S35、将n次游戏的历史键盘输入数据、历史游戏数据代入到玩家游戏行为能力值计算公式中计算玩家游戏行为能力值;S35, substituting the historical keyboard input data and historical game data of n games into the player's game behavior ability value calculation formula to calculate the player's game behavior ability value ;
S36、所述玩家游戏行为能力值计算公式为,其中S为本场游戏地图面积,m为玩家在每次游戏中所需要的键位数量、为第i次游戏的游戏难度、为在第i次游戏中玩家移动路径长度、为在第i次游戏中玩家平均移动速度、为玩家第i次游戏的完成时间、为玩家在第i次游戏中第j个键位被按键的次数、为玩家在第i次游戏中第j个键位被连续按键的平均时间间隔、为第i次游戏地图面积、num为获得胜利的游戏次数,i为1至n中任一项、j为1至m中任一项;S36: The calculation formula for the player's game behavior ability value is: , where S is the map area of the game, m is the number of keys required by the player in each game, is the game difficulty of the ith game, is the length of the player's moving path in the i-th game, is the average moving speed of the players in the ith game, is the completion time of the player's ith game, is the number of times the jth key is pressed by the player in the i-th game, is the average time interval between consecutive presses of the jth key by the player in the i-th game, is the area of the map in the ith game, num is the number of games won, i is any one from 1 to n, and j is any one from 1 to m;
S4、获取游戏难度、玩家的游戏等级;S4. Obtain the game difficulty and the game level of the player;
S5、将玩家游戏行为威胁值、玩家游戏行为能力值以及游戏难度、玩家的游戏等级代入到本场游戏匹配分数计算策略中计算玩家的本场游戏匹配分数,建立出生点分配序列,用于按照玩家的本场游戏匹配分数升序存储进入同一场游戏的所有玩家,通过距离公式在游戏地图中对出生点分配序列中的玩家进行出生点分配;S5, substituting the player's game behavior threat value, the player's game behavior ability value, the game difficulty, and the player's game level into the current game matching score calculation strategy to calculate the player's current game matching score, and establishing a birth point allocation sequence for storing all players who enter the same game in ascending order according to the player's current game matching score, and allocating birth points to the players in the birth point allocation sequence in the game map using a distance formula;
所述S5具体包括:The S5 specifically includes:
S51、设本场游戏共有Q个玩家,获取Q个玩家中玩家的游戏等级最小值、玩家的游戏等级最大值;获取Q个玩家中玩家游戏行为威胁值最小值和玩家游戏行为威胁值最大值,以及玩家游戏行为能力值最小值和玩家游戏行为能力值最大值;将玩家进行的本场游戏的游戏难度、玩家的游戏等级、玩家游戏行为威胁值和玩家游戏行为能力值代入本场游戏匹配分数计算策略中计算每个玩家的本场游戏匹配分数;S51. Assume that there are Q players in this game, and obtain the minimum game level of the Q players. , the maximum game level of the player ; Get the minimum value of the player's game behavior threat value among Q players The maximum threat value of the player's game behavior , and the minimum value of the player's game behavior ability value The maximum value of the player's game behavior ability ; Substitute the game difficulty of the current game played by the player, the game level of the player, the threat value of the player's game behavior and the ability value of the player's game behavior into the current game matching score calculation strategy to calculate the current game matching score of each player;
S52、所述本场游戏匹配分数计算策略包括:获取第q个玩家在历史上n次游戏中的最大游戏难度,计算第q个玩家的本场游戏匹配分数,其中分别为游戏难度影响系数、玩家游戏等级影响系数、玩家游戏行为威胁值影响系数、玩家游戏行为能力值影响系数;D为本场游戏的游戏难度,为第q个玩家的游戏等级,为第q个玩家的玩家游戏行为威胁值,为第q个玩家的玩家游戏行为能力值。S52: The matching score calculation strategy for this game includes: obtaining the maximum game difficulty of the qth player in n games in history. , calculate the game matching score of the qth player ,in They are the game difficulty influence coefficient, the player game level influence coefficient, the player game behavior threat value influence coefficient, and the player game behavior ability value influence coefficient; D is the game difficulty of this game, is the game level of the qth player, is the game behavior threat value of the qth player, is the game behavior ability value of the qth player.
