WO2019105240A1 - Method and apparatus for determining resource acquisition probability, storage medium, and electronic device - Google Patents

Method and apparatus for determining resource acquisition probability, storage medium, and electronic device Download PDF

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Publication number
WO2019105240A1
WO2019105240A1 PCT/CN2018/115867 CN2018115867W WO2019105240A1 WO 2019105240 A1 WO2019105240 A1 WO 2019105240A1 CN 2018115867 W CN2018115867 W CN 2018115867W WO 2019105240 A1 WO2019105240 A1 WO 2019105240A1
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WIPO (PCT)
Prior art keywords
probability
target
feature dimension
terminal
application
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PCT/CN2018/115867
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French (fr)
Chinese (zh)
Inventor
刘赢征
陈亚骏
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腾讯科技(深圳)有限公司
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Publication of WO2019105240A1 publication Critical patent/WO2019105240A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8005Athletics
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • the present application relates to the field of the Internet, and in particular, to a method and apparatus for determining a resource acquisition probability, a storage medium, and an electronic device.
  • Most types of games can be networked and multiple people play online at the same time.
  • the user can perform shooting, stealing, blocking, layup, dunking, etc. through touch operation, button operation, handle operation, etc., wherein the characters in the game are simulated real basketball players, different basketballs. Athletes have different shooting percentages, steal rate, block rate and so on.
  • the types of roles of the two sides of the game are single, for example, when the player only needs to press the shooting button when shooting, the device determines whether to hit according to the shooting rate of the basketball player corresponding to the character. If the player only needs to press the steal button when stealing, the device will determine whether the steal is successful according to the success rate of the basketball player corresponding to the role. The same is true for caps, layups, and dunks.
  • the basketball player's hit rate in real sports is not static, but the current game only provides this single operation mode.
  • the machine only determines the player's operation result based on the athlete's average shooting percentage and average steal success rate. Makes the game less interesting.
  • the embodiment of the present application provides a method and a device for determining a resource acquisition probability, a storage medium, and an electronic device, so as to at least solve the technical problem that the operation mode of the game in the related art is single.
  • a method for determining a resource acquisition probability where the terminal displays the identifier information on the client of the application in response to the first instruction of the first account in the acquired application, where The identification information is used to identify a probability that a sub-period in the target time period acquires a virtual resource in the virtual scene of the application for the first role by performing the target operation when the target operation is performed in the sub-period in the target time period.
  • the first role is a virtual role that performs a target operation in the virtual scenario and belongs to the first account.
  • the terminal When the terminal acquires the second instruction of the first account, the terminal instructs the first role to perform the target operation indicated by the first instruction, and searches for And a target probability sum corresponding to the target sub-period in which the target operation is performed in the target time period; the terminal determines, according to the target probability addition, a probability that the first character obtains the virtual resource in the applied virtual scenario by performing the target operation.
  • a device for determining a resource acquisition probability which is applied to a terminal, and includes: a display unit, configured to respond to the first instruction of the first account in the acquired application, The identification information is displayed on the client of the application, wherein the identification information is used to identify that the sub-period in the target time segment performs the target operation in the target time period, and the sub-period in the target time segment acquires the virtual virtuality for the first role by performing the target operation.
  • the probability of the virtual resource in the scenario is added.
  • the first role is a virtual role that performs the target operation in the virtual scenario and belongs to the first account.
  • the operation unit is configured to: when the second command of the first account is obtained, the instruction is a character performs a target operation indicated by the first instruction, and searches for a target probability addition corresponding to a target sub-period in which the target operation is performed in the target time period; and the determining unit is configured to determine the first role based on at least the target probability addition The probability of acquiring virtual resources in a virtual scene by performing a target operation.
  • a storage medium including a stored program that executes the above-described method while the program is running.
  • an electronic device comprising a memory, a processor, and a computer program stored on the memory and operable on the processor, the processor executing the method described above by a computer program.
  • the terminal when the terminal acquires the first instruction of the first account in the application, the terminal displays the identifier information on the client of the application, where the identifier information is used to identify the sub-period in the target time segment when the target operation is performed.
  • the sub-period of the target time period is added to the probability of acquiring the virtual resource in the virtual scene of the application for the first role by performing the target operation, and when the second instruction of the first account is acquired, the first character is instructed to perform the first An instruction operation indicated by an instruction, and searching for a target probability addition corresponding to a target sub-period in which the target operation is performed in the target time period; the terminal thereby determining, according to at least the target probability addition, that the first character acquires the virtual by performing the target operation
  • FIG. 1 is a schematic diagram of a hardware environment of a method for determining a resource acquisition probability according to an embodiment of the present application
  • FIG. 2 is a flowchart of a method for determining an optional resource acquisition probability according to an embodiment of the present application
  • FIG. 3 is a schematic diagram of an optional game interface in accordance with an embodiment of the present application.
  • FIG. 4 is a schematic diagram of an optional game interface in accordance with an embodiment of the present application.
  • FIG. 5 is a schematic diagram of an optional game interface according to an embodiment of the present application.
  • FIG. 6 is a flowchart of a method for determining an optional resource acquisition probability according to an embodiment of the present application
  • FIG. 7 is a flowchart of a method for determining an optional resource acquisition probability according to an embodiment of the present application.
  • FIG. 8 is a schematic diagram of an apparatus for determining an optional resource acquisition probability according to an embodiment of the present application.
  • FIG. 9 is a schematic diagram of an apparatus for determining an optional resource acquisition probability according to an embodiment of the present application.
  • FIG. 10 is a structural block diagram of a terminal according to an embodiment of the present application.
  • a method embodiment of a method for determining a resource acquisition probability is provided.
  • the foregoing method for determining a resource acquisition probability may be applied to a hardware environment formed by the server 102 and the terminal 104 as shown in FIG. 1.
  • the server 102 is connected to the terminal 104 through a network.
  • the network includes but is not limited to a wide area network, a metropolitan area network, or a local area network.
  • the terminal 104 is not limited to a PC, a mobile phone, a tablet, or the like.
  • the method for determining the resource acquisition probability of the embodiment of the present application may be performed by the server 102, may be performed by the terminal 104, or may be jointly performed by the server 102 and the terminal 104.
  • the method for determining the resource acquisition probability of the terminal 104 in the embodiment of the present application may also be performed by a client installed on the terminal.
  • the application is a game application as an example:
  • step S11 after the player launches the game application at the user terminal such as the mobile terminal or the computer, the game server 102 provides the game service for the user terminal.
  • step S12 the player performs a game operation (such as "shooting") on the terminal.
  • the above game operations include, but are not limited to, shooting, stealing, blocking, layup, dunking, etc. in basketball games, batting operations in golf games, shooting, moving in a barrage shooting game, role-playing games.
  • shooting stealing, blocking, layup, dunking, etc.
  • batting operations in golf games
  • shooting moving in a barrage shooting game
  • role-playing games In the use of props, role communication and interaction, purchase of game resources, etc., multiplayer online tactical competitive game use of props, attacks, defense and other operations.
  • the above game operation may be completed in an instant, or may be a process having a certain length of time.
  • the corresponding character will complete the center of gravity, take off, adjust the shooting posture.
  • a series of operations (this series of operations will take a certain amount of time, and can be presented in the form of a screen in the game interface), when the user releases the "shooting” button, the basketball is thrown from the character's hand to complete the shooting operation.
  • the above-mentioned game operation is an operation for acquiring a corresponding virtual resource (ie, a game resource), including but not limited to: obtaining a score by shooting, obtaining a game score by hitting a ball, and obtaining a game bonus, an item, etc. by shooting.
  • a corresponding virtual resource ie, a game resource
  • the virtual game resources such as game props, game gold coins, and growth values are acquired, and the scores, props, game rewards, and the like are obtained through the use, attack, defense, and the like in the online tactical competitive game.
  • step S13 the user terminal performs corresponding game logic processing (ie, game processing) according to the user's game operation.
  • game logic processing ie, game processing
  • the optional game logic processing is as follows:
  • Step S131 displaying the identification information on the client of the game application according to the game operation of the user, and when acquiring the second instruction of the first account, instructing the first character to perform the target operation indicated by the first instruction, and searching for the target time
  • the target probability of the target sub-period in which the target operation is performed in the segment is added, and the identification information is used to identify the sub-period in the target time segment when the target operation is performed in the sub-period in the target time segment.
  • the operation is to acquire the probability of the virtual resource in the virtual scene of the application (that is, the virtual scene of the game) for the first role, and the first role is a virtual role that performs the target operation in the virtual scenario and belongs to the first account;
  • Step S132 determining, based on at least the target probability addition, a probability that the first character acquires the game resources in the game (that is, the virtual resources in the virtual scene of the game application) by performing the target operation.
  • Step S14 returning the result of the game operation to the client according to the above probability, including but not limited to: displaying whether the shooting result is a hit, whether the golf ball enters the hole, whether the fired object is hit, and the item acquisition in the role playing game , growth, multi-person online tactical competitive game, the consumption of props, whether the place is attacked, whether the defense is successful.
  • step S11 to step S14 are a complete implementation process including the technical solution of the present application.
  • the technical solution of the present application mainly relates to step S13 therein, and the technical solution of step S13 is described in detail below with reference to an optional embodiment.
  • FIG. 2 is a flowchart of a method for determining an optional resource acquisition probability according to an embodiment of the present application. As shown in FIG. 2, the method may include the following steps:
  • Step S202 The terminal displays the identifier information on the client of the application in response to the first instruction of the first account in the acquired application, where the identifier information is used to identify the target time when the target operation is performed in the sub-period in the target time period.
  • the sub-period in the segment adds the probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, and the first role is the virtual role that performs the target operation in the virtual scenario and belongs to the first account. .
  • the start time of the target time period is not earlier than the time at which the first instruction is acquired, and the time length of the target time corresponds to the first character in the character of the game, that is, the "target operation" can be performed according to the character.
  • the above games include, but are not limited to, barrage shooting games, adventure games, simulation games, role-playing games, casual games, multiplayer online tactical competitive games, and other games.
  • the account number (such as the first account mentioned above, the second account mentioned later, etc.) may be a game account in the game, or may be other identification information corresponding to the game account, such as a mobile phone number, a nickname, or the like. Apps (such as instant messaging apps, social apps, etc.) or in-game accounts.
  • the above identification information is used to identify the "game operation” (ie, the target operation), and the last time the timing of the "game operation” is performed, whether it can perform the success, that is, the probability addition, whether the character can
  • the success of execution has a basic probability of success. This probability addition can increase or decrease the probability of success to a certain degree (or probability) based on the probability of success of the foundation. Under the influence of the feature of time dimension, whether the role can finally
  • the probability of successful execution is the cumulative value between the success probability of the base and the probability of success of increasing or decreasing.
  • the target time period includes a plurality of sub-time periods, each sub-time period corresponding to a probability addition. If the execution time of the target operation falls on a certain sub-period, the corresponding probability addition is the probability of the sub-period. addition.
  • Step S204 When acquiring the second instruction of the first account, the terminal instructs the first character to perform the target operation indicated by the first instruction, and searches for a target probability corresponding to the target sub-time period in which the target operation is performed in the target time segment. addition.
  • the first instruction and the second instruction are instructions that are used in conjunction with each other.
  • the first instruction may be an instruction for a user to "start" a game application
  • the second instruction is an instruction for performing a "game operation”
  • the first instruction may be an instruction indicating that the "game operation” is ready to be executed, such as a player clicking, touching a "shooting” button
  • the second instruction may be an instruction indicating execution of a "game operation”, such as releasing a "shooting” button.
  • the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player's operation.
  • Interest and operational experience For example, in a basketball game, the user can adjust the timing of the transmission of the second instruction to select a corresponding higher probability addition, thereby improving the "shooting feel”.
  • Step S206 The terminal determines, according to the target probability addition, a probability that the first role acquires the virtual resource in the virtual scene of the application by performing the target operation.
  • the probability that the first role acquires the virtual resource in the virtual scenario of the application by performing the target operation may be determined based on the probability of the multiple feature dimensions, and the information of the multiple feature dimensions may include the determined time dimension according to the target probability addition. The probability.
  • the value of the probability obtained here is obtained by simulating the real situation, which reflects the real influence of the character itself, the environment, teammates, and the enemy (or the opponent) on the player, such as in a basketball game.
  • the game character is a basketball player in the simulation of real sports. In reality, the basketball player's hit rate is not static. It is often influenced by oneself, the environment, teammates, and the enemy. For example, his shooting is often subject to his physical condition, height of take-off, The effect of the face frame angle, whether there is a teammate cover, whether there is interference from the opponent team, etc.
  • the above probability is derived based on at least one of the series of impact factors.
  • the terminal When the terminal acquires the first instruction of the first account in the application, the terminal displays the identifier information on the client of the application, where the identifier information is used to identify the sub-period in the target time segment when the target operation is performed. And the sub-period of the target time period is used to perform the target operation to acquire the probability of the virtual resource in the virtual scene of the application for the first role, and when the second instruction of the first account is acquired, the first role is executed.
  • the player can select the corresponding probability addition by operating the "second instruction" transmission timing, which can solve the technical problem of the single operation mode of the game in the related art, and then achieve Enrich the technical effects of the way the game operates.
  • each character (corresponding to a specific basketball player) may be configured with a moving speed of its cursor (ie, time stamp) and multiple colors of the shooting slot (ie, the target area). Or the distribution of the pattern).
  • the length of the above-mentioned shooting slot (ie, the target area) in a certain direction is fixed, because each character performs a game operation.
  • the duration may be different, that is, the length of time represented by each unit length on the shooting slot is different. Therefore, the moving speed of the cursor for indicating the position of the current time on the shooting slot is different. It can be configured as follows:
  • the terminal before acquiring the first instruction of the first account in the application, acquiring, by the terminal, a time length of the target time segment configured for the first role; according to the length of the target area in the first direction and the target configured for the first role
  • the length of time period determines the speed at which the time stamp moves in the first direction when the time stamp is displayed in the client of the application.
  • the length of time of the target time period mentioned above may be obtained by counting the true shooting situation of the player to ensure that the experience in the game is close to or the same as the real situation.
  • the terminal before acquiring the first instruction of the first account in the application, acquires configuration information of the first role, and sets the target area according to the length of each sub-area of the target area indicated by the configuration information in the second direction. Divided into multiple sub-areas.
  • the second direction is related to the shape of the target area. If the target shape is an arc, the second direction is along the direction of the arc; if the target shape is a rectangle, the second direction is along the length or width of the rectangle.
  • the above configuration information is obtained by statistically counting the real shooting situation of the player. During the shooting operation, the shot is performed in each sub-period of the time period (corresponding to releasing the shooting button and the second instruction), The effect of the average hit rate (the hit rate bonus), which is the target probability bonus. As shown in FIG. 3, different sub-regions have different hit rate additions, such as "-30%" of sub-area 1, and "20%" of sub-area 3.
  • step S202 the identification information is displayed on the client of the application in response to the first instruction of the first account in the acquired application.
  • the target area indicating the shooting slot may include multiple sub-areas, each sub-area corresponding to a shooting hit rate bonus, that is, displaying the identification information on the client of the application includes: displaying more in the target area of the application client
  • the first identification information includes a plurality of sub-regions corresponding to the plurality of sub-periods in the target time period, and each of the sub-regions is configured to display a first identification information. Sub-regions as shown in Figure 3, with different fill patterns to represent colors or patterns.
  • each sub-area has the same color or pattern, but all sub-areas have the same brightness or hue, and when the current time (ie, the cursor) is in a certain sub-area, the brightness or hue of the sub-area is adjusted. It is made different from the remaining sub-areas, optionally enhancing the brightness or hue of the sub-areas.
  • the foregoing first identification information indicates a probability addition by a pattern and/or a color
  • displaying the plurality of first identification information in the target area of the client of the application includes: the terminal is displayed in each sub-area within the target area.
  • a first identification information, wherein at least one of a pattern and a color displayed in the any two sub-regions for indicating the first identification information is different.
  • the time length of the target time corresponds to the first role in the role of the virtual scene
  • the distribution of the sub-regions of the corresponding roles may be different. Even if the distribution of the sub-areas is the same, the target probability summation corresponding to each sub-area is different.
  • the text prompts are used for identification.
  • the displaying the identifier information on the client of the application further includes: displaying a plurality of second identifier information on the client of the application, where each second identifier information corresponds to a sub-region in the target area,
  • the second identification information represents the probability addition by text information. As shown in FIG. 3, "-30%" in the sub-area 1, "20%” in the sub-area 3, and the like.
  • the second identifier information (ie, the text prompt) corresponding to each sub-area has the same brightness or color tone.
  • the second identifier information corresponding to the sub-area is adjusted.