具体的,所述历史游戏行为数据包括:历史鼠标输入数据、历史键盘输入数据、历史游戏数据;所述历史鼠标输入数据包括玩家在每次游戏中的鼠标点击次数、点击到游戏中目标物体的成功率以及每次游戏中所有相邻两次鼠标点击之间时间间隔的平均值;所述历史键盘输入数据包括玩家在每次游戏中所需要的键位数量、每个键位被按键的次数以及每个键位被连续按键的平均时间间隔;所述历史游戏数据包括玩家每次游戏的完成时间、每次游戏的游戏难度、获得胜利的游戏次数、玩家中途退出的游戏次数、每次游戏地图面积、每次游戏中玩家移动路径长度、平均移动速度。Specifically, the historical game behavior data includes: historical mouse input data, historical keyboard input data, and historical game data; the historical mouse input data includes the number of mouse clicks of the player in each game, the success rate of clicking on the target object in the game, and the average time interval between all two adjacent mouse clicks in each game; the historical keyboard input data includes the number of keys required by the player in each game, the number of times each key is pressed, and the average time interval between each key being pressed continuously; the historical game data includes the completion time of each game of the player, the game difficulty of each game, the number of games won, the number of games where the player quit midway, the map area of each game, the length of the player's movement path in each game, and the average movement speed.
具体的,所述S2中预处理包括:将数据中的缺失值和重复值进行删除,对删除后的数据进行归一化处理。Specifically, the preprocessing in S2 includes: deleting missing values and duplicate values in the data, and normalizing the deleted data.
具体的,所述S4具体包括:获取玩家在历史上多次游戏的游戏难度、玩家的游戏等级以及玩家进行的本场游戏的游戏难度、玩家的游戏等级。Specifically, S4 specifically includes: obtaining the game difficulty of the player in multiple games in history, the game level of the player, and the game difficulty and game level of the player in the current game played by the player.
具体的,所述S5具体还包括:Specifically, the S5 further includes:
S53、将本场游戏地图均匀划分为Q个区域,获取本场游戏中Q个玩家的本场游戏匹配分数并进行升序排列,将升序排列后的本场游戏匹配分数的对应玩家存入出生点分配序列中;其中所述出生点分配序列中第一个元素为本场游戏匹配分数最小的玩家,第Q个元素为本场游戏匹配分数最大的玩家;令q=1,将出生点分配序列中第一个元素对应的玩家分配到游戏地图上的任意一个区域的中心点;S53, evenly divide the current game map into Q areas, obtain the current game matching scores of Q players in the current game and arrange them in ascending order, and store the players corresponding to the current game matching scores arranged in ascending order in a birth point allocation sequence; wherein the first element in the birth point allocation sequence is the player with the smallest current game matching score, and the Qth element is the player with the largest current game matching score; let q=1, and allocate the player corresponding to the first element in the birth point allocation sequence to the center point of any area on the game map;
S54、使用距离公式计算第q个玩家与相邻区域中心点的距离,将距离最小的相邻区域中心点作为下一个分配位置,令q=q+1,Q=Q-1,将出生点分配序列中第q个元素对应的玩家分配到下一个分配位置;S54, using the distance formula to calculate the distance between the qth player and the center point of the adjacent area, taking the center point of the adjacent area with the smallest distance as the next allocation position, setting q=q+1, Q=Q-1, and allocating the player corresponding to the qth element in the birth point allocation sequence to the next allocation position;
S55、重复S54,直到q=Q,完成所有玩家的出生点分配。S55. Repeat S54 until q=Q, completing the allocation of birth points for all players.