  • the brightness or hue is different from the second identification information corresponding to the remaining sub-areas, and optionally, the brightness or hue of the second identification information corresponding to the sub-area is enhanced.
  • the sub-area where the current time is located is identified in the target time period.
  • the above-mentioned cursor is used to identify the current time in the shooting slot.
  • the brightness and/or hue of the cursor is different from the identification information, and the brightness is preferably higher than the brightness of the identification information.
  • displaying the identification information on the client of the application includes at least one of the following:
  • the terminal displays the identification information on the first client of the game, where the first client is the client that logs in to the first account;
  • the terminal displays the identification information on the second client of the game, where the second client is the client that logs in to the second account, and the second character belonging to the second account in the game belongs to the same party as the first virtual game scene. (that is, the same party of the game, such as the same team);
  • the terminal displays the identification information on the third client of the game, wherein the third client is a client that logs in to the third account, and the third character belonging to the third account in the game and the first role belong to different parties of the game virtual scene. (ie belong to different teams in the game).
  • the identifier information may include at least one of the first identifier information and the second identifier information, and may further include a time identifier.
  • Displaying the identification information on the second client of the teammate when the character himself shoots, it is convenient for the teammate character to cover his own shooting; displaying the identification information on the third client of the other party (the enemy) can make the opponent role take More targeted game operations, such as steals, blocks, and more.
  • Displaying the identification information on the second client or the third client may be performed by sending the identification information or related information to a terminal corresponding to the second client or a terminal corresponding to the third client.
  • the game experience can be further enhanced, and the complexity of the game operation in the game is increased to make it closer to the real basketball game.
  • step S204 when acquiring the second instruction of the first account, the terminal instructs the first character to perform the target operation indicated by the first instruction, and searches for the target object in which the target operation is performed in the target time period.
  • the target probability corresponding to the time period is added.
  • each sub-area corresponding to a sub-period includes a probability bonus (shooting hit rate bonus), Therefore, the corresponding target probability addition can be determined by the acquisition timing of the second instruction (the timing of the shot shot).
  • the terminal determines, based on the target probability addition, a probability that the first role acquires the virtual resource in the virtual scene of the application by performing the target operation.
  • the “probability that the terminal determines the virtual resource in the virtual scenario of the application by performing the target operation by the terminal at least based on the target probability addition” in step S206 may be implemented by the following sub-steps:
  • Step S2062 Find state information of the first character on the plurality of feature dimensions, wherein the state information on the plurality of feature dimensions includes a target probability addition in the time dimension.
  • the plurality of feature dimensions described above may include, but are not limited to, a state of motion of the character (eg, standing in place, running, singles, etc.), facing the basket (eg, facing the basket, laterally facing) The basket, back to the basket, etc., the state of the time dimension (such as in which sub-period, etc.), the interference situation (such as minor interference, heavy interference, no interference, etc.).
  • Step S2064 Acquire a probability of each feature dimension corresponding to the state information of the first character in each feature dimension.
  • the probability that the target probability of the time dimension is the sum of the time and the sum of the time dimension. As shown in Figure 3, the probability corresponding to the sub-region is (1-30%), and the probability corresponding to sub-region 3 is (1+20%). ;
  • the basic probability includes two factors: the basic hit ratio and the attribute coefficient, which may be the product of the two.
  • Step S2066 the product between the probabilities of the plurality of feature dimensions is used as the probability that the first role acquires the virtual resource in the virtual scene of the application.
  • the shooting button timing slot (the shooting slot) is placed laterally, and the placement area can be fixed, the occupied area is obvious (the position can be located in the plane central axis), and there is a cursor in the shooting slot (available The basketball indicates) the current time situation, prompting the player to make the cursor fall into the interval of the shooting slot.
  • the corresponding shooting slot is configured for each character in the game, which is convenient for improving the user experience.
  • the technical solution of the present application has at least the following advantages:
  • the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player.
  • the UI design has improved the saliency, and will not make the shooting time slot and scene elements mixed together. There will be no short paragraphs after the color segmentation, which is convenient for the user to judge which color interval the time mark falls in or Within the pattern interval;
  • the color segmentation configuration of the slot of the shooting button is based on the real athlete, and the function of dynamically adjusting the length of the color interval is realized, which makes it closer to the real basketball.
  • the entire shooting slot is curved, and the button progress bar is segmented by color (presenting the sub-area of the first identification information); the cursor of the basketball appearance appears from the leftmost side of the shooting bar, moving to the right as time passes.
  • the hit rate prompts tips (second identification information, such as "hit rate -10%", which means that the hit rate is reduced by 10% when the sub-region is shot), and the exact addition (or weakening) is displayed to the player in the form of numbers.
  • Red, yellow, and green (corresponding to sub-regions 1 to 4 in Fig. 5, such as red at the beginning and the end) have different lengths of three color segments.
  • three color segment lengths are dynamically configured, thereby achieving different stars.
  • the shooting button timing cue slot may be presented in other forms, such as a ring shape, a rectangular shape, or the like.
  • the process of generating a shot timing slot by the client is described in detail below with reference to FIG. 6.
  • the generation process of the shooting button timing slot is illustrated by using the star A and the star B as an example.
  • the user terminal performs the following steps, and displays the corresponding shooting slot according to the execution result:
  • step S601 the system identifies the star that is currently shooting (ie, the first character in the game).
  • the system can directly read the ID of the star and identify which star is currently shooting.
  • step S602 the system reads the duration of the shooting action of the basketball star.
  • the shooting action time lengths T1 and T2 of the star A and the star B are read.
  • step S603 the moving speed of the cursor is calculated.
  • step S604 the color distribution ratio of the shooting slot of the basketball star is retrieved.
  • a color distribution table of the star shooting time of the star shooting button may be first created, as shown in Table 1.
  • step S605 the search is performed based on the star ID in the slot color distribution table of the star shooting button, and the configuration shown in Table 1 below is found.
  • Step S606 calculating the actual length of the different color paragraphs (sub-regions).
  • the content described in the table is the segmentation ratio of the length of each player's hand.
  • the player X (X indicates the player's identification ID) has a shooting slot length of Lx.
  • Lx the shooting slot length of Lx.
  • the star A the left red paragraph.
  • the length ratio is 20%
  • the left yellow paragraph length ratio is 25%
  • the green paragraph length is 35%
  • the right red paragraph length ratio is 20%
  • the actual length of the four segments is 20%*Lx, 25%*Lx, 35 %*Lx, 20%*Lx.
  • step S607 a shooting slot is generated.
  • Sub-paragraph (sub-area) length total slot length * segment percentage.
  • step S701 the user is pressed to press the "shooting" button.
  • step S702 when the user presses the "shooting" button, the shooting button timing slot is called.
  • the shooting button timing slot includes a cursor that identifies the progress (such as a thin rectangle on the street basketball shooting slot), and while the user presses the "shooting" button, the cursor moves on the timing slot (identifying the current progress).
  • step S704 it is determined whether the user releases the "shooting" button, and if so, step S705 is performed, otherwise step S704 is continued.
  • step S705 when the user observes that the cursor stays in the appropriate color area, the "shooting" button is released, and the cursor stops at this time.
  • step S706 the system converts the read current status into a background value, and thus completes a shooting process.
  • the product of the above basic hit ratio and the attribute coefficient is equivalent to the base probability.
  • the players' sports status is divided into standing, running, and back singles.
  • the three states correspond to three coefficients.
  • the face orientation coefficient is as shown in Table 3. The role is divided into the forward direction of the basket, the character laterally faces the basket and the character faces away from the basket, and the three states correspond to three coefficients.
  • the timing factor of the button is as shown in Table 4, that is, the coefficient generated according to the scheme described in the present application, which can be divided into three types: a red coefficient, a yellow coefficient, and a green coefficient.
  • the above red coefficient corresponds to a 20% reduction, that is, the probability is increased to -20%
  • the above green coefficient is equivalent to an increase of 10%, that is, the probability is increased to 10%.
  • the interference coefficient refers to the influence of the defender on the shooting.
  • the defender can interfere with the shooting by operation.
  • the interference type can be divided into no interference, slight interference, general interference and serious interference. kind.
  • the interference may also include forward interference of the teammate, the value of which is greater than or equal to 1, such as a good screen, the value is 1.1.
  • Basic hit rate the basic hit rate is only related to the position of the player's shot. Generally speaking, the farther away from the basket, the lower the base hit rate.
  • the first shot is divided into three major areas, three-point shooting, mid-range shooting and inside shooting, the optional algorithm is as follows:
  • the maximum shooting factor outside the three-point line is 0.45.
  • the player has a coefficient of -0.2 and a minimum of 0 for each distance of 1 meter from the basket.
  • the maximum distance for a mid-range shot is 0.8, and the player has a coefficient of -0.05 and a minimum of 0 for each distance of 1 meter from the basket;
  • the maximum shooting factor for the inside shot is 1, which does not decay with increasing distance.
  • Attribute coefficient describes the strength of the basketball player's own ability, and is strongly related to the real player.
  • the strong player in the basketball player will have an advantage in the coefficient, such as the three-point attribute coefficient of the three-point player.
  • a three-pointer has a three-point attribute coefficient of 0.5.
  • the UI design is more clear and easy to understand, and the position of the button slot is exactly the focus of the line when the user is shooting; and compared with the existing solution,
  • the time slot length and the visual significance of the cursor are greatly improved, and the user can better grasp the details;
  • the text and the digital prompts are easily understood, and the user has a clear understanding of the effect produced by the cursor falling within a certain color interval.
  • the movement adjustment mechanism of the shooting button timing slot is realized, and different players correspond to different timing slots, thereby providing the player with a different button feel, which greatly enriches the operation feeling of the game.
  • the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
  • the technical solution of the present application which is essential or contributes to the related art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk, CD-ROM).
  • the instructions include a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
  • FIG. 8 is a schematic diagram of an apparatus for determining an optional resource acquisition probability according to an embodiment of the present application. As shown in FIG. 8 , the apparatus may be applied to a terminal, including: a display unit 81, an operation unit 83, and a determining unit 85. .
  • the display unit 81 is configured to display the identification information on the client of the application in response to the first instruction of the first account in the acquired application, wherein the identifier information is used to identify the sub-period in the target time period to perform the target operation. And the sub-period in the target time period is added to the probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, where the first role is to perform the target operation in the virtual scenario, and belongs to the first The virtual role of the account.
  • the first instruction and the second instruction are instructions that are used in conjunction with each other.
  • the first instruction may be an instruction for a user to "start" a game application
  • the second instruction is an instruction for performing a "game operation”
  • the first instruction may be an instruction indicating that the "game operation” is ready to be executed, such as a player clicking, touching a "shooting” button
  • the second instruction may be an instruction indicating execution of a "game operation”, such as releasing a "shooting” button.
  • the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player's operation.
  • Interest and operational experience For example, in a basketball game, the user can adjust the timing of the transmission of the second instruction to select a corresponding higher probability addition, thereby improving the "shooting feel”.
  • the operation unit 83 is configured to, when acquiring the second instruction of the first account, instruct the first character to perform the target operation indicated by the first instruction, and search for the target sub-period corresponding to the target time period in which the target operation is performed in the target time period. Target probability bonus.
  • the first instruction and the second instruction are instructions that are used in conjunction with each other.
  • the first instruction may be an instruction for a user to "start" a game application
  • the second instruction is an instruction for performing a "game operation”
  • the first instruction may be an instruction indicating that the "game operation” is ready to be executed, such as a player clicking, touching a "shooting” button
  • the second instruction may be an instruction indicating execution of a "game operation”, such as releasing a "shooting” button.
  • the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player.
  • Interest and operational experience For example, in a basketball game, the user can adjust the timing of the transmission of the second instruction to select a corresponding higher probability addition, thereby improving the "shooting feel".
  • the determining unit 85 is configured to determine, based on at least the target probability addition, a probability that the first character acquires the virtual resource in the virtual scene of the application by performing the target operation.
  • the probability that the first role obtains the virtual resource in the virtual scenario of the application by performing the target operation may be determined based on the probability of the multiple feature dimensions, where the information of the multiple feature dimensions includes the determined time dimension according to the target probability addition. Probability.
  • the value of the probability obtained here is obtained by simulating the real situation, which reflects the real influence of the character itself, the environment, teammates, and the enemy (or the opponent) on the player, such as in a basketball game.
  • the game character is a basketball player in the simulation of real sports. In reality, the basketball player's hit rate is not static. It is often influenced by oneself, the environment, teammates, and the enemy. For example, his shooting is often subject to his physical condition, height of take-off, The effect of the face frame angle, whether there is a teammate cover, whether there is interference from the opponent team, etc.
  • the above probability is derived based on at least one of the series of impact factors.
  • the display unit 81 in this embodiment may be configured to perform step S202 in the embodiment of the present application.
  • the operation unit 83 in this embodiment may be configured to perform step S204 in the embodiment of the present application.
  • the determining unit 85 may be configured to perform step S206 in the embodiment of the present application.
  • the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware.
  • the identifier information is displayed on the client of the application, and the identifier information is used to identify the target time segment when the target operation is performed in the sub-period in the target time segment.
  • the above apparatus of the present application can be applied to a server as shown in FIG. 9 in addition to the user terminal as shown in FIG.
  • the above display unit displays the identification information on the client of the application, including at least one of the following:
  • the second client is a client that logs in to the second account, and the second character belonging to the second account in the game belongs to the same party as the first role;
  • the identification information is displayed on the third client of the game, wherein the third client is a client that logs in to the third account, and the third character belonging to the third account in the game belongs to a different party of the game.
  • the foregoing display unit is further configured to display a plurality of first identification information in a target area of the client of the application, wherein the target area includes a plurality of sub-areas corresponding to the plurality of sub-periods in the target time period, each of the sub-areas The area is used to display a first identification information.
  • the first identification information represents a probability addition by a pattern and/or a color, wherein the display unit displays one of the plurality of first identification information in the target area of the client of the application, and displays one in each sub-area within the target area.
  • First identification information represents a probability addition by a pattern and/or a color, wherein the display unit displays one of the plurality of first identification information in the target area of the client of the application, and displays one in each sub-area within the target area.
  • the display unit is further configured to display a plurality of second identification information on the client of the application, wherein each second identification information corresponds to a sub-area within the target area, and the second identification information represents the probability addition by the text information. .
  • the display unit is further configured to display a time identifier in the client of the application simultaneously or after displaying the plurality of first identifier information in the target area of the client of the application, wherein the time identifier is used to identify at least the target time period The subarea where the current time is.
  • the time length of the target time segment configured for the first role may be acquired in advance; according to the length of the target area in the first direction and the first role The length of time of the configured target time period determines the speed at which the time identifier moves in the first direction when the time identifier is displayed in the client of the application.
  • the determining unit may include: a searching module, configured to search for state information of the first character on the plurality of feature dimensions, wherein the state information on the plurality of feature dimensions includes a target probability addition in the time dimension; the acquiring module And a probability of acquiring each feature dimension corresponding to the state information of the first character in each feature dimension; the determining module is configured to use the product between the probabilities of the plurality of feature dimensions as the first character to acquire the virtual scene of the application The probability of a virtual resource.
  • a searching module configured to search for state information of the first character on the plurality of feature dimensions, wherein the state information on the plurality of feature dimensions includes a target probability addition in the time dimension
  • the acquiring module And a probability of acquiring each feature dimension corresponding to the state information of the first character in each feature dimension
  • the determining module is configured to use the product between the probabilities of the plurality of feature dimensions as the first character to acquire the virtual scene of the application The probability of a virtual resource.
  • the obtaining module is further configured to: obtain a probability that the target probability sum of the time dimension and the sum of the ones is a time dimension; and obtain a probability of the first feature dimension corresponding to the state information on the first feature dimension, wherein, the first is different
  • the state information on the feature dimension is pre-configured with a corresponding probability, the state information on the first feature dimension is used to describe different motion states of the first character; and the second feature dimension corresponding to the state information on the second feature dimension is acquired.
  • a probability wherein the state information on the second feature dimension is pre-configured with a corresponding probability, the state information on the second feature dimension is used to describe the orientation of the first character; and the state information corresponding to the third feature dimension is acquired.
  • the probability of the third feature dimension wherein the state information on the different third feature dimension is pre-configured with a corresponding probability, and the state information on the third feature dimension is used to describe the role or environment in the game to perform on the first character Interference of the target operation; acquiring a probability of the fourth feature dimension corresponding to the state information on the fourth feature dimension, wherein The state information on the dimensions of the different features of the fourth pre-configured with a probability corresponding to the state information on a position of the fourth feature dimensions described in the first game character to perform interference target of the operation.
  • the device of the present application further includes an obtaining unit, configured to acquire configuration information of the first role before acquiring the first instruction of the first account in the application, and each sub-area of the target area indicated by the configuration information is in the second direction The length on the division divides the target area into multiple sub-areas.
  • the technical solution of the present application has at least the following advantages:
  • the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player.
  • the UI design has improved the saliency, and will not make the shooting time slot and scene elements mixed together. There will be no short paragraphs after the color segmentation, which is convenient for the user to judge which color interval the time mark falls in or Within the pattern interval;
  • the color segmentation configuration of the slot of the shooting button is based on the real athlete, and the function of dynamically adjusting the length of the color interval is realized, which makes it closer to the real basketball.
  • the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
  • a server or a terminal for implementing the foregoing method for determining a resource acquisition probability is further provided.
  • FIG. 10 is a structural block diagram of a terminal according to an embodiment of the present application.
  • the terminal may include: one or more (only one shown in FIG. 10) processor 1001, memory 1003, and transmission device. 1005 (such as the transmitting device in the above embodiment), as shown in FIG. 10, the terminal may further include an input/output device 1007.
  • the memory 1003 can be used to store a software program and a module, such as a method for determining a resource acquisition probability and a program instruction/module corresponding to the device in the embodiment of the present application.
  • the processor 1001 runs a software program and a module stored in the memory 1003. Thereby, various functional applications and data processing are performed, that is, the above-described method for determining the resource acquisition probability is implemented.
  • the memory 1003 may include a high speed random access memory, and may also include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
  • memory 1003 can include memory remotely located relative to processor 1001, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • the above-mentioned transmission device 1005 is used to receive or transmit data via a network, and can also be used for data transmission between a processor and a memory. Examples of network options described above may include wired networks and wireless networks.
  • the transmission device 1005 includes a Network Interface Controller (NIC), which can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network.
  • the transmission device 1005 is a Radio Frequency (RF) module for communicating with the Internet by wireless.
  • NIC Network Interface Controller
  • RF Radio Frequency
  • the memory 1003 is configured to store an application.
  • the processor 1001 can call the application stored in the memory 1003 through the transmission device 1005 to perform the following steps:
  • the sub-period is a probability of acquiring a virtual resource in the virtual scenario of the application for the first role by performing the target operation, where the first role is a virtual role that performs the target operation in the virtual scenario and belongs to the first account;
  • the processor 1001 is further configured to perform the following steps:
  • the identifier information is displayed on the client of the application, and the identifier information is used to identify the target time when the target operation is performed in the sub-period in the target time segment.
  • the sub-period of the segment adds a probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, and when the second instruction of the first account is acquired, instructing the first character to execute the first instruction Determining a target operation, and searching for a target probability sum corresponding to a target sub-period in which the target operation is performed in the target time period; thereby determining, based on the target probability addition, that the first character acquires the applied virtual scene by performing the target operation
  • the probability of the virtual resource in the game during the game, the player can select the corresponding probability addition by operating the "second instruction" transmission timing, which can solve the technical problem of the single operation mode of the game in the related art, thereby enriching The technical effect of the way the game operates.
  • the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (Mobile Internet Devices, MID for short). ), PAD and other terminal devices.
  • FIG. 10 does not limit the structure of the above electronic device.
  • the terminal may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 10, or have a different configuration than that shown in FIG.
  • a person of ordinary skill in the art may understand that all or part of the steps of the foregoing embodiments may be completed by a program to instruct terminal device related hardware, and the program may be stored in a computer readable storage medium, and the storage medium may be Including: flash disk, read-only memory (Read-Only Memory, ROM for short), random access memory (Random Access Memory, RAM), disk or optical disk.
  • the storage medium may be Including: flash disk, read-only memory (Read-Only Memory, ROM for short), random access memory (Random Access Memory, RAM), disk or optical disk.
  • Embodiments of the present application also provide a storage medium.
  • the foregoing storage medium may be used to execute program code for determining a resource acquisition probability.
  • the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
  • the storage medium is arranged to store program code for performing the following steps:
  • the identifier information is displayed on the client of the application in response to the first instruction of the first account in the acquired application, where the identifier information is used to identify the target time when the target operation is performed in the sub-period in the target time period.
  • the sub-period in the segment adds the probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, and the first role is the virtual role that performs the target operation in the virtual scenario and belongs to the first account. ;
  • the storage medium is further arranged to store program code for performing the following steps:
  • the foregoing storage medium may include, but is not limited to, a U disk, a ROM, a RAM, a mobile hard disk, a magnetic disk, or an optical disk, and the like, which can store program codes.
  • the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
  • the technical solution of the present application may be embodied in the form of a software product, or the whole or part of the technical solution, which is stored in the storage medium, including
  • the instructions are used to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in the various embodiments of the present application.
  • the disclosed client may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
  • the terminal when the terminal acquires the first instruction of the first account in the application, the terminal displays the identifier information on the client of the application, where the identifier information is used to identify the target time when the target operation is performed in the sub-period in the target time segment.
  • the sub-period of the segment adds a probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, and when the second instruction of the first account is acquired, instructing the first character to execute the first instruction Determining a target operation, and searching for a target probability sum corresponding to a target sub-period in which the target operation is performed in the target time period; the terminal thereby determining, according to at least the target probability addition, that the first character acquires the virtual scene by performing the target operation
  • the probability of the virtual resource during the game, the player can select the corresponding probability bonus by operating the "second instruction" transmission timing, which can solve the technical problem of the single operation mode of the game in the related art, thereby achieving the rich game.

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Abstract

A method and an apparatus for determining a resource acquisition probability, a storage medium and an electronic device. The method comprises: in response to an acquired first instruction of a first account in an application, displaying identification information on a client of the application, the identification information being used for identifying a probability addition of a first character in acquiring a virtual resource in a virtual scene of the application when a target operation is performed at a sub-period in a target time period; when a second instruction of the first account is acquired, instructing the first character to perform a target operation indicated by the first instruction, and searching for a target probability addition corresponding to the target sub-period during which the target operation is performed in the target time period; and determining, on the basis of at least the target probability addition, the probability of the first character in acquiring the virtual resource in the virtual scene of the application by performing the target operation.

Description

资源获取概率的确定方法和装置、存储介质、电子装置Method and device for determining resource acquisition probability, storage medium, and electronic device
本申请要求于2017年11月30日提交中国专利局、优先权号为2017112408053、发明名称为“资源获取概率的确定方法和装置、存储介质、电子装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。This application claims priority to Chinese Patent Application No. 2017112408053, entitled "Method and Apparatus for Determining Resource Acquisition Probability, Storage Medium, Electronic Device", filed on November 30, 2017, all of which are entitled The content is incorporated herein by reference.
技术领域Technical field
本申请涉及互联网领域,具体而言,涉及一种资源获取概率的确定方法和装置、存储介质、电子装置。The present application relates to the field of the Internet, and in particular, to a method and apparatus for determining a resource acquisition probability, a storage medium, and an electronic device.
背景技术Background technique
随着多媒体技术的发展和无线网络的普及,人们的娱乐活动变得越来越丰富,如通过手持式媒体设备联网玩游戏、通过电脑玩单机或者联网游戏,游戏类型多种多样,如弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲游戏和其它游戏等。With the development of multimedia technology and the popularity of wireless networks, people's entertainment activities have become more and more abundant, such as playing games through handheld media devices, playing single games or connecting games through computers, and various types of games, such as barrage. Shooting games, adventure games, simulation games, role-playing games, casual games and other games.
大部分类型的游戏可以实现联网,多人同时在线玩。譬如在篮球类游戏中,用户可以通过触控操作、按键操作、手柄操作等实现投篮、抢断、盖帽、上篮、扣篮等操作,其中游戏中的角色是模拟的真实的篮球运动员,不同的篮球运动员具有不同的投篮命中率、抢断成功率、盖帽率等。Most types of games can be networked and multiple people play online at the same time. For example, in a basketball game, the user can perform shooting, stealing, blocking, layup, dunking, etc. through touch operation, button operation, handle operation, etc., wherein the characters in the game are simulated real basketball players, different basketballs. Athletes have different shooting percentages, steal rate, block rate and so on.
在一局游戏的过程中,对战双方的角色的类型操作单一,譬如在投篮时玩家仅需按下投篮按钮,设备会根据该角色对应的篮球运动员的投篮命中率来确定是否命中。再如在抢断时玩家仅需按下抢断按钮,设备会根据该角色对应的篮球运动员的抢断成功率来确定是否抢断成功。对于盖帽、上篮、扣篮等操作也与此类似。In the process of a game, the types of roles of the two sides of the game are single, for example, when the player only needs to press the shooting button when shooting, the device determines whether to hit according to the shooting rate of the basketball player corresponding to the character. If the player only needs to press the steal button when stealing, the device will determine whether the steal is successful according to the success rate of the basketball player corresponding to the role. The same is true for caps, layups, and dunks.
然而现实运动中篮球运动员的命中率并非一成不变的,但是目前的游 戏中仅提供了这一单一操作方式,机器仅根据运动员的平均投篮命中率、平均抢断成功率这一因素来确定玩家的操作结果,使得游戏缺乏了趣味性。However, the basketball player's hit rate in real sports is not static, but the current game only provides this single operation mode. The machine only determines the player's operation result based on the athlete's average shooting percentage and average steal success rate. Makes the game less interesting.
针对相关技术中游戏的操作方式单一的技术问题,目前尚未提出有效的解决方案。In view of the technical problem of the single operation mode of the game in the related art, an effective solution has not been proposed yet.
发明内容Summary of the invention
本申请实施例提供了一种资源获取概率的确定方法和装置、存储介质、电子装置,以至少解决相关技术中游戏的操作方式单一的技术问题。The embodiment of the present application provides a method and a device for determining a resource acquisition probability, a storage medium, and an electronic device, so as to at least solve the technical problem that the operation mode of the game in the related art is single.
根据本申请实施例的一个方面,提供了一种资源获取概率的确定方法,包括:终端响应于获取到的应用中第一帐号的第一指令,在应用的客户端上显示标识信息,其中,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,第一角色为在虚拟场景中执行目标操作、且属于第一帐号的虚拟角色;终端在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成;终端至少基于目标概率加成确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率。According to an aspect of the embodiments of the present application, a method for determining a resource acquisition probability is provided, where the terminal displays the identifier information on the client of the application in response to the first instruction of the first account in the acquired application, where The identification information is used to identify a probability that a sub-period in the target time period acquires a virtual resource in the virtual scene of the application for the first role by performing the target operation when the target operation is performed in the sub-period in the target time period. The first role is a virtual role that performs a target operation in the virtual scenario and belongs to the first account. When the terminal acquires the second instruction of the first account, the terminal instructs the first role to perform the target operation indicated by the first instruction, and searches for And a target probability sum corresponding to the target sub-period in which the target operation is performed in the target time period; the terminal determines, according to the target probability addition, a probability that the first character obtains the virtual resource in the applied virtual scenario by performing the target operation.
根据本申请实施例的另一方面,还提供了一种资源获取概率的确定装置,应用于终端中,包括:显示单元,设置为响应于获取到的应用中第一帐号的第一指令,在应用的客户端上显示标识信息,其中,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取虚拟场景中的虚拟资源的概率加成,第一角色为在虚拟场景中执行目标操作、且属于第一帐号的虚拟角色;操作单元,设置为在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成;确定单元,设置为至少基于目标概 率加成确定第一角色通过执行目标操作来获取虚拟场景中的虚拟资源的概率。According to another aspect of the embodiments of the present application, a device for determining a resource acquisition probability is provided, which is applied to a terminal, and includes: a display unit, configured to respond to the first instruction of the first account in the acquired application, The identification information is displayed on the client of the application, wherein the identification information is used to identify that the sub-period in the target time segment performs the target operation in the target time period, and the sub-period in the target time segment acquires the virtual virtuality for the first role by performing the target operation. The probability of the virtual resource in the scenario is added. The first role is a virtual role that performs the target operation in the virtual scenario and belongs to the first account. The operation unit is configured to: when the second command of the first account is obtained, the instruction is a character performs a target operation indicated by the first instruction, and searches for a target probability addition corresponding to a target sub-period in which the target operation is performed in the target time period; and the determining unit is configured to determine the first role based on at least the target probability addition The probability of acquiring virtual resources in a virtual scene by performing a target operation.
根据本申请实施例的另一方面,还提供了一种存储介质,该存储介质包括存储的程序,程序运行时执行上述的方法。According to another aspect of an embodiment of the present application, there is also provided a storage medium including a stored program that executes the above-described method while the program is running.
根据本申请实施例的另一方面,还提供了一种电子装置,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,处理器通过计算机程序执行上述的方法。According to another aspect of an embodiment of the present application, there is also provided an electronic device comprising a memory, a processor, and a computer program stored on the memory and operable on the processor, the processor executing the method described above by a computer program.
在本申请实施例中,终端获取到应用中第一帐号的第一指令时,在应用的客户端上显示标识信息,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成;终端从而至少基于目标概率加成确定第一角色通过执行目标操作来获取虚拟场景中的虚拟资源的概率,在游戏过程中,玩家可以通过操作“第二指令”的发送时机来选择相应的概率加成,可以解决了相关技术中游戏的操作方式单一的技术问题,进而达到丰富游戏中操作方式的技术效果。In the embodiment of the present application, when the terminal acquires the first instruction of the first account in the application, the terminal displays the identifier information on the client of the application, where the identifier information is used to identify the sub-period in the target time segment when the target operation is performed. The sub-period of the target time period is added to the probability of acquiring the virtual resource in the virtual scene of the application for the first role by performing the target operation, and when the second instruction of the first account is acquired, the first character is instructed to perform the first An instruction operation indicated by an instruction, and searching for a target probability addition corresponding to a target sub-period in which the target operation is performed in the target time period; the terminal thereby determining, according to at least the target probability addition, that the first character acquires the virtual by performing the target operation The probability of the virtual resources in the scene, during the game, the player can select the corresponding probability addition by operating the "second instruction" transmission timing, which can solve the technical problem of the single operation mode of the game in the related art, and then achieve Enrich the technical effects of the way the game operates.
附图说明DRAWINGS
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:The drawings described herein are intended to provide a further understanding of the present application, and are intended to be a part of this application. In the drawing:
图1是根据本申请实施例的资源获取概率的确定方法的硬件环境的示意图;1 is a schematic diagram of a hardware environment of a method for determining a resource acquisition probability according to an embodiment of the present application;
图2是根据本申请实施例的一种可选的资源获取概率的确定方法的流程图;2 is a flowchart of a method for determining an optional resource acquisition probability according to an embodiment of the present application;
图3是根据本申请实施例的一种可选的游戏界面的示意图;3 is a schematic diagram of an optional game interface in accordance with an embodiment of the present application;
图4是根据本申请实施例的一种可选的游戏界面的示意图;4 is a schematic diagram of an optional game interface in accordance with an embodiment of the present application;
图5是根据本申请实施例的一种可选的游戏界面的示意图;FIG. 5 is a schematic diagram of an optional game interface according to an embodiment of the present application; FIG.
图6是根据本申请实施例的一种可选的资源获取概率的确定方法的流程图;6 is a flowchart of a method for determining an optional resource acquisition probability according to an embodiment of the present application;
图7是根据本申请实施例的一种可选的资源获取概率的确定方法的流程图;FIG. 7 is a flowchart of a method for determining an optional resource acquisition probability according to an embodiment of the present application; FIG.
图8是根据本申请实施例的一种可选的资源获取概率的确定装置的示意图;FIG. 8 is a schematic diagram of an apparatus for determining an optional resource acquisition probability according to an embodiment of the present application; FIG.
图9是根据本申请实施例的一种可选的资源获取概率的确定装置的示意图;以及9 is a schematic diagram of an apparatus for determining an optional resource acquisition probability according to an embodiment of the present application;
图10是根据本申请实施例的一种终端的结构框图。FIG. 10 is a structural block diagram of a terminal according to an embodiment of the present application.
具体实施方式Detailed ways
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。The technical solutions in the embodiments of the present application are clearly and completely described in the following with reference to the accompanying drawings in the embodiments of the present application. It is an embodiment of the present application, and not all of the embodiments. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments of the present application without departing from the inventive scope shall fall within the scope of the application.
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出 的或对于这些过程、方法、产品或设备固有的其它步骤或单元。It should be noted that the terms "first", "second" and the like in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or order. It is to be understood that the data so used may be interchanged where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "comprises" and "comprises" and "the" and "the" are intended to cover a non-exclusive inclusion, for example, a process, method, system, product, or device that comprises a series of steps or units is not necessarily limited to Those steps or units may include other steps or units not explicitly listed or inherent to such processes, methods, products or devices.
根据本申请实施例的一方面,提供了一种资源获取概率的确定方法的方法实施例。According to an aspect of an embodiment of the present application, a method embodiment of a method for determining a resource acquisition probability is provided.