具体的,用于游戏实时互动的数据处理系统,其基于所述的用于游戏实时互动的数据处理方法实现,所述系统包括以下模块:Specifically, a data processing system for real-time game interaction is implemented based on the data processing method for real-time game interaction, and the system includes the following modules:
数据采集模块,用于通过游戏服务器采集进入同一场游戏的所有玩家的历史游戏行为数据,以及获取游戏难度、玩家的游戏等级;并对历史游戏行为数据进行预处理,得到预处理后的历史游戏行为数据;The data collection module is used to collect the historical game behavior data of all players who enter the same game through the game server, and obtain the game difficulty and the game level of the players; and pre-process the historical game behavior data to obtain the pre-processed historical game behavior data;
数据分析模块,用于将历史游戏行为数据代入到玩家游戏行为威胁值计算策略、玩家游戏行为能力值计算策略中分别计算玩家游戏行为威胁值和玩家游戏行为能力值;A data analysis module, used to substitute historical game behavior data into the player game behavior threat value calculation strategy and the player game behavior ability value calculation strategy to calculate the player game behavior threat value and the player game behavior ability value respectively;
出生点分配模块,用于将玩家游戏行为威胁值、玩家游戏行为能力值以及游戏难度、玩家的游戏等级代入到本场游戏匹配分数计算策略中计算玩家的本场游戏匹配分数,建立出生点分配序列,用于按照玩家的本场游戏匹配分数升序存储进入同一场游戏的所有玩家,通过距离公式在游戏地图中对出生点分配序列中的玩家进行出生点分配;The birth point allocation module is used to substitute the player's game behavior threat value, the player's game behavior ability value, the game difficulty, and the player's game level into the current game matching score calculation strategy to calculate the player's current game matching score, establish a birth point allocation sequence, and store all players who enter the same game in ascending order according to the player's current game matching score. The birth point allocation is performed on the game map by using the distance formula.
控制模块,用于控制各个模块的运行。The control module is used to control the operation of each module.
与现有技术相比,本发明具有如下有益效果:Compared with the prior art, the present invention has the following beneficial effects:
本发明通过游戏服务器采集进入同一场游戏的所有玩家的历史游戏行为数据;对历史游戏行为数据进行预处理,得到预处理后的历史游戏行为数据;基于历史游戏行为数据,分析玩家游戏行为威胁值和玩家游戏行为能力值;获取游戏难度、玩家的游戏等级;在游戏地图中对进入同一场游戏的所有玩家进行出生点分配。本发明能够在玩家进行游戏时增加游戏的趣味性,避免在玩家和相近位置玩家互动时因为分配的玩家游戏等级、游戏风格、能力等方面差异较大而使双方失去游戏中最重要的“势均力敌”的体验感。The present invention collects historical game behavior data of all players who enter the same game through a game server; pre-processes the historical game behavior data to obtain pre-processed historical game behavior data; analyzes the player's game behavior threat value and the player's game behavior ability value based on the historical game behavior data; obtains the game difficulty and the player's game level; and allocates birth points to all players who enter the same game in the game map. The present invention can increase the fun of the game when the player is playing the game, and avoids the loss of the most important "equally matched" experience in the game when the player and the player in the same position interact because of the large differences in the game level, game style, ability, etc. of the allocated players.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
图1为本发明的用于游戏实时互动的数据处理方法的工作流程图;FIG1 is a flowchart of a data processing method for real-time game interaction according to the present invention;
图2为本发明的用于游戏实时互动的数据处理系统的模块示意图。FIG. 2 is a schematic diagram of modules of a data processing system for real-time game interaction according to the present invention.
具体实施方式Detailed ways
为使本发明的上述目的、特征和优点能够更加明显易懂,下面结合说明书附图对本发明的具体实施方式做详细的说明。In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, the specific implementation methods of the present invention are described in detail below in conjunction with the accompanying drawings.
在下面的描述中阐述了很多具体细节以便于充分理解本发明,但是本发明还可以采用其他不同于在此描述的其它方式来实施,本领域技术人员可以在不违背本发明内涵的情况下做类似推广,因此本发明不受下面公开的具体实施例的限制。In the following description, many specific details are set forth to facilitate a full understanding of the present invention, but the present invention may also be implemented in other ways different from those described herein, and those skilled in the art may make similar generalizations without violating the connotation of the present invention. Therefore, the present invention is not limited to the specific embodiments disclosed below.
其次,此处所称的“一个实施例”或“实施例”是指可包含于本发明至少一个实现方式中的特定特征、结构或特性。在本说明书中不同地方出现的“在一个实施例中”并非均指同一个实施例,也不是单独的或选择性的与其他实施例互相排斥的实施例。Secondly, the term "one embodiment" or "embodiment" as used herein refers to a specific feature, structure, or characteristic that may be included in at least one implementation of the present invention. The term "in one embodiment" that appears in different places in this specification does not necessarily refer to the same embodiment, nor does it refer to a separate or selective embodiment that is mutually exclusive with other embodiments.
实施例1Example 1
本实施例提供用于游戏实时互动的数据处理方法,具体方案为,如图1所示,用于游戏实时互动的数据处理方法,包括以下具体步骤:This embodiment provides a data processing method for real-time game interaction. The specific scheme is as shown in FIG1 . The data processing method for real-time game interaction includes the following specific steps:
S1、通过游戏服务器采集进入同一场游戏的所有玩家的历史游戏行为数据;S1. Collect historical game behavior data of all players entering the same game through the game server;
S2、对历史游戏行为数据进行预处理,得到预处理后的历史游戏行为数据;S2, preprocessing the historical game behavior data to obtain preprocessed historical game behavior data;
S3、将历史游戏行为数据代入到玩家游戏行为威胁值计算策略、玩家游戏行为能力值计算策略中分别计算玩家游戏行为威胁值和玩家游戏行为能力值;S3, substituting the historical game behavior data into the player game behavior threat value calculation strategy and the player game behavior ability value calculation strategy to respectively calculate the player game behavior threat value and the player game behavior ability value;
S4、获取游戏难度、玩家的游戏等级;S4. Obtain the game difficulty and the game level of the player;
S5、将玩家游戏行为威胁值、玩家游戏行为能力值以及游戏难度、玩家的游戏等级代入到本场游戏匹配分数计算策略中计算玩家的本场游戏匹配分数,建立出生点分配序列,用于按照玩家的本场游戏匹配分数升序存储进入同一场游戏的所有玩家,通过距离公式在游戏地图中对出生点分配序列中的玩家进行出生点分配。S5. Substitute the player's game behavior threat value, the player's game behavior ability value, the game difficulty, and the player's game level into the current game matching score calculation strategy to calculate the player's current game matching score, and establish a birth point allocation sequence for storing all players entering the same game in ascending order according to the player's current game matching score, and allocate birth points to the players in the birth point allocation sequence in the game map through the distance formula.
在本实施例中,所述历史游戏行为数据包括:历史鼠标输入数据、历史键盘输入数据、历史游戏数据;所述历史鼠标输入数据包括玩家在每次游戏中的鼠标点击次数、点击到游戏中目标物体的成功率以及每次游戏中所有相邻两次鼠标点击之间时间间隔的平均值;所述历史键盘输入数据包括玩家在每次游戏中所需要的键位数量、每个键位被按键的次数以及每个键位被连续按键的平均时间间隔;所述历史游戏数据包括玩家每次游戏的完成时间、每次游戏的游戏难度、获得胜利的游戏次数、玩家中途退出的游戏次数、每次游戏地图面积、每次游戏中玩家移动路径长度、平均移动速度。In this embodiment, the historical game behavior data includes: historical mouse input data, historical keyboard input data, and historical game data; the historical mouse input data includes the number of mouse clicks of the player in each game, the success rate of clicking on the target object in the game, and the average time interval between all two adjacent mouse clicks in each game; the historical keyboard input data includes the number of keys required by the player in each game, the number of times each key is pressed, and the average time interval between consecutive presses of each key; the historical game data includes the completion time of each game of the player, the game difficulty of each game, the number of games won, the number of games where the player quits midway, the area of the map of each game, the length of the player's movement path in each game, and the average movement speed.