可选地,在本实施例中,上述资源获取概率的确定方法可以应用于如图1所示的由服务器102和终端104所构成的硬件环境中。如图1所示,服务器102通过网络与终端104进行连接,上述网络包括但不限于:广域网、城域网或局域网,终端104并不限定于PC、手机、平板电脑等。本申请实施例的资源获取概率的确定方法可以由服务器102来执行,也可以由终端104来执行,还可以是由服务器102和终端104共同执行。其中,终端104执行本申请实施例的资源获取概率的确定方法也可以是由安装在其上的客户端来执行。Optionally, in this embodiment, the foregoing method for determining a resource acquisition probability may be applied to a hardware environment formed by the server 102 and the terminal 104 as shown in FIG. 1. As shown in FIG. 1, the server 102 is connected to the terminal 104 through a network. The network includes but is not limited to a wide area network, a metropolitan area network, or a local area network. The terminal 104 is not limited to a PC, a mobile phone, a tablet, or the like. The method for determining the resource acquisition probability of the embodiment of the present application may be performed by the server 102, may be performed by the terminal 104, or may be jointly performed by the server 102 and the terminal 104. The method for determining the resource acquisition probability of the terminal 104 in the embodiment of the present application may also be performed by a client installed on the terminal.
例如,本申请实施例的资源获取概率的确定方法由终端104来执行时,以应用为游戏应用为例:For example, when the method for determining the resource acquisition probability of the embodiment of the present application is executed by the terminal 104, the application is a game application as an example:
步骤S11,在玩家在移动终端、电脑等用户终端启动游戏应用之后,由游戏服务器102为用户终端提供游戏服务。In step S11, after the player launches the game application at the user terminal such as the mobile terminal or the computer, the game server 102 provides the game service for the user terminal.
步骤S12,玩家在终端上进行游戏操作(如“投篮”)。In step S12, the player performs a game operation (such as "shooting") on the terminal.
上述游戏操作包括但不局限于:篮球游戏中的投篮、抢断、盖帽、上篮、扣篮等操作,高尔夫球游戏中的击球操作,弹幕射击游戏中的射击、移动等操作,角色扮演游戏中的道具使用、角色沟通交互、购买游戏资源等操作,多人在线战术竞技游戏中的道具使用、攻击、防守等操作。The above game operations include, but are not limited to, shooting, stealing, blocking, layup, dunking, etc. in basketball games, batting operations in golf games, shooting, moving in a barrage shooting game, role-playing games. In the use of props, role communication and interaction, purchase of game resources, etc., multiplayer online tactical competitive game use of props, attacks, defense and other operations.
上述的游戏操作可以是瞬间完成的,也可以是具有一定时间长度的过程,如对于投篮操作而言,用户在点击“投篮”按钮时,对应的角色会完成重心下压、起跳、调整投篮姿势等一系列操作(这一系列操作会消耗一定的时间,且可以画面的形式呈现在游戏界面中),用户在释放“投篮”按钮时,篮球从该角色的手中投出,从而完成投篮操作。The above game operation may be completed in an instant, or may be a process having a certain length of time. For example, when the user clicks the "shooting" button for the shooting operation, the corresponding character will complete the center of gravity, take off, adjust the shooting posture. A series of operations (this series of operations will take a certain amount of time, and can be presented in the form of a screen in the game interface), when the user releases the "shooting" button, the basketball is thrown from the character's hand to complete the shooting operation.
上述的游戏操作是用于获取相应的虚拟资源(也即游戏资源)的操作, 包括但不局限于:通过投篮来获取分数,通过击球来获取游戏分数,通过射击来获取游戏奖励、道具等,通过角色扮演中的操作来获取游戏道具、游戏金币、成长值等虚拟游戏资源,通过在线战术竞技游戏中的道具使用、攻击、防守等来获取分数、道具、游戏奖励等。The above-mentioned game operation is an operation for acquiring a corresponding virtual resource (ie, a game resource), including but not limited to: obtaining a score by shooting, obtaining a game score by hitting a ball, and obtaining a game bonus, an item, etc. by shooting. Through the operation in the role-playing game, the virtual game resources such as game props, game gold coins, and growth values are acquired, and the scores, props, game rewards, and the like are obtained through the use, attack, defense, and the like in the online tactical competitive game.
步骤S13,用户终端根据用户的游戏操作进行相应的游戏逻辑处理(即游戏处理)。In step S13, the user terminal performs corresponding game logic processing (ie, game processing) according to the user's game operation.
可选的游戏逻辑处理过程如下:The optional game logic processing is as follows:
步骤S131,根据用户的游戏操作,在游戏应用的客户端上显示标识信息,在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中(也即游戏的虚拟场景)的虚拟资源的概率加成,第一角色为在虚拟场景中执行目标操作、且属于第一帐号的虚拟角色;Step S131, displaying the identification information on the client of the game application according to the game operation of the user, and when acquiring the second instruction of the first account, instructing the first character to perform the target operation indicated by the first instruction, and searching for the target time The target probability of the target sub-period in which the target operation is performed in the segment is added, and the identification information is used to identify the sub-period in the target time segment when the target operation is performed in the sub-period in the target time segment. The operation is to acquire the probability of the virtual resource in the virtual scene of the application (that is, the virtual scene of the game) for the first role, and the first role is a virtual role that performs the target operation in the virtual scenario and belongs to the first account;
步骤S132,至少基于目标概率加成确定第一角色通过执行目标操作来获取游戏中的游戏资源(也即游戏应用的虚拟场景中的虚拟资源)的概率。Step S132, determining, based on at least the target probability addition, a probability that the first character acquires the game resources in the game (that is, the virtual resources in the virtual scene of the game application) by performing the target operation.
步骤S14,根据上述的概率返回游戏操作的结果给客户端,包括但不局限于:展示投篮是否命中的结果,高尔夫球是否进洞,被射击对象是否被击中,角色扮演游戏中的道具获取、成长,多人在线战术竞技游戏中的道具消耗、地方是否被攻击、防守是否成功等。Step S14, returning the result of the game operation to the client according to the above probability, including but not limited to: displaying whether the shooting result is a hit, whether the golf ball enters the hole, whether the fired object is hit, and the item acquisition in the role playing game , growth, multi-person online tactical competitive game, the consumption of props, whether the place is attacked, whether the defense is successful.
上述步骤S11至步骤S14为包括本申请技术方案的一个完整实施流程,本申请的技术方案主要涉及其中的步骤S13,下面结合可选的实施例详述步骤S13的技术方案。The foregoing step S11 to step S14 are a complete implementation process including the technical solution of the present application. The technical solution of the present application mainly relates to step S13 therein, and the technical solution of step S13 is described in detail below with reference to an optional embodiment.
图2是根据本申请实施例的一种可选的资源获取概率的确定方法的流程图,如图2所示,该方法可以包括以下步骤:FIG. 2 is a flowchart of a method for determining an optional resource acquisition probability according to an embodiment of the present application. As shown in FIG. 2, the method may include the following steps:
步骤S202,终端响应于获取到的应用中第一帐号的第一指令,在应用的客户端上显示标识信息,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,第一角色为在虚拟场景中执行目标操作、且属于第一帐号的虚拟角色。Step S202: The terminal displays the identifier information on the client of the application in response to the first instruction of the first account in the acquired application, where the identifier information is used to identify the target time when the target operation is performed in the sub-period in the target time period. The sub-period in the segment adds the probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, and the first role is the virtual role that performs the target operation in the virtual scenario and belongs to the first account. .
目标时间段的起始时刻不早于获取到第一指令时所在的时刻,目标时间的时间长度对应于游戏的角色中的第一角色,也即可以根据角色执行“目标操作”。The start time of the target time period is not earlier than the time at which the first instruction is acquired, and the time length of the target time corresponds to the first character in the character of the game, that is, the "target operation" can be performed according to the character.
上述的游戏包括但不局限于弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲游戏、多人在线战术竞技游戏和其它游戏。上述的帐号(如上述的第一帐号、后续提及的第二帐号等)可以是该游戏中的游戏帐号,也可以是与游戏帐号具有对应关系的其他标识信息,如手机号、昵称、其他应用(如即时通讯应用、社交应用等)或游戏中的帐号。The above games include, but are not limited to, barrage shooting games, adventure games, simulation games, role-playing games, casual games, multiplayer online tactical competitive games, and other games. The account number (such as the first account mentioned above, the second account mentioned later, etc.) may be a game account in the game, or may be other identification information corresponding to the game account, such as a mobile phone number, a nickname, or the like. Apps (such as instant messaging apps, social apps, etc.) or in-game accounts.
上述的标识信息为用于标识“游戏操作”(也即目标操作)的过程中,最后执行该“游戏操作”的时机对其是否能够执行成功的影响,也即概率加成,该角色是否能够执行成功有一个基础的成功概率,该概率加成即在基础的成功概率的基础上能够一定程度(或概率)的增加或减少成功概率,在时间维度这个特征的影响下,该角色最终是否能够执行成功的概率即为基础的成功概率一与增加或减少的成功概率之间的累计值。The above identification information is used to identify the "game operation" (ie, the target operation), and the last time the timing of the "game operation" is performed, whether it can perform the success, that is, the probability addition, whether the character can The success of execution has a basic probability of success. This probability addition can increase or decrease the probability of success to a certain degree (or probability) based on the probability of success of the foundation. Under the influence of the feature of time dimension, whether the role can finally The probability of successful execution is the cumulative value between the success probability of the base and the probability of success of increasing or decreasing.
上述的目标时间段包括多个子时间段,每个子时间段对应于一个概率加成,若目标操作的执行时间落在某个子时间段上,那么对应的概率加成即为该子时间段的概率加成。The target time period includes a plurality of sub-time periods, each sub-time period corresponding to a probability addition. If the execution time of the target operation falls on a certain sub-period, the corresponding probability addition is the probability of the sub-period. addition.
步骤S204,终端在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成。Step S204: When acquiring the second instruction of the first account, the terminal instructs the first character to perform the target operation indicated by the first instruction, and searches for a target probability corresponding to the target sub-time period in which the target operation is performed in the target time segment. addition.
上述的第一指令和第二指令为相互配合使用的指令,如第一指令可以 为用户“启动”游戏应用的指令、第二指令为执行“游戏操作”的指令;若“游戏操作”是一个过程,那么第一指令可以是指示准备执行“游戏操作”的指令,如玩家点击、触控“投篮”按钮,第二指令可以是指示执行“游戏操作”的指令,如释放“投篮”按钮。The first instruction and the second instruction are instructions that are used in conjunction with each other. For example, the first instruction may be an instruction for a user to "start" a game application, and the second instruction is an instruction for performing a "game operation"; if the "game operation" is a The process, then the first instruction may be an instruction indicating that the "game operation" is ready to be executed, such as a player clicking, touching a "shooting" button, and the second instruction may be an instruction indicating execution of a "game operation", such as releasing a "shooting" button.
也即在操作过程中,玩家可以通过操作实现第一指令和第二指令的发送,通过这两个指令的配合(主要是指时间维度的组合),可以丰富游戏中的操作方式,提高玩家的兴趣和操作体验。如篮球类游戏中,用户可以通过调整第二指令的发送时机,来选择相应较高的概率加成,进而提高“投篮手感”。That is to say, during the operation, the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player's operation. Interest and operational experience. For example, in a basketball game, the user can adjust the timing of the transmission of the second instruction to select a corresponding higher probability addition, thereby improving the "shooting feel".
步骤S206,终端至少基于目标概率加成确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率。Step S206: The terminal determines, according to the target probability addition, a probability that the first role acquires the virtual resource in the virtual scene of the application by performing the target operation.
可选地,可基于多个特征维度的概率确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率,多个特征维度的信息可以包括根据目标概率加成确定的时间维度的概率。Optionally, the probability that the first role acquires the virtual resource in the virtual scenario of the application by performing the target operation may be determined based on the probability of the multiple feature dimensions, and the information of the multiple feature dimensions may include the determined time dimension according to the target probability addition. The probability.
需要说明的是,此处得到的概率的值是模拟真实情况下得出的,体现了角色自身、环境、队友、敌方(或对方)对该玩家的真实影响情况,如在篮球类游戏中,游戏角色是模拟现实运动中的篮球运动员,现实运动中篮球运动员的命中率并非一成不变的,其往往会受到自己、环境、队友、敌方的影响,如其投篮往往受到自己身体情况、起跳高度、面框角度、是否有队友掩护、是否有对方队员干扰等情况下的影响。而上述的概率即是基于这一系列影响因子中的至少一个所得出的。It should be noted that the value of the probability obtained here is obtained by simulating the real situation, which reflects the real influence of the character itself, the environment, teammates, and the enemy (or the opponent) on the player, such as in a basketball game. The game character is a basketball player in the simulation of real sports. In reality, the basketball player's hit rate is not static. It is often influenced by oneself, the environment, teammates, and the enemy. For example, his shooting is often subject to his physical condition, height of take-off, The effect of the face frame angle, whether there is a teammate cover, whether there is interference from the opponent team, etc. The above probability is derived based on at least one of the series of impact factors.
通过上述步骤S202至步骤S206,终端获取到应用中第一帐号的第一指令时,在应用的客户端上显示标识信息,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标 概率加成;从而至少基于目标概率加成确定第一角色通过执行目标操作来获取虚拟场景中的虚拟资源的概率,在游戏过程中,玩家可以通过操作“第二指令”的发送时机来选择相应的概率加成,可以解决了相关技术中游戏的操作方式单一的技术问题,进而达到丰富游戏中操作方式的技术效果。When the terminal acquires the first instruction of the first account in the application, the terminal displays the identifier information on the client of the application, where the identifier information is used to identify the sub-period in the target time segment when the target operation is performed. And the sub-period of the target time period is used to perform the target operation to acquire the probability of the virtual resource in the virtual scene of the application for the first role, and when the second instruction of the first account is acquired, the first role is executed. a target operation indicated by the first instruction, and searching for a target probability addition corresponding to a target sub-period in which the target operation is performed in the target time period; thereby determining, based on the target probability addition, that the first character acquires the virtual by performing the target operation The probability of the virtual resources in the scene, during the game, the player can select the corresponding probability addition by operating the "second instruction" transmission timing, which can solve the technical problem of the single operation mode of the game in the related art, and then achieve Enrich the technical effects of the way the game operates.
下面以“篮球游戏”为例,详述本申请的实施例。The following describes the embodiment of the present application by taking "basketball game" as an example.
将上述方法应用于“篮球游戏”时,相当于本申请提供了一种由色彩分段(或者图案分段)、命中率加成(或减弱)数字提示按键时机的时间槽的实现方式。在游戏中球员投篮的命中率会受到出手时机(即按键时间的长短)的影响,出手投篮太早或太晚都会降低进球的概率,因而需要构建一种能传达投篮出手时机的方式。When the above method is applied to a "basketball game", it is equivalent to the present application providing an implementation of a time slot by color segmentation (or pattern segmentation) and hit rate addition (or attenuation) of the digital cue button timing. In the game, the hit rate of the player's shot will be affected by the timing of the shot (ie, the length of the button). If the shot is too early or too late, the probability of scoring will be reduced. Therefore, it is necessary to construct a way to convey the timing of the shot.
另外由于篮球球员投篮动作各不相同,导致不同球员的投篮动作时间长度也是不同的,因此还需要能够动态的调整投篮出手时机的配置,根据球星投篮动作的不同投篮槽的颜色分布还可以动态调整。In addition, because basketball players have different shooting actions, the length of shooting time of different players is also different. Therefore, it is also necessary to be able to dynamically adjust the timing of shooting shots. The color distribution of different shooting slots according to the shooting action of the star can also be dynamically adjusted. .
将投篮槽分为多种颜色(或图案),区分按键时机差、按键时机中等和按键时机优秀等(此仅为示例,投篮槽的划分可以更为细致),当系统读取到玩家的按键时机后会给出命中率加成(或减弱)的数字提示。Divide the shooting slot into multiple colors (or patterns), distinguish between the timing of the button, the timing of the button, and the timing of the button (this is just an example, the division of the shooting slot can be more detailed), when the system reads the player's button A numerical indication of the hit rate bonus (or weakening) will be given after the opportunity.
下面结合本申请的步骤S202至步骤S206进行详述。The details will be described below in conjunction with steps S202 to S206 of the present application.
在执行步骤S202提供的技术方案之前,可按照如下方式为每个角色(对应于具体的篮球运动员)配置其游标(即时间标识)的移动速度、投篮槽(即目标区域)的多种颜色(或图案)的分布。Before performing the technical solution provided in step S202, each character (corresponding to a specific basketball player) may be configured with a moving speed of its cursor (ie, time stamp) and multiple colors of the shooting slot (ie, the target area). Or the distribution of the pattern).
(1)配置投篮槽的游标(1) Configure the cursor of the shooting slot
上述的投篮槽(即目标区域)在某个方向(即第一方向,该方向可以是直线上的方向,也可以是圆弧的方向)上的长度是固定的,由于每个角色进行游戏操作的时长可能是不同的,也即投篮槽上的每个单位长度所表征的时间长短是不一样的,因此,用于表示当前时间在投篮槽上的位置的游标的移动速度是不一样的,可以按照如下方式配置:The length of the above-mentioned shooting slot (ie, the target area) in a certain direction (ie, the first direction, the direction may be a straight line direction, or may be a circular arc direction) is fixed, because each character performs a game operation. The duration may be different, that is, the length of time represented by each unit length on the shooting slot is different. Therefore, the moving speed of the cursor for indicating the position of the current time on the shooting slot is different. It can be configured as follows:
可选地,终端获取到应用中第一帐号的第一指令之前,获取为第一角色配置的目标时间段的时间长度;根据目标区域在第一方向上的长度和为第一角色配置的目标时间段的时间长度确定在应用的客户端中显示时间标识时,时间标识在第一方向上的移动速度。Optionally, before acquiring the first instruction of the first account in the application, acquiring, by the terminal, a time length of the target time segment configured for the first role; according to the length of the target area in the first direction and the target configured for the first role The length of time period determines the speed at which the time stamp moves in the first direction when the time stamp is displayed in the client of the application.
上述的目标时间段的时间长度(球员投篮所需消耗的时间)可以是对该球员的真实投篮情况进行统计得到的,以保证游戏中体验与真实情况接近或相同。The length of time of the target time period mentioned above (the time required for the player to shoot) may be obtained by counting the true shooting situation of the player to ensure that the experience in the game is close to or the same as the real situation.
(2)配置投篮槽的颜色或图案分布(2) Configure the color or pattern distribution of the shooting slot
可选地,在获取到应用中第一帐号的第一指令之前,终端获取第一角色的配置信息,并按照配置信息所指示的目标区域的每个子区域在第二方向上的长度将目标区域划分为多个子区域。第二方向与目标区域的形状相关,如目标形状为弧线,则第二方向沿弧线所在的方向;如目标形状为矩形,则第二方向沿矩形的长或宽的方向。Optionally, before acquiring the first instruction of the first account in the application, the terminal acquires configuration information of the first role, and sets the target area according to the length of each sub-area of the target area indicated by the configuration information in the second direction. Divided into multiple sub-areas. The second direction is related to the shape of the target area. If the target shape is an arc, the second direction is along the direction of the arc; if the target shape is a rectangle, the second direction is along the length or width of the rectangle.
上述的配置信息是对该球员的真实投篮情况进行统计得到的,在进行投篮操作的过程中,在这个时间段中的每个子时间段进行出手(对应于释放投篮按钮和第二指令),对其平均命中率的影响(命中率加成),也即目标概率加成。如图3所示,不同的子区域对应有不同的命中率加成,如子区域1的“-30%”,子区域3的“20%”。The above configuration information is obtained by statistically counting the real shooting situation of the player. During the shooting operation, the shot is performed in each sub-period of the time period (corresponding to releasing the shooting button and the second instruction), The effect of the average hit rate (the hit rate bonus), which is the target probability bonus. As shown in FIG. 3, different sub-regions have different hit rate additions, such as "-30%" of sub-area 1, and "20%" of sub-area 3.
在步骤S202提供的技术方案中,响应于获取到的应用中第一帐号的第一指令,在应用的客户端上显示标识信息。In the technical solution provided in step S202, the identification information is displayed on the client of the application in response to the first instruction of the first account in the acquired application.
(1)关于标识信息的类型(1) About the type of identification information
其一,通过颜色或图案进行标识。First, it is identified by color or pattern.
可选地,表示投篮槽的目标区域可以包括多个子区域,每个子区域对应有投篮命中率加成,也即在应用的客户端上显示标识信息包括:在应用的客户端的目标区域内显示多个第一标识信息,目标区域包括对应于目标时间段中的多个子时间段的多个子区域,每个子区域用于显示一个第一标 识信息。如图3所示的子区域,用不同的填充图案来表示颜色或图案。Optionally, the target area indicating the shooting slot may include multiple sub-areas, each sub-area corresponding to a shooting hit rate bonus, that is, displaying the identification information on the client of the application includes: displaying more in the target area of the application client The first identification information includes a plurality of sub-regions corresponding to the plurality of sub-periods in the target time period, and each of the sub-regions is configured to display a first identification information. Sub-regions as shown in Figure 3, with different fill patterns to represent colors or patterns.
可选地,初始时,每个子区域虽然存在颜色或图案的不同,但是所有子区域的亮度或色调相同,在当前时刻(即游标)处于某个子区域时,调整该子区域的亮度或色调,使其与其余子区域不同,可选地,增强该子区域的亮度或色调。Optionally, initially, each sub-area has the same color or pattern, but all sub-areas have the same brightness or hue, and when the current time (ie, the cursor) is in a certain sub-area, the brightness or hue of the sub-area is adjusted. It is made different from the remaining sub-areas, optionally enhancing the brightness or hue of the sub-areas.
上述的第一标识信息通过图案和/或颜色来表示概率加成,其中,终端的在应用的客户端的目标区域内显示多个第一标识信息包括:终端在目标区域内的每个子区域中显示一个第一标识信息,其中,任意两个子区域中显示的用于表示第一标识信息的图案和颜色中的至少之一不同。The foregoing first identification information indicates a probability addition by a pattern and/or a color, wherein displaying the plurality of first identification information in the target area of the client of the application includes: the terminal is displayed in each sub-area within the target area. A first identification information, wherein at least one of a pattern and a color displayed in the any two sub-regions for indicating the first identification information is different.
需要说明的是,上述的“目标时间的时间长度对应于虚拟场景的角色中的第一角色”,也即若表示角色的投篮习惯不同,那么对应的每个角色的子区域的分布则可能不同,即使子区域的分布相同,那么每个子区域对应的目标概率加成也不同,通过根据每个篮球运动员的真实投篮情况来为其配置投篮槽,可以增加玩家的游戏体验度,避免玩家感觉到所有“球星”的投篮都差不多,从而失去兴趣。It should be noted that the foregoing “the time length of the target time corresponds to the first role in the role of the virtual scene”, that is, if the shooting habits of the characters are different, the distribution of the sub-regions of the corresponding roles may be different. Even if the distribution of the sub-areas is the same, the target probability summation corresponding to each sub-area is different. By configuring the shooting slot according to the real shooting situation of each basketball player, the player's game experience can be increased, and the player is prevented from feeling. All "Stars" shots were similar and lost interest.
其二,通过文本提示进行标识。Second, the text prompts are used for identification.
可选地,有时候仅仅通过颜色或图案来表示投篮命中率加成还不足以引起玩家的注意(如颜色或图案与游戏中背景相互重合等),还可以直接通过文字体现出当前时间的投篮命中率加成,在应用的客户端上显示标识信息还包括:在应用的客户端上显示多个第二标识信息,其中,每个第二标识信息对应于目标区域内的一个子区域,第二标识信息通过文本信息来表示概率加成。如图3所示的子区域1中的“-30%”、子区域3的“20%”等。Optionally, sometimes only by color or pattern to indicate that the shooting percentage of the field is not enough to attract the attention of the player (such as the color or pattern coincides with the background in the game), and can also directly reflect the current time by text. The hit rate is added, and the displaying the identifier information on the client of the application further includes: displaying a plurality of second identifier information on the client of the application, where each second identifier information corresponds to a sub-region in the target area, The second identification information represents the probability addition by text information. As shown in FIG. 3, "-30%" in the sub-area 1, "20%" in the sub-area 3, and the like.
可选地,初始时,每个子区域对应的第二标识信息(即文字提示)的亮度或色调相同,在当前时刻(即游标)处于某个子区域时,调整该子区域对应的第二标识信息的亮度或色调,使其与其余子区域对应的第二标识 信息不同,可选地,增强该子区域对应的第二标识信息的亮度或色调。Optionally, initially, the second identifier information (ie, the text prompt) corresponding to each sub-area has the same brightness or color tone. When the current time (ie, the cursor) is in a certain sub-area, the second identifier information corresponding to the sub-area is adjusted. The brightness or hue is different from the second identification information corresponding to the remaining sub-areas, and optionally, the brightness or hue of the second identification information corresponding to the sub-area is enhanced.
其三,通过游标进行标识。Third, it is identified by a cursor.
在应用的客户端的目标区域内显示多个第一标识信息的同时或之后,在应用的客户端中显示时间标识(也即游标,如图4中的黑色圆形),其中,时间标识至少用于在目标时间段中标识出当前时间所在的子区域。Displaying the time identifier (ie, the cursor, as shown in the black circle in FIG. 4) in the client of the application simultaneously or after displaying the plurality of first identification information in the target area of the client of the application, wherein the time identifier is at least used The sub-area where the current time is located is identified in the target time period.
上述的游标用于在投篮槽中标识出当前时间,为了便于用户进行识别,游标的亮度和/或色调与标识信息不同,优选亮度高于标识信息的亮度。The above-mentioned cursor is used to identify the current time in the shooting slot. In order to facilitate the user to recognize, the brightness and/or hue of the cursor is different from the identification information, and the brightness is preferably higher than the brightness of the identification information.
(2)关于标识信息的显示(2) Display of identification information
可选地,在应用的客户端上显示标识信息包括以下至少之一:Optionally, displaying the identification information on the client of the application includes at least one of the following:
终端在游戏的第一客户端上显示标识信息,其中,第一客户端为登录有第一帐号的客户端;The terminal displays the identification information on the first client of the game, where the first client is the client that logs in to the first account;
终端在游戏的第二客户端上显示标识信息,其中,第二客户端为登录有第二帐号的客户端,游戏中属于第二帐号的第二角色与第一角色属于游戏虚拟场景的同一方(也即游戏的同一方,如同一战队);The terminal displays the identification information on the second client of the game, where the second client is the client that logs in to the second account, and the second character belonging to the second account in the game belongs to the same party as the first virtual game scene. (that is, the same party of the game, such as the same team);
终端在游戏的第三客户端上显示标识信息,其中,第三客户端为登录有第三帐号的客户端,游戏中属于第三帐号的第三角色与第一角色属于游戏虚拟场景的不同方(即属于游戏中的不同队伍)。The terminal displays the identification information on the third client of the game, wherein the third client is a client that logs in to the third account, and the third character belonging to the third account in the game and the first role belong to different parties of the game virtual scene. (ie belong to different teams in the game).
需要说明的是,上述的标识信息可以包括第一标识信息、第二标识信息中的至少之一,还可包括时间标识。在队友的第二客户端上显示该标识信息,在角色自己投篮时,可以便于队友角色掩护自己的投篮;在对方(敌方)的第三客户端上显示该标识信息,可以使得对方角色采取更为针对性的游戏操作,如抢断、盖帽等。在第二客户端或第三客户端上显示该标识信息可以是通过将标识信息或相关信息发送给与第二客户端对应的终端或与第三客户端对应的终端实现的。It should be noted that the identifier information may include at least one of the first identifier information and the second identifier information, and may further include a time identifier. Displaying the identification information on the second client of the teammate, when the character himself shoots, it is convenient for the teammate character to cover his own shooting; displaying the identification information on the third client of the other party (the enemy) can make the opponent role take More targeted game operations, such as steals, blocks, and more. Displaying the identification information on the second client or the third client may be performed by sending the identification information or related information to a terminal corresponding to the second client or a terminal corresponding to the third client.
通过上述显示操作,可以进一步增强游戏的体验,并增加了游戏中的 游戏操作的复杂度,使其与真实的篮球运动更为接近。Through the above display operation, the game experience can be further enhanced, and the complexity of the game operation in the game is increased to make it closer to the real basketball game.
在步骤S204提供的技术方案中,终端在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成。In the technical solution provided in step S204, when acquiring the second instruction of the first account, the terminal instructs the first character to perform the target operation indicated by the first instruction, and searches for the target object in which the target operation is performed in the target time period. The target probability corresponding to the time period is added.
对于投篮槽(也即目标区域),其每个子区域(每个子区域对应于一个子时间段)所承载的信息(如上述的颜色、图案等)包括概率加成(投篮命中率加成),因此,可以通过第二指令的获取时机(投篮出手的时机)来确定对应的目标概率加成。For a shot slot (ie, a target area), information (such as color, pattern, etc.) carried by each sub-area (each sub-area corresponding to a sub-period) includes a probability bonus (shooting hit rate bonus), Therefore, the corresponding target probability addition can be determined by the acquisition timing of the second instruction (the timing of the shot shot).
在步骤S206提供的技术方案中,终端至少基于目标概率加成确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率。In the technical solution provided in step S206, the terminal determines, based on the target probability addition, a probability that the first role acquires the virtual resource in the virtual scene of the application by performing the target operation.
可选地,上述的步骤S206的“终端至少基于目标概率加成确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率”可以通过如下子步骤实现:Optionally, the “probability that the terminal determines the virtual resource in the virtual scenario of the application by performing the target operation by the terminal at least based on the target probability addition” in step S206 may be implemented by the following sub-steps:
步骤S2062,查找第一角色在多个特征维度上的状态信息,其中,多个特征维度上的状态信息包括时间维度上的目标概率加成。Step S2062: Find state information of the first character on the plurality of feature dimensions, wherein the state information on the plurality of feature dimensions includes a target probability addition in the time dimension.
上述的多个特征维度可以包括但不局限于:角色的运动状态(如原地站立、跑动中、背身单打等),面向篮筐的情况(如正向面对篮筐、侧向对篮筐、背对篮筐等),时间维度的状态(如在哪个子时间段出手等),受干扰情况(如队手的轻微干扰、重度干扰、无干扰等)。The plurality of feature dimensions described above may include, but are not limited to, a state of motion of the character (eg, standing in place, running, singles, etc.), facing the basket (eg, facing the basket, laterally facing) The basket, back to the basket, etc., the state of the time dimension (such as in which sub-period, etc.), the interference situation (such as minor interference, heavy interference, no interference, etc.).
步骤S2064,获取与第一角色在各个特征维度上的状态信息对应的各个特征维度的概率。可以包括以下一个或几个:Step S2064: Acquire a probability of each feature dimension corresponding to the state information of the first character in each feature dimension. Can include one or more of the following:
获取时间维度的目标概率加成与一之和为时间维度的概率,如图3所示,子区域对应的概率为(1-30%),子区域3对应的概率为(1+20%);Obtain the probability that the target probability of the time dimension is the sum of the time and the sum of the time dimension. As shown in Figure 3, the probability corresponding to the sub-region is (1-30%), and the probability corresponding to sub-region 3 is (1+20%). ;
获取与第一特征维度上的状态信息对应的第一特征维度的概率,其中,为不同的第一特征维度上的状态信息预先配置有对应的概率,第一特征维度上的状态信息用于描述第一角色的不同的运动状态;Acquiring a probability of the first feature dimension corresponding to the state information on the first feature dimension, wherein the state information on the different first feature dimension is pre-configured with a corresponding probability, and the state information on the first feature dimension is used to describe Different movement states of the first character;
获取与第二特征维度上的状态信息对应的第二特征维度的概率,其中,为不同的第二特征维度上的状态信息预先配置有对应的概率,第二特征维度上的状态信息用于描述第一角色的朝向;Acquiring a probability of the second feature dimension corresponding to the state information on the second feature dimension, wherein the state information on the different second feature dimension is pre-configured with a corresponding probability, and the state information on the second feature dimension is used to describe The orientation of the first character;
获取与第三特征维度上的状态信息对应的第三特征维度的概率,其中,为不同的第三特征维度上的状态信息预先配置有对应的概率,第三特征维度上的状态信息用于描述游戏中的角色或环境对第一角色执行目标操作的干扰;Acquiring a probability of the third feature dimension corresponding to the state information on the third feature dimension, wherein the state information on the different third feature dimension is pre-configured with a corresponding probability, and the state information on the third feature dimension is used to describe The role of the character or environment in the game to perform the target operation on the first character;
获取与第四特征维度上的状态信息对应的第四特征维度的概率,其中,为不同的第四特征维度上的状态信息预先配置有对应的概率,第四特征维度上的状态信息用于描述游戏中的第一角色的位置对执行目标操作的干扰,此处的基础概率包括基础命中率和属性系数两个因素,可以是二者的乘积。Acquiring a probability of the fourth feature dimension corresponding to the state information on the fourth feature dimension, wherein the state information on the different fourth feature dimension is pre-configured with a corresponding probability, and the state information on the fourth feature dimension is used to describe The position of the first character in the game interferes with the execution of the target operation. The basic probability here includes two factors: the basic hit ratio and the attribute coefficient, which may be the product of the two.