在本实施例中,所述S2中预处理包括:将数据中的缺失值和重复值进行删除,对删除后的数据进行归一化处理。In this embodiment, the preprocessing in S2 includes: deleting missing values and duplicate values in the data, and normalizing the deleted data.
在本实施例中,所述S3中玩家游戏行为威胁值计算策略包括:In this embodiment, the player game behavior threat value calculation strategy in S3 includes:
S31、在玩家进行本场游戏前,提取历史上玩家n次游戏的历史鼠标输入数据和历史键盘输入数据,以及历史游戏数据中的玩家中途退出的游戏次数;S31, before the player plays the current game, extract the historical mouse input data and historical keyboard input data of the player's n games in history, as well as the number of times the player quits the game midway in the historical game data;
S32、将n次游戏的历史鼠标输入数据和历史键盘输入数据以及玩家中途退出游戏次数代入到玩家游戏行为威胁值计算公式中计算玩家游戏行为威胁值;S32: Substitute the historical mouse input data and keyboard input data of n games and the number of times the player quits the game into the player game behavior threat value calculation formula to calculate the player game behavior threat value. ;
S33、所述玩家游戏行为威胁值计算公式为,其中m为玩家在每次游戏中所需要的键位数量、为玩家在第i次游戏中的鼠标点击次数、为玩家在第i次游戏中点击到游戏中目标物体的成功率、A为玩家中途退出的游戏次数、为玩家在第i次游戏中第j个键位被按键的次数、为玩家在第i次游戏中第j个键位被连续按键的平均时间间隔,i为1至n中任一项、j为1至m中任一项。S33, the player game behavior threat value calculation formula is: , where m is the number of keys required by the player in each game, is the number of mouse clicks by the player in the i-th game, is the success rate of the player clicking the target object in the game in the i-th game, A is the number of times the player quits the game midway, is the number of times the jth key is pressed by the player in the i-th game, is the average time interval between consecutive pressing of the j-th key by the player in the i-th game, where i is any number from 1 to n and j is any number from 1 to m.
在本实施例中,所述S3中玩家游戏行为能力值计算策略包括:In this embodiment, the player game behavior ability value calculation strategy in S3 includes:
S34、在玩家进行本场游戏前,提取历史上玩家n次游戏的历史键盘输入数据、历史游戏数据;S34, before the player plays the current game, extract the historical keyboard input data and historical game data of the player's n games in history;
S35、将n次游戏的历史键盘输入数据、历史游戏数据代入到玩家游戏行为能力值计算公式中计算玩家游戏行为能力值;S35, substituting the historical keyboard input data and historical game data of n games into the player's game behavior ability value calculation formula to calculate the player's game behavior ability value ;
S36、所述玩家游戏行为能力值计算公式为,其中S为本场游戏地图面积,m为玩家在每次游戏中所需要的键位数量、为第i次游戏的游戏难度、为在第i次游戏中玩家移动路径长度、为在第i次游戏中玩家平均移动速度、为玩家第i次游戏的完成时间、为玩家在第i次游戏中第j个键位被按键的次数、为玩家在第i次游戏中第j个键位被连续按键的平均时间间隔、为第i次游戏地图面积、num为获得胜利的游戏次数,i为1至n中任一项、j为1至m中任一项。S36: The calculation formula for the player's game behavior ability value is: , where S is the map area of the game, m is the number of keys required by the player in each game, is the game difficulty of the ith game, is the length of the player's moving path in the i-th game, is the average moving speed of the players in the ith game, is the completion time of the player's ith game, is the number of times the jth key is pressed by the player in the i-th game, is the average time interval between consecutive presses of the jth key by the player in the i-th game, is the area of the map for the i-th game, num is the number of games won, i is any one from 1 to n, and j is any one from 1 to m.