步骤S2066,将多个特征维度的概率之间的乘积作为第一角色获取应用的虚拟场景中的虚拟资源的概率。Step S2066, the product between the probabilities of the plurality of feature dimensions is used as the probability that the first role acquires the virtual resource in the virtual scene of the application.
在本申请的实施例中,投篮按键时机槽(投篮槽)呈横向摆放,且摆放区域可固定,所占区域明显(可位于平面中轴线的位置),投篮槽中有一个游标(可用篮球表示)来表示当前时间情况,提示玩家该次操作使游标最终落到了投篮槽的哪个区间里。并为该游戏中每个角色配置了对应的投篮槽,便于提高用户体验。In the embodiment of the present application, the shooting button timing slot (the shooting slot) is placed laterally, and the placement area can be fixed, the occupied area is obvious (the position can be located in the plane central axis), and there is a cursor in the shooting slot (available The basketball indicates) the current time situation, prompting the player to make the cursor fall into the interval of the shooting slot. And the corresponding shooting slot is configured for each character in the game, which is convenient for improving the user experience.
相对于相关技术中的技术方案,本申请的技术方案至少具备如下优点:Compared with the technical solutions in the related art, the technical solution of the present application has at least the following advantages:
1)在真实操作过程中,玩家可以通过操作实现第一指令和第二指令的发送,通过这两个指令的配合(主要是指时间维度的组合),可以丰富游戏中的操作方式,提高玩家的兴趣和操作体验;1) In the real operation process, the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player. Interest and operational experience;
2)将标识信息同时显示到队友或对方的客户端上,便于队友掩护自己的游戏操作,或便于对方干扰自己的游戏操作,从而丰富了游戏操作的体验,进一步增强游戏的体验,并增加了游戏中的游戏操作的复杂度,使其与真实的篮球运动更为接近;2) Display the identification information to the teammate or the client of the other party at the same time, so that the teammate can cover their own game operation, or facilitate the other party to interfere with their own game operation, thereby enriching the experience of the game operation, further enhancing the game experience, and adding The complexity of the game operation in the game makes it closer to the real basketball game;
3)UI设计显著度得到了提高,不会让投篮时机槽与场景元素混杂在一起,不会出现颜色分段后各段落长度比较短的情况,便于用户判断时间标识落在了哪个颜色区间或图案区间内;3) The UI design has improved the saliency, and will not make the shooting time slot and scene elements mixed together. There will be no short paragraphs after the color segmentation, which is convenient for the user to judge which color interval the time mark falls in or Within the pattern interval;
4)提供了便于理解的文字或数字提示,避免用户对游标落在某个颜色区间后产生的效果没有较为明确的认知的情况;4) Providing easy-to-understand text or digital prompts to avoid the user's lack of clear understanding of the effect of the cursor on a certain color interval;
5)投篮按键时机槽的颜色分段配置以真实运动员为参照,实现了可动态调整颜色区间长度的功能,使其与真实的篮球运动更为接近。5) The color segmentation configuration of the slot of the shooting button is based on the real athlete, and the function of dynamically adjusting the length of the color interval is realized, which makes it closer to the real basketball.
作为一种可选的实施例,下面以篮球游戏为例详述本申请的实施方式。As an alternative embodiment, an embodiment of the present application is described in detail below by taking a basketball game as an example.
如图5,描述了投篮按键时机槽的可选构成:As shown in Figure 5, the optional composition of the shooting button timing slot is described:
整个投篮槽呈现为弧形的,按颜色分段的按键进度条(呈现第一标识信息的子区域);篮球外观的游标,从投篮条最左侧出现,随着时间的流失往右侧移动;命中率提示tips(第二标识信息,如“命中率-10%”,表示在子区域出手时命中率降低10%),以数字的形式把确切加成(或减弱)显示给玩家。The entire shooting slot is curved, and the button progress bar is segmented by color (presenting the sub-area of the first identification information); the cursor of the basketball appearance appears from the leftmost side of the shooting bar, moving to the right as time passes. The hit rate prompts tips (second identification information, such as "hit rate -10%", which means that the hit rate is reduced by 10% when the sub-region is shot), and the exact addition (or weakening) is displayed to the player in the form of numbers.
红、黄、绿(对应于图5中子区域1至4,如首尾为红色)三种颜色段长度不一,本申请中支持动态配置三种颜色段长度,由此可以达到针对不同球星,生成与其他角色不同的独有投篮按键时机提示槽(投篮槽)。Red, yellow, and green (corresponding to sub-regions 1 to 4 in Fig. 5, such as red at the beginning and the end) have different lengths of three color segments. In this application, three color segment lengths are dynamically configured, thereby achieving different stars. Generates a unique shot button timing cue (shooting slot) that is different from other characters.
可选地,投篮按键时机提示槽可以以其他形式呈现,如环形,矩形等形状。Alternatively, the shooting button timing cue slot may be presented in other forms, such as a ring shape, a rectangular shape, or the like.
下面结合图6详述客户端实现生成投篮时机槽的流程,以球星A和球 星B作为例子说明投篮按键时机槽的生成过程,用户终端执行如下步骤,并根据执行结果显示对应的投篮槽:The process of generating a shot timing slot by the client is described in detail below with reference to FIG. 6. The generation process of the shooting button timing slot is illustrated by using the star A and the star B as an example. The user terminal performs the following steps, and displays the corresponding shooting slot according to the execution result:
步骤S601,系统识别当前正在投篮的球星(即游戏中的第一角色)。In step S601, the system identifies the star that is currently shooting (ie, the first character in the game).
系统可直接读取球星对应的ID,识别出当前投篮的是哪个球星。The system can directly read the ID of the star and identify which star is currently shooting.
步骤S602,系统读取投篮球星的投篮动作的时长。In step S602, the system reads the duration of the shooting action of the basketball star.
如读取球星A和球星B的投篮动作时间长度T1和T2。For example, the shooting action time lengths T1 and T2 of the star A and the star B are read.
步骤S603,计算游标的移动速度。In step S603, the moving speed of the cursor is calculated.
计算球星A的游标的移动速度V1=投篮按键时机槽长度L/T1,球星B的游标的移动速度V2=投篮按键时机槽长度L/T2。Calculate the moving speed of the cursor of the star A V1=the shooting slot timing L/T1, the moving speed of the star B cursor V2=the shooting button timing slot length L/T2.
步骤S604,检索投篮球星的投篮槽的颜色分布比例。In step S604, the color distribution ratio of the shooting slot of the basketball star is retrieved.
把整段的按键时机槽从左往右可以看成四段:左红色段,黄色段,绿色段,右红色段,如图4中所示。在步骤S604进行之前,可先制作一张球星投篮按键时机槽颜色分布表,如表1所示。From the left to the right of the entire button timing slot can be seen as four segments: left red segment, yellow segment, green segment, right red segment, as shown in Figure 4. Before the step S604 is performed, a color distribution table of the star shooting time of the star shooting button may be first created, as shown in Table 1.
在步骤S605中,根据球星ID在球星投篮按键时机槽颜色分布表里进行检索,找到如下表1所示配置。In step S605, the search is performed based on the star ID in the slot color distribution table of the star shooting button, and the configuration shown in Table 1 below is found.
表1Table 1
球星IDStar ID 左红Left red yellow 绿green 右红Right red
球星A ID Star A ID 20%20% 25%25% 35%35% 20%20%
球星B ID Star B ID 10%10% 40%40% 30%30% 10%10%
步骤S606,计算不同颜色段落(子区域)的实际长度。Step S606, calculating the actual length of the different color paragraphs (sub-regions).
在表1中,该表格里描述的内容是每一个球员的手感槽长度分段比例,设球员X(X表示球员的标识ID)的投篮槽长度为Lx,若对于球星A,左侧红色段落长度比例为20%,左侧黄色段落长度比例为25%,绿色段落长度为35%,右侧红色段落长度比例为20%,则四段实际长度为20%*Lx, 25%*Lx,35%*Lx,20%*Lx。In Table 1, the content described in the table is the segmentation ratio of the length of each player's hand. The player X (X indicates the player's identification ID) has a shooting slot length of Lx. For the star A, the left red paragraph. The length ratio is 20%, the left yellow paragraph length ratio is 25%, the green paragraph length is 35%, and the right red paragraph length ratio is 20%, then the actual length of the four segments is 20%*Lx, 25%*Lx, 35 %*Lx, 20%*Lx.
步骤S607,生成投篮槽。In step S607, a shooting slot is generated.
根据配置表中的百分比,计算每个颜色段落的长度。分段落(子区域)长度=时机槽总长度*分段百分比。Calculate the length of each color paragraph based on the percentage in the configuration table. Sub-paragraph (sub-area) length = total slot length * segment percentage.
下面结合图7详述游戏角色整个“投篮”操作的流程:The flow of the entire "shooting" operation of the game character is detailed below with reference to FIG. 7:
步骤S701,等待用户按下“投篮”按键。In step S701, the user is pressed to press the "shooting" button.
步骤S702,在用户按下“投篮”按键时,呼出投篮按键时机槽。In step S702, when the user presses the "shooting" button, the shooting button timing slot is called.
步骤S703,投篮按键时机槽内会包含一个标识进度的游标(如街头篮球投篮槽上的细矩形),用户按住“投篮”按键的同时,该游标在时机槽上走动(标识当前进度)。In step S703, the shooting button timing slot includes a cursor that identifies the progress (such as a thin rectangle on the street basketball shooting slot), and while the user presses the "shooting" button, the cursor moves on the timing slot (identifying the current progress).
步骤S704,判断用户是否松开“投篮”按键,若是则执行步骤S705,否则继续执行步骤S704。In step S704, it is determined whether the user releases the "shooting" button, and if so, step S705 is performed, otherwise step S704 is continued.
步骤S705,用户观测游标停留在适当的颜色区域内时,松开“投篮”按键,此时游标停止不动。In step S705, when the user observes that the cursor stays in the appropriate color area, the "shooting" button is released, and the cursor stops at this time.
步骤S706,系统将读取到的当前状况转化成后台数值,至此完成了一次投篮过程。In step S706, the system converts the read current status into a background value, and thus completes a shooting process.
球员的一次普通投篮行为的命中率是由多个因素构成的,一种可选的最终命中率=运动状态系数(即第一特征维度上的状态信息对应的第一特征维度的概率)*面朝向系数(即第二特征维度上的状态信息对应的第二特征维度的概率)*按键系数(即目标概率加成+1)*干扰系数(即第三特征维度上的状态信息对应的第三特征维度的概率)*基础命中率*属性系数(即基础概率)。The hit rate of a player's normal shooting behavior is composed of multiple factors, an optional final hit rate = motion state coefficient (ie, the probability of the first feature dimension corresponding to the state information on the first feature dimension) * face The orientation coefficient (ie, the probability of the second feature dimension corresponding to the state information on the second feature dimension) * the button coefficient (ie, the target probability plus +1) * the interference coefficient (ie, the third corresponding to the state information on the third feature dimension) Probability of feature dimension) *Based hit rate * Attribute factor (ie base probability).
上述的基础命中率以及属性系数的乘积相当于基础概率。The product of the above basic hit ratio and the attribute coefficient is equivalent to the base probability.
以下逐一阐述每个系数的作用。The effect of each coefficient is explained one by one below.
(1)球员运动状态如表2所示,分为原地站立,跑动中和背身单打,三种状态对应三个系数。其中背身单打的系数是计算所得(非定值常数),其具体数值=0.5+(攻方力量+攻方靠打-守方力量-守方防守+200)*0.5/200。(1) As shown in Table 2, the players' sports status is divided into standing, running, and back singles. The three states correspond to three coefficients. The coefficient of the singles in the back is calculated (non-fixed constant), and its specific value = 0.5 + (the attacking power + the attacking side - the defending power - the defending defense +200) * 0.5 / 200.
表2Table 2
球员运动状态Player movement status 系数coefficient
原地站立Standing in place 11
跑动中Running 0.90.9
背身单打Back singles 计算得到Calculated
(2)面朝向系数如表3所示,分为角色正向对篮筐,角色侧向对篮筐和角色背向对篮筐,三种状态对应三个系数。(2) The face orientation coefficient is as shown in Table 3. The role is divided into the forward direction of the basket, the character laterally faces the basket and the character faces away from the basket, and the three states correspond to three coefficients.
表3table 3
面朝向Face orientation 系数coefficient
角色正向对篮筐The role is facing the basket 11
角色侧向对篮筐Role laterally to the basket 0.90.9
角色背向对篮筐Role back to the basket 0.80.8
(3)按键时机系数如表4所示,也就是根据本申请中所阐述的方案生成的系数,可分为红色系数,黄色系数和绿色系数三种。(3) The timing factor of the button is as shown in Table 4, that is, the coefficient generated according to the scheme described in the present application, which can be divided into three types: a red coefficient, a yellow coefficient, and a green coefficient.
表4Table 4
按键时机Button timing 系数coefficient
红色系数Red coefficient 0.80.8
黄色系数Yellow coefficient 0.950.95
绿色系数Green coefficient 1.11.1
上述的红色系数相当于降低20%,即概率加成为-20%,上述的绿色系数相当于增加10%,即概率加成为10%。The above red coefficient corresponds to a 20% reduction, that is, the probability is increased to -20%, and the above green coefficient is equivalent to an increase of 10%, that is, the probability is increased to 10%.
(4)干扰系数如表5所示,干扰系数是指防守人对投篮人的影响,防守人可以通过操作对投篮进行干扰,干扰类型可分为无干扰,轻微干扰,一般干扰和严重干扰4种。(4) The interference coefficient is shown in Table 5. The interference coefficient refers to the influence of the defender on the shooting. The defender can interfere with the shooting by operation. The interference type can be divided into no interference, slight interference, general interference and serious interference. Kind.
表5table 5
干扰种类Type of interference 系数coefficient
无干扰No interference 11
轻微干扰Minor interference 0.90.9
一般干扰General interference 0.80.8
严重干扰Serious interference 0.60.6
可选地,上述的干扰还可以包括队友的正向干扰,其数值大于等于1,如好的掩护,数值为1.1。Optionally, the interference may also include forward interference of the teammate, the value of which is greater than or equal to 1, such as a good screen, the value is 1.1.
(5)基础命中率,基础命中率只与球员投篮的位置有关,总体来说离篮筐越远,基础命中率越低。先将投篮分为三大块区域,分别是三分投篮,中距离投篮和内线投篮,可选算法如下:(5) Basic hit rate, the basic hit rate is only related to the position of the player's shot. Generally speaking, the farther away from the basket, the lower the base hit rate. The first shot is divided into three major areas, three-point shooting, mid-range shooting and inside shooting, the optional algorithm is as follows:
三分线以外的投篮最大系数为0.45,球员每距离篮筐远1米则该系数-0.2,最低为0;The maximum shooting factor outside the three-point line is 0.45. The player has a coefficient of -0.2 and a minimum of 0 for each distance of 1 meter from the basket.
中距离投篮最大系数为0.8,球员每距离篮筐远1米则该系数-0.05,最低为0;The maximum distance for a mid-range shot is 0.8, and the player has a coefficient of -0.05 and a minimum of 0 for each distance of 1 meter from the basket;
内线投篮最大系数为1,不随距离增加而衰减。The maximum shooting factor for the inside shot is 1, which does not decay with increasing distance.
(6)属性系数,属性系数描述的是投篮球员自身的能力强弱,与真实球员强相关,篮球运动员中的强力球员在该系数上会有优势,例如三分准的球员的三分属性系数为1.5,三分不准的球员的三分属性系数为0.5。(6) Attribute coefficient, attribute coefficient describes the strength of the basketball player's own ability, and is strongly related to the real player. The strong player in the basketball player will have an advantage in the coefficient, such as the three-point attribute coefficient of the three-point player. For a 1.5, a three-pointer has a three-point attribute coefficient of 0.5.
将以上计算得到的所有系数相乘可得该次投篮的最终命中率。Multiplying all the coefficients calculated above gives the final hit rate for that shot.
采用本申请的上述技术方案,产生了如下有益效果:UI设计更为清晰易懂,可以看到按键时机槽所处位置正是用户在进行投篮时的视线焦点; 并且相对于已有方案,本方案中时机槽长度和游标的视觉显著程度大大提升,用户能更好地把握细节;加入了便于理解的文字和数字提示,用户对游标落在某个颜色区间后产生的效果有明确的认知;实现了投篮按键时机槽动态调整机制,不同球员对应不同的时机槽,由此给玩家提供一种不同的按键手感,极大地丰富了游戏的操作感。By adopting the above technical solution of the present application, the following beneficial effects are produced: the UI design is more clear and easy to understand, and the position of the button slot is exactly the focus of the line when the user is shooting; and compared with the existing solution, In the scheme, the time slot length and the visual significance of the cursor are greatly improved, and the user can better grasp the details; the text and the digital prompts are easily understood, and the user has a clear understanding of the effect produced by the cursor falling within a certain color interval. The movement adjustment mechanism of the shooting button timing slot is realized, and different players correspond to different timing slots, thereby providing the player with a different button feel, which greatly enriches the operation feeling of the game.