在本实施例中,所述S4具体包括:获取玩家在历史上多次游戏的游戏难度、玩家的游戏等级以及玩家进行的本场游戏的游戏难度、玩家的游戏等级。In this embodiment, S4 specifically includes: obtaining the game difficulty of the player in multiple games in history, the game level of the player, and the game difficulty and game level of the player in the current game played by the player.
在本实施例中,所述S5具体包括:In this embodiment, S5 specifically includes:
S51、设本场游戏共有Q个玩家,获取Q个玩家中玩家的游戏等级最小值、玩家的游戏等级最大值;获取Q个玩家中玩家游戏行为威胁值最小值和玩家游戏行为威胁值最大值,以及玩家游戏行为能力值最小值和玩家游戏行为能力值最大值;将玩家进行的本场游戏的游戏难度、玩家的游戏等级、玩家游戏行为威胁值和玩家游戏行为能力值代入本场游戏匹配分数计算策略中计算每个玩家的本场游戏匹配分数;S51. Assume that there are Q players in this game, and obtain the minimum game level of the Q players. , the maximum game level of the player ; Get the minimum value of the player's game behavior threat value among Q players The maximum threat value of the player's game behavior , and the minimum value of the player's game behavior ability value The maximum value of the player's game behavior ability ; Substitute the game difficulty of the current game played by the player, the game level of the player, the threat value of the player's game behavior and the ability value of the player's game behavior into the current game matching score calculation strategy to calculate the current game matching score of each player;
S52、所述本场游戏匹配分数计算策略包括:获取第q个玩家在历史上n次游戏中的最大游戏难度,计算第q个玩家的本场游戏匹配分数,其中分别为游戏难度影响系数、玩家游戏等级影响系数、玩家游戏行为威胁值影响系数、玩家游戏行为能力值影响系数,需要说明的是游戏难度影响系数、玩家游戏等级影响系数、玩家游戏行为威胁值影响系数、玩家游戏行为能力值影响系数需要由本领域技术人员根据具体应用需求和实际情况确定;D为本场游戏的游戏难度,为第q个玩家的游戏等级,为第q个玩家的玩家游戏行为威胁值,为第q个玩家的玩家游戏行为能力值。S52: The matching score calculation strategy for this game includes: obtaining the maximum game difficulty of the qth player in n games in history. , calculate the game matching score of the qth player ,in They are respectively the game difficulty influence coefficient, the player game level influence coefficient, the player game behavior threat value influence coefficient, and the player game behavior ability value influence coefficient. It should be noted that the game difficulty influence coefficient, the player game level influence coefficient, the player game behavior threat value influence coefficient, and the player game behavior ability value influence coefficient need to be determined by those skilled in the art according to specific application requirements and actual conditions; D is the game difficulty of this game, is the game level of the qth player, is the game behavior threat value of the qth player, is the game behavior ability value of the qth player.