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。It should be noted that, for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations, but those skilled in the art should understand that the present application is not limited by the described action sequence. Because certain steps may be performed in other sequences or concurrently in accordance with the present application. In the following, those skilled in the art should also understand that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。Through the description of the above embodiments, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation. Based on such understanding, the technical solution of the present application, which is essential or contributes to the related art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk, CD-ROM). The instructions include a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
根据本申请实施例的另一个方面,还提供了一种用于实施上述资源获取概率的确定方法的资源获取概率的确定装置。图8是根据本申请实施例的一种可选的资源获取概率的确定装置的示意图,如图8所示,该装置可以应用于终端中,包括:显示单元81、操作单元83以及确定单元85。According to another aspect of the embodiments of the present application, there is also provided an apparatus for determining a resource acquisition probability for implementing the foregoing method for determining a resource acquisition probability. FIG. 8 is a schematic diagram of an apparatus for determining an optional resource acquisition probability according to an embodiment of the present application. As shown in FIG. 8 , the apparatus may be applied to a terminal, including: a display unit 81, an operation unit 83, and a determining unit 85. .
显示单元81,设置为响应于获取到的应用中第一帐号的第一指令,在应用的客户端上显示标识信息,其中,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,第一角色 为在虚拟场景中执行目标操作、且属于第一帐号的虚拟角色。The display unit 81 is configured to display the identification information on the client of the application in response to the first instruction of the first account in the acquired application, wherein the identifier information is used to identify the sub-period in the target time period to perform the target operation. And the sub-period in the target time period is added to the probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, where the first role is to perform the target operation in the virtual scenario, and belongs to the first The virtual role of the account.
上述的第一指令和第二指令为相互配合使用的指令,如第一指令可以为用户“启动”游戏应用的指令、第二指令为执行“游戏操作”的指令;若“游戏操作”是一个过程,那么第一指令可以是指示准备执行“游戏操作”的指令,如玩家点击、触控“投篮”按钮,第二指令可以是指示执行“游戏操作”的指令,如释放“投篮”按钮。The first instruction and the second instruction are instructions that are used in conjunction with each other. For example, the first instruction may be an instruction for a user to "start" a game application, and the second instruction is an instruction for performing a "game operation"; if the "game operation" is a The process, then the first instruction may be an instruction indicating that the "game operation" is ready to be executed, such as a player clicking, touching a "shooting" button, and the second instruction may be an instruction indicating execution of a "game operation", such as releasing a "shooting" button.
也即在操作过程中,玩家可以通过操作实现第一指令和第二指令的发送,通过这两个指令的配合(主要是指时间维度的组合),可以丰富游戏中的操作方式,提高玩家的兴趣和操作体验。如篮球类游戏中,用户可以通过调整第二指令的发送时机,来选择相应较高的概率加成,进而提高“投篮手感”。That is to say, during the operation, the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player's operation. Interest and operational experience. For example, in a basketball game, the user can adjust the timing of the transmission of the second instruction to select a corresponding higher probability addition, thereby improving the "shooting feel".
操作单元83,设置为在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成。The operation unit 83 is configured to, when acquiring the second instruction of the first account, instruct the first character to perform the target operation indicated by the first instruction, and search for the target sub-period corresponding to the target time period in which the target operation is performed in the target time period. Target probability bonus.
上述的第一指令和第二指令为相互配合使用的指令,如第一指令可以为用户“启动”游戏应用的指令、第二指令为执行“游戏操作”的指令;若“游戏操作”是一个过程,那么第一指令可以是指示准备执行“游戏操作”的指令,如玩家点击、触控“投篮”按钮,第二指令可以是指示执行“游戏操作”的指令,如释放“投篮”按钮。The first instruction and the second instruction are instructions that are used in conjunction with each other. For example, the first instruction may be an instruction for a user to "start" a game application, and the second instruction is an instruction for performing a "game operation"; if the "game operation" is a The process, then the first instruction may be an instruction indicating that the "game operation" is ready to be executed, such as a player clicking, touching a "shooting" button, and the second instruction may be an instruction indicating execution of a "game operation", such as releasing a "shooting" button.
也即在真实操作过程中,玩家可以通过操作实现第一指令和第二指令的发送,通过这两个指令的配合(主要是指时间维度的组合),可以丰富游戏中的操作方式,提高玩家的兴趣和操作体验。如篮球类游戏中,用户可以通过调整第二指令的发送时机,来选择相应较高的概率加成,进而提高“投篮手感”。That is to say, during the actual operation, the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player. Interest and operational experience. For example, in a basketball game, the user can adjust the timing of the transmission of the second instruction to select a corresponding higher probability addition, thereby improving the "shooting feel".
确定单元85,设置为至少基于目标概率加成确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率。The determining unit 85 is configured to determine, based on at least the target probability addition, a probability that the first character acquires the virtual resource in the virtual scene of the application by performing the target operation.
可选地,可基于多个特征维度的概率确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率,多个特征维度的信息包括根据目标概率加成确定的时间维度的概率。Optionally, the probability that the first role obtains the virtual resource in the virtual scenario of the application by performing the target operation may be determined based on the probability of the multiple feature dimensions, where the information of the multiple feature dimensions includes the determined time dimension according to the target probability addition. Probability.
需要说明的是,此处得到的概率的值是模拟真实情况下得出的,体现了角色自身、环境、队友、敌方(或对方)对该玩家的真实影响情况,如在篮球类游戏中,游戏角色是模拟现实运动中的篮球运动员,现实运动中篮球运动员的命中率并非一成不变的,其往往会受到自己、环境、队友、敌方的影响,如其投篮往往受到自己身体情况、起跳高度、面框角度、是否有队友掩护、是否有对方队员干扰等情况下的影响。而上述的概率即是基于这一系列影响因子中的至少一个所得出的。It should be noted that the value of the probability obtained here is obtained by simulating the real situation, which reflects the real influence of the character itself, the environment, teammates, and the enemy (or the opponent) on the player, such as in a basketball game. The game character is a basketball player in the simulation of real sports. In reality, the basketball player's hit rate is not static. It is often influenced by oneself, the environment, teammates, and the enemy. For example, his shooting is often subject to his physical condition, height of take-off, The effect of the face frame angle, whether there is a teammate cover, whether there is interference from the opponent team, etc. The above probability is derived based on at least one of the series of impact factors.
需要说明的是,该实施例中的显示单元81可以设置为执行本申请实施例中的步骤S202,该实施例中的操作单元83可以设置为执行本申请实施例中的步骤S204,该实施例中的确定单元85可以设置为执行本申请实施例中的步骤S206。It should be noted that the display unit 81 in this embodiment may be configured to perform step S202 in the embodiment of the present application. The operation unit 83 in this embodiment may be configured to perform step S204 in the embodiment of the present application. The determining unit 85 may be configured to perform step S206 in the embodiment of the present application.
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现。It should be noted that the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware.
通过上述模块,获取到应用中第一帐号的第一指令时,在应用的客户端上显示标识信息,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成;从而至少基于目标概率加成确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率,在游戏过程中,玩家可以通过操作“第二指令”的发送时机来选择相应的概率加成,可以解决了相关技术中游戏的操作方式 单一的技术问题,进而达到丰富游戏中操作方式的技术效果。When the first instruction of the first account in the application is obtained by using the foregoing module, the identifier information is displayed on the client of the application, and the identifier information is used to identify the target time segment when the target operation is performed in the sub-period in the target time segment. a sub-period of the virtual resource in the virtual scenario of the first role obtained by performing the target operation, and when the second command of the first account is acquired, instructing the first character to execute the first instruction Target operation, and searching for a target probability sum corresponding to a target sub-period in which the target operation is performed in the target time period; thereby determining, at least based on the target probability addition, that the first character acquires the applied virtual scene by performing the target operation The probability of virtual resources, during the game, the player can select the corresponding probability bonus by operating the "second instruction" transmission timing, which can solve the technical problem of the single operation mode of the game in the related art, thereby achieving rich gameplay. The technical effect of the operation mode.
本申请的上述装置除了可应用于如图8所示的用户终端外,还可应用于如图9所示的服务器。The above apparatus of the present application can be applied to a server as shown in FIG. 9 in addition to the user terminal as shown in FIG.
上述的显示单元在应用的客户端上显示标识信息包括以下至少之一:The above display unit displays the identification information on the client of the application, including at least one of the following:
在游戏的第一客户端上显示标识信息,其中,第一客户端为登录有第一帐号的客户端;Displaying the identification information on the first client of the game, where the first client is a client that logs in to the first account;
在游戏的第二客户端上显示标识信息,其中,第二客户端为登录有第二帐号的客户端,游戏中属于第二帐号的第二角色与第一角色属于游戏的同一方;Displaying the identification information on the second client of the game, wherein the second client is a client that logs in to the second account, and the second character belonging to the second account in the game belongs to the same party as the first role;
在游戏的第三客户端上显示标识信息,其中,第三客户端为登录有第三帐号的客户端,游戏中属于第三帐号的第三角色与第一角色属于游戏的不同方。The identification information is displayed on the third client of the game, wherein the third client is a client that logs in to the third account, and the third character belonging to the third account in the game belongs to a different party of the game.
可选地,上述的显示单元还设置为在应用的客户端的目标区域内显示多个第一标识信息,其中,目标区域包括对应于目标时间段中的多个子时间段的多个子区域,每个子区域用于显示一个第一标识信息。Optionally, the foregoing display unit is further configured to display a plurality of first identification information in a target area of the client of the application, wherein the target area includes a plurality of sub-areas corresponding to the plurality of sub-periods in the target time period, each of the sub-areas The area is used to display a first identification information.
第一标识信息通过图案和/或颜色来表示概率加成,其中,上述的显示单元在应用的客户端的目标区域内显示多个第一标识信息时,在目标区域内的每个子区域中显示一个第一标识信息。The first identification information represents a probability addition by a pattern and/or a color, wherein the display unit displays one of the plurality of first identification information in the target area of the client of the application, and displays one in each sub-area within the target area. First identification information.
上述显示单元还设置为在应用的客户端上显示多个第二标识信息,其中,每个第二标识信息对应于目标区域内的一个子区域,第二标识信息通过文本信息来表示概率加成。The display unit is further configured to display a plurality of second identification information on the client of the application, wherein each second identification information corresponds to a sub-area within the target area, and the second identification information represents the probability addition by the text information. .
上述显示单元还设置为在应用的客户端的目标区域内显示多个第一标识信息的同时或之后,在应用的客户端中显示时间标识,其中,时间标识至少用于在目标时间段中标识出当前时间所在的子区域。The display unit is further configured to display a time identifier in the client of the application simultaneously or after displaying the plurality of first identifier information in the target area of the client of the application, wherein the time identifier is used to identify at least the target time period The subarea where the current time is.
需要说明的是,在获取到应用中第一帐号的第一指令之前,可预先获 取为第一角色配置的目标时间段的时间长度;根据目标区域在第一方向上的长度和为第一角色配置的目标时间段的时间长度确定在应用的客户端中显示时间标识时,时间标识在第一方向上的移动速度。It should be noted that, before obtaining the first instruction of the first account in the application, the time length of the target time segment configured for the first role may be acquired in advance; according to the length of the target area in the first direction and the first role The length of time of the configured target time period determines the speed at which the time identifier moves in the first direction when the time identifier is displayed in the client of the application.
可选地,确定单元可包括:查找模块,设置为查找第一角色在多个特征维度上的状态信息,其中,多个特征维度上的状态信息包括时间维度上的目标概率加成;获取模块,设置为获取与第一角色在各个特征维度上的状态信息对应的各个特征维度的概率;确定模块,设置为将多个特征维度的概率之间的乘积作为第一角色获取应用的虚拟场景中的虚拟资源的概率。Optionally, the determining unit may include: a searching module, configured to search for state information of the first character on the plurality of feature dimensions, wherein the state information on the plurality of feature dimensions includes a target probability addition in the time dimension; the acquiring module And a probability of acquiring each feature dimension corresponding to the state information of the first character in each feature dimension; the determining module is configured to use the product between the probabilities of the plurality of feature dimensions as the first character to acquire the virtual scene of the application The probability of a virtual resource.
获取模块还设置为:获取时间维度的目标概率加成与一之和为时间维度的概率;获取与第一特征维度上的状态信息对应的第一特征维度的概率,其中,为不同的第一特征维度上的状态信息预先配置有对应的概率,第一特征维度上的状态信息用于描述第一角色的不同的运动状态;获取与第二特征维度上的状态信息对应的第二特征维度的概率,其中,为不同的第二特征维度上的状态信息预先配置有对应的概率,第二特征维度上的状态信息用于描述第一角色的朝向;获取与第三特征维度上的状态信息对应的第三特征维度的概率,其中,为不同的第三特征维度上的状态信息预先配置有对应的概率,第三特征维度上的状态信息用于描述游戏中的角色或环境对第一角色执行目标操作的干扰;获取与第四特征维度上的状态信息对应的第四特征维度的概率,其中,为不同的第四特征维度上的状态信息预先配置有对应的概率,第四特征维度上的状态信息用于描述游戏中的第一角色的位置对执行目标操作的干扰。The obtaining module is further configured to: obtain a probability that the target probability sum of the time dimension and the sum of the ones is a time dimension; and obtain a probability of the first feature dimension corresponding to the state information on the first feature dimension, wherein, the first is different The state information on the feature dimension is pre-configured with a corresponding probability, the state information on the first feature dimension is used to describe different motion states of the first character; and the second feature dimension corresponding to the state information on the second feature dimension is acquired. a probability, wherein the state information on the second feature dimension is pre-configured with a corresponding probability, the state information on the second feature dimension is used to describe the orientation of the first character; and the state information corresponding to the third feature dimension is acquired. The probability of the third feature dimension, wherein the state information on the different third feature dimension is pre-configured with a corresponding probability, and the state information on the third feature dimension is used to describe the role or environment in the game to perform on the first character Interference of the target operation; acquiring a probability of the fourth feature dimension corresponding to the state information on the fourth feature dimension, wherein The state information on the dimensions of the different features of the fourth pre-configured with a probability corresponding to the state information on a position of the fourth feature dimensions described in the first game character to perform interference target of the operation.
本申请的装置还包括获取单元,设置为在获取到应用中第一帐号的第一指令之前,获取第一角色的配置信息,并按照配置信息所指示的目标区域的每个子区域在第二方向上的长度将目标区域划分为多个子区域。The device of the present application further includes an obtaining unit, configured to acquire configuration information of the first role before acquiring the first instruction of the first account in the application, and each sub-area of the target area indicated by the configuration information is in the second direction The length on the division divides the target area into multiple sub-areas.
相对于相关技术中的技术方案,本申请的技术方案至少具备如下优点:Compared with the technical solutions in the related art, the technical solution of the present application has at least the following advantages:
1)在真实操作过程中,玩家可以通过操作实现第一指令和第二指令 的发送,通过这两个指令的配合(主要是指时间维度的组合),可以丰富游戏中的操作方式,提高玩家的兴趣和操作体验;1) In the real operation process, the player can realize the sending of the first instruction and the second instruction through the operation, and the cooperation of the two instructions (mainly the combination of the time dimensions) can enrich the operation mode in the game and improve the player. Interest and operational experience;
2)将标识信息同时显示到队友或对方的客户端上,便于队友掩护自己的游戏操作,或便于对方干扰自己的游戏操作,从而丰富了游戏操作的体验,进一步增强游戏的体验,并增加了游戏中的游戏操作的复杂度,使其与真实的篮球运动更为接近;2) Display the identification information to the teammate or the client of the other party at the same time, so that the teammate can cover their own game operation, or facilitate the other party to interfere with their own game operation, thereby enriching the experience of the game operation, further enhancing the game experience, and adding The complexity of the game operation in the game makes it closer to the real basketball game;
3)UI设计显著度得到了提高,不会让投篮时机槽与场景元素混杂在一起,不会出现颜色分段后各段落长度比较短的情况,便于用户判断时间标识落在了哪个颜色区间或图案区间内;3) The UI design has improved the saliency, and will not make the shooting time slot and scene elements mixed together. There will be no short paragraphs after the color segmentation, which is convenient for the user to judge which color interval the time mark falls in or Within the pattern interval;
4)提供了便于理解的文字或数字提示,避免用户对游标落在某个颜色区间后产生的效果没有较为明确的认知的情况;4) Providing easy-to-understand text or digital prompts to avoid the user's lack of clear understanding of the effect of the cursor on a certain color interval;
5)投篮按键时机槽的颜色分段配置以真实运动员为参照,实现了可动态调整颜色区间长度的功能,使其与真实的篮球运动更为接近。5) The color segmentation configuration of the slot of the shooting button is based on the real athlete, and the function of dynamically adjusting the length of the color interval is realized, which makes it closer to the real basketball.