在本实施例中,所述S5具体还包括:In this embodiment, S5 specifically further includes:
S53、将本场游戏地图均匀划分为Q个区域,获取本场游戏中Q个玩家的本场游戏匹配分数并进行升序排列,将升序排列后的本场游戏匹配分数的对应玩家存入出生点分配序列中;其中所述出生点分配序列中第一个元素为本场游戏匹配分数最小的玩家,第Q个元素为本场游戏匹配分数最大的玩家;令q=1,将出生点分配序列中第一个元素对应的玩家分配到游戏地图上的任意一个区域的中心点;S53, evenly divide the current game map into Q areas, obtain the current game matching scores of Q players in the current game and arrange them in ascending order, and store the players corresponding to the current game matching scores arranged in ascending order in a birth point allocation sequence; wherein the first element in the birth point allocation sequence is the player with the smallest current game matching score, and the Qth element is the player with the largest current game matching score; let q=1, and allocate the player corresponding to the first element in the birth point allocation sequence to the center point of any area on the game map;
S54、使用距离公式计算第q个玩家与相邻区域中心点的距离,将距离最小的相邻区域中心点作为下一个分配位置,令q=q+1,Q=Q-1,将出生点分配序列中第q个元素对应的玩家分配到下一个分配位置;S54, using the distance formula to calculate the distance between the qth player and the center point of the adjacent area, taking the center point of the adjacent area with the smallest distance as the next allocation position, setting q=q+1, Q=Q-1, and allocating the player corresponding to the qth element in the birth point allocation sequence to the next allocation position;
S55、重复S54,直到q=Q,完成所有玩家的出生点分配。S55. Repeat S54 until q=Q, completing the allocation of birth points for all players.
实施例2Example 2
本实施例提供用于游戏实时互动的数据处理系统,具体方案为,如图2所示,用于游戏实时互动的数据处理系统,其基于实施例1中所述的用于游戏实时互动的数据处理方法实现,所述系统包括以下模块:This embodiment provides a data processing system for real-time game interaction. The specific scheme is as shown in FIG2 . The data processing system for real-time game interaction is implemented based on the data processing method for real-time game interaction described in Embodiment 1. The system includes the following modules:
数据采集模块,用于通过游戏服务器采集进入同一场游戏的所有玩家的历史游戏行为数据,以及获取游戏难度、玩家的游戏等级;并对历史游戏行为数据进行预处理,得到预处理后的历史游戏行为数据;The data collection module is used to collect the historical game behavior data of all players who enter the same game through the game server, and obtain the game difficulty and the game level of the players; and pre-process the historical game behavior data to obtain the pre-processed historical game behavior data;
数据分析模块,用于将历史游戏行为数据代入到玩家游戏行为威胁值计算策略、玩家游戏行为能力值计算策略中分别计算玩家游戏行为威胁值和玩家游戏行为能力值;A data analysis module, used to substitute historical game behavior data into the player game behavior threat value calculation strategy and the player game behavior ability value calculation strategy to calculate the player game behavior threat value and the player game behavior ability value respectively;
出生点分配模块,用于将玩家游戏行为威胁值、玩家游戏行为能力值以及游戏难度、玩家的游戏等级代入到本场游戏匹配分数计算策略中计算玩家的本场游戏匹配分数,建立出生点分配序列,用于按照玩家的本场游戏匹配分数升序存储进入同一场游戏的所有玩家,通过距离公式在游戏地图中对出生点分配序列中的玩家进行出生点分配;The birth point allocation module is used to substitute the player's game behavior threat value, the player's game behavior ability value, the game difficulty, and the player's game level into the current game matching score calculation strategy to calculate the player's current game matching score, establish a birth point allocation sequence, and store all players who enter the same game in ascending order according to the player's current game matching score. The birth point allocation is performed on the game map by using the distance formula.
控制模块,用于控制各个模块的运行。The control module is used to control the operation of each module.
以上显示和描述了本发明的基本原理和主要特征和本发明的优点。本行业的技术人员应该了解,本发明不受上述实施例的限制,上述实施例和说明书中描述的只是说明本发明的原理,在不脱离本发明精神和范围的前提下,本发明还会有各种变化和改进,这些变化和改进都落入要求保护的本发明范围内。本发明要求保护范围由所附的权利要求书及其等效物界定。The above shows and describes the basic principles and main features of the present invention and the advantages of the present invention. It should be understood by those skilled in the art that the present invention is not limited to the above embodiments. The above embodiments and descriptions are only for explaining the principles of the present invention. Without departing from the spirit and scope of the present invention, the present invention may have various changes and improvements, which fall within the scope of the present invention to be protected. The scope of protection of the present invention is defined by the attached claims and their equivalents.
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