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现,其中,硬件环境包括网络环境。It should be noted that the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
根据本申请实施例的另一个方面,还提供了一种用于实施上述资源获取概率的确定方法的服务器或终端。According to another aspect of the embodiments of the present application, a server or a terminal for implementing the foregoing method for determining a resource acquisition probability is further provided.
图10是根据本申请实施例的一种终端的结构框图,如图10所示,该终端可以包括:一个或多个(图10中仅示出一个)处理器1001、存储器1003、以及传输装置1005(如上述实施例中的发送装置),如图10所示,该终端还可以包括输入输出设备1007。FIG. 10 is a structural block diagram of a terminal according to an embodiment of the present application. As shown in FIG. 10, the terminal may include: one or more (only one shown in FIG. 10) processor 1001, memory 1003, and transmission device. 1005 (such as the transmitting device in the above embodiment), as shown in FIG. 10, the terminal may further include an input/output device 1007.
其中,存储器1003可用于存储软件程序以及模块,如本申请实施例 中的资源获取概率的确定方法和装置对应的程序指令/模块,处理器1001通过运行存储在存储器1003内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的资源获取概率的确定方法。存储器1003可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1003可包括相对于处理器1001远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。The memory 1003 can be used to store a software program and a module, such as a method for determining a resource acquisition probability and a program instruction/module corresponding to the device in the embodiment of the present application. The processor 1001 runs a software program and a module stored in the memory 1003. Thereby, various functional applications and data processing are performed, that is, the above-described method for determining the resource acquisition probability is implemented. The memory 1003 may include a high speed random access memory, and may also include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory. In some examples, memory 1003 can include memory remotely located relative to processor 1001, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
上述的传输装置1005用于经由一个网络接收或者发送数据,还可以用于处理器与存储器之间的数据传输。上述的网络可选实例可包括有线网络及无线网络。在一个实例中,传输装置1005包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1005为射频(Radio Frequency,简称为RF)模块,其用于通过无线方式与互联网进行通讯。The above-mentioned transmission device 1005 is used to receive or transmit data via a network, and can also be used for data transmission between a processor and a memory. Examples of network options described above may include wired networks and wireless networks. In one example, the transmission device 1005 includes a Network Interface Controller (NIC), which can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network. In one example, the transmission device 1005 is a Radio Frequency (RF) module for communicating with the Internet by wireless.
其中,可选地,存储器1003用于存储应用程序。Optionally, the memory 1003 is configured to store an application.
处理器1001可以通过传输装置1005调用存储器1003存储的应用程序,以执行下述步骤:The processor 1001 can call the application stored in the memory 1003 through the transmission device 1005 to perform the following steps:
响应于获取到的应用中第一帐号的第一指令,在应用的客户端上显示标识信息,其中,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,第一角色为在虚拟场景中执行目标操作、且属于第一帐号的虚拟角色;And displaying identifier information on the client of the application in response to the first instruction of the first account in the acquired application, wherein the identifier information is used to identify the target time period when the target time operation is performed in the sub time period in the target time period The sub-period is a probability of acquiring a virtual resource in the virtual scenario of the application for the first role by performing the target operation, where the first role is a virtual role that performs the target operation in the virtual scenario and belongs to the first account;
在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成;When acquiring the second instruction of the first account, instructing the first character to perform the target operation indicated by the first instruction, and searching for the target probability addition corresponding to the target sub-time period in which the target operation is performed in the target time period;
至少基于目标概率加成确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率。Determining, based on at least the target probability addition, a probability that the first character acquires the virtual resource in the virtual scene of the application by performing the target operation.
处理器1001还用于执行下述步骤:The processor 1001 is further configured to perform the following steps:
获取时间维度的目标概率加成与一之和为时间维度的概率;Obtaining the probability that the target probability sum of the time dimension and the sum of one is the time dimension;
获取与第一特征维度上的状态信息对应的第一特征维度的概率,其中,为不同的第一特征维度上的状态信息预先配置有对应的概率,第一特征维度上的状态信息用于描述第一角色的不同的运动状态;Acquiring a probability of the first feature dimension corresponding to the state information on the first feature dimension, wherein the state information on the different first feature dimension is pre-configured with a corresponding probability, and the state information on the first feature dimension is used to describe Different movement states of the first character;
获取与第二特征维度上的状态信息对应的第二特征维度的概率,其中,为不同的第二特征维度上的状态信息预先配置有对应的概率,第二特征维度上的状态信息用于描述第一角色的朝向;Acquiring a probability of the second feature dimension corresponding to the state information on the second feature dimension, wherein the state information on the different second feature dimension is pre-configured with a corresponding probability, and the state information on the second feature dimension is used to describe The orientation of the first character;
获取与第三特征维度上的状态信息对应的第三特征维度的概率,其中,为不同的第三特征维度上的状态信息预先配置有对应的概率,第三特征维度上的状态信息用于描述游戏中的角色或环境对第一角色执行目标操作的干扰;Acquiring a probability of the third feature dimension corresponding to the state information on the third feature dimension, wherein the state information on the different third feature dimension is pre-configured with a corresponding probability, and the state information on the third feature dimension is used to describe The role of the character or environment in the game to perform the target operation on the first character;
获取与第四特征维度上的状态信息对应的第四特征维度的概率,其中,为不同的第四特征维度上的状态信息预先配置有对应的概率,第四特征维度上的状态信息用于描述游戏中的第一角色的位置对执行目标操作的干扰。Acquiring a probability of the fourth feature dimension corresponding to the state information on the fourth feature dimension, wherein the state information on the different fourth feature dimension is pre-configured with a corresponding probability, and the state information on the fourth feature dimension is used to describe The position of the first character in the game interferes with the execution of the target operation.
采用本申请实施例,获取到应用中第一帐号的第一指令时,在应用的客户端上显示标识信息,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成;从而至少基于目标概率加成确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率,在游戏过程中,玩家可以通过操作“第二指令” 的发送时机来选择相应的概率加成,可以解决了相关技术中游戏的操作方式单一的技术问题,进而达到丰富游戏中操作方式的技术效果。In the embodiment of the present application, when the first instruction of the first account in the application is obtained, the identifier information is displayed on the client of the application, and the identifier information is used to identify the target time when the target operation is performed in the sub-period in the target time segment. The sub-period of the segment adds a probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, and when the second instruction of the first account is acquired, instructing the first character to execute the first instruction Determining a target operation, and searching for a target probability sum corresponding to a target sub-period in which the target operation is performed in the target time period; thereby determining, based on the target probability addition, that the first character acquires the applied virtual scene by performing the target operation The probability of the virtual resource in the game, during the game, the player can select the corresponding probability addition by operating the "second instruction" transmission timing, which can solve the technical problem of the single operation mode of the game in the related art, thereby enriching The technical effect of the way the game operates.
可选地,本实施例中的可选示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。For an alternative example in this embodiment, reference may be made to the example described in the foregoing embodiment, and details are not described herein again.
本领域普通技术人员可以理解,图10所示的结构仅为示意,终端可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,简称为MID)、PAD等终端设备。图10其并不对上述电子装置的结构造成限定。例如,终端还可包括比图10中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图10所示不同的配置。A person skilled in the art can understand that the structure shown in FIG. 10 is only illustrative, and the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (Mobile Internet Devices, MID for short). ), PAD and other terminal devices. FIG. 10 does not limit the structure of the above electronic device. For example, the terminal may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 10, or have a different configuration than that shown in FIG.
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,简称为ROM)、随机存取器(Random Access Memory,简称为RAM)、磁盘或光盘等。A person of ordinary skill in the art may understand that all or part of the steps of the foregoing embodiments may be completed by a program to instruct terminal device related hardware, and the program may be stored in a computer readable storage medium, and the storage medium may be Including: flash disk, read-only memory (Read-Only Memory, ROM for short), random access memory (Random Access Memory, RAM), disk or optical disk.
本申请的实施例还提供了一种存储介质。可选地,在本实施例中,上述存储介质可以用于执行资源获取概率的确定方法的程序代码。Embodiments of the present application also provide a storage medium. Optionally, in this embodiment, the foregoing storage medium may be used to execute program code for determining a resource acquisition probability.
可选地,在本实施例中,上述存储介质可以位于上述实施例所示的网络中的多个网络设备中的至少一个网络设备上。Optionally, in this embodiment, the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
可选地,在本实施例中,存储介质被设置为存储用于执行以下步骤的程序代码:Optionally, in the present embodiment, the storage medium is arranged to store program code for performing the following steps:
S21,响应于获取到的应用中第一帐号的第一指令,在应用的客户端上显示标识信息,其中,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,第一角色为在虚拟场景 中执行目标操作、且属于第一帐号的虚拟角色;S21. The identifier information is displayed on the client of the application in response to the first instruction of the first account in the acquired application, where the identifier information is used to identify the target time when the target operation is performed in the sub-period in the target time period. The sub-period in the segment adds the probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, and the first role is the virtual role that performs the target operation in the virtual scenario and belongs to the first account. ;
S22,在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成;S22. When acquiring the second instruction of the first account, instructing the first character to perform the target operation indicated by the first instruction, and searching for the target probability corresponding to the target sub-period in which the target operation is performed in the target time period. ;
S23,至少基于目标概率加成确定第一角色通过执行目标操作来获取应用的虚拟场景中的虚拟资源的概率。S23. Determine, according to the target probability addition, a probability that the first role acquires the virtual resource in the virtual scene of the application by performing the target operation.
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:Optionally, the storage medium is further arranged to store program code for performing the following steps:
S31,获取时间维度的目标概率加成与一之和为时间维度的概率;S31. Obtain a probability that the target probability sum of the time dimension and the sum of the ones is a time dimension;
S32,获取与第一特征维度上的状态信息对应的第一特征维度的概率,其中,为不同的第一特征维度上的状态信息预先配置有对应的概率,第一特征维度上的状态信息用于描述第一角色的不同的运动状态;S32. Obtain a probability of the first feature dimension corresponding to the state information on the first feature dimension, where the state information on the different first feature dimension is pre-configured with a corresponding probability, and the state information on the first feature dimension is used. Describe the different motion states of the first character;
S33,获取与第二特征维度上的状态信息对应的第二特征维度的概率,其中,为不同的第二特征维度上的状态信息预先配置有对应的概率,第二特征维度上的状态信息用于描述第一角色的朝向;S33. Acquire a probability of a second feature dimension corresponding to the state information on the second feature dimension, where the state information on the second feature dimension is pre-configured with a corresponding probability, and the state information on the second feature dimension is used. Describe the orientation of the first character;
S34,获取与第三特征维度上的状态信息对应的第三特征维度的概率,其中,为不同的第三特征维度上的状态信息预先配置有对应的概率,第三特征维度上的状态信息用于描述虚拟场景中的角色或环境对第一角色执行目标操作的干扰;S34. Acquire a probability of a third feature dimension corresponding to the state information on the third feature dimension, where the state information on the different third feature dimension is pre-configured with a corresponding probability, and the state information on the third feature dimension is used. Describe the interference of the role or environment in the virtual scene to perform the target operation on the first role;
S35,获取与第四特征维度上的状态信息对应的第四特征维度的概率,其中,为不同的第四特征维度上的状态信息预先配置有对应的概率,第四特征维度上的状态信息用于描述虚拟场景中的第一角色的位置对执行目标操作的干扰。S35. Acquire a probability of a fourth feature dimension corresponding to the state information on the fourth feature dimension, where the state information on the different fourth feature dimension is pre-configured with a corresponding probability, and the state information on the fourth feature dimension is used. Describe the interference of the location of the first character in the virtual scene to perform the target operation.
可选地,本实施例中的可选示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。For an alternative example in this embodiment, reference may be made to the example described in the foregoing embodiment, and details are not described herein again.
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、ROM、 RAM、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。Optionally, in this embodiment, the foregoing storage medium may include, but is not limited to, a U disk, a ROM, a RAM, a mobile hard disk, a magnetic disk, or an optical disk, and the like, which can store program codes.
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。The serial numbers of the embodiments of the present application are merely for the description, and do not represent the advantages and disadvantages of the embodiments.
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。The integrated unit in the above embodiment, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, or the whole or part of the technical solution, which is stored in the storage medium, including The instructions are used to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in the various embodiments of the present application.
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。In the above-mentioned embodiments of the present application, the descriptions of the various embodiments are different, and the parts that are not detailed in a certain embodiment can be referred to the related descriptions of other embodiments.
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。In the several embodiments provided by the present application, it should be understood that the disclosed client may be implemented in other manners. The device embodiments described above are merely illustrative. For example, the division of the unit is only a logical function division. In actual implementation, there may be another division manner. For example, multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。The above description is only a preferred embodiment of the present application, and it should be noted that those skilled in the art can also make several improvements and retouchings without departing from the principles of the present application. It should be considered as the scope of protection of this application.
工业实用性Industrial applicability
本实施例中,终端获取到应用中第一帐号的第一指令时,在应用的客户端上显示标识信息,标识信息用于标识在目标时间段中的子时间段执行目标操作时,目标时间段中的子时间段对通过执行目标操作来为第一角色获取应用的虚拟场景中的虚拟资源的概率加成,在获取到第一帐号的第二指令时,指示第一角色执行第一指令指示的目标操作,并查找与目标时间段中执行目标操作时所在的目标子时间段对应的目标概率加成;终端从而至少基于目标概率加成确定第一角色通过执行目标操作来获取虚拟场景中的虚拟资源的概率,在游戏过程中,玩家可以通过操作“第二指令”的发送时机来选择相应的概率加成,可以解决了相关技术中游戏的操作方式单一的技术问题,进而达到丰富游戏中操作方式的技术效果。In this embodiment, when the terminal acquires the first instruction of the first account in the application, the terminal displays the identifier information on the client of the application, where the identifier information is used to identify the target time when the target operation is performed in the sub-period in the target time segment. The sub-period of the segment adds a probability of acquiring the virtual resource in the virtual scenario of the application for the first role by performing the target operation, and when the second instruction of the first account is acquired, instructing the first character to execute the first instruction Determining a target operation, and searching for a target probability sum corresponding to a target sub-period in which the target operation is performed in the target time period; the terminal thereby determining, according to at least the target probability addition, that the first character acquires the virtual scene by performing the target operation The probability of the virtual resource, during the game, the player can select the corresponding probability bonus by operating the "second instruction" transmission timing, which can solve the technical problem of the single operation mode of the game in the related art, thereby achieving the rich game. The technical effect of the middle mode of operation.

Claims (15)

  1. 一种资源获取概率的确定方法,包括:A method for determining a probability of obtaining a resource, comprising:
    终端响应于获取到的应用中第一帐号的第一指令,在所述应用的客户端上显示标识信息,其中,所述标识信息用于标识在目标时间段中的子时间段执行目标操作时,所述目标时间段中的子时间段对通过执行所述目标操作来为第一角色获取所述应用的虚拟场景中的虚拟资源的概率加成,所述第一角色为在所述虚拟场景中执行所述目标操作、且属于所述第一帐号的虚拟角色;The terminal displays the identification information on the client of the application in response to the first instruction of the first account in the acquired application, where the identifier information is used to identify the sub-period in the target time period when the target operation is performed. a sub-period of the target time period is obtained by acquiring a probability of acquiring a virtual resource in the virtual scenario of the application for the first role by performing the target operation, where the first role is in the virtual scenario a virtual character that performs the target operation and belongs to the first account;
    所述终端在获取到所述第一帐号的第二指令时,终端指示所述第一角色执行所述第一指令指示的所述目标操作,并查找与所述目标时间段中执行所述目标操作时所在的目标子时间段对应的目标概率加成;When the terminal acquires the second instruction of the first account, the terminal instructs the first role to perform the target operation indicated by the first instruction, and searches for the target in the target time period. The target probability of the target sub-period in which the operation is performed is added;
    所述终端至少基于所述目标概率加成确定所述第一角色通过执行所述目标操作来获取所述虚拟场景中的虚拟资源的概率。Determining, by the terminal, the probability that the first role acquires the virtual resource in the virtual scene by performing the target operation based on the target probability addition.
  2. 根据权利要求1所述的方法,其中,所述终端至少基于所述目标概率加成确定所述第一角色通过执行所述目标操作来获取所述虚拟场景中的虚拟资源的概率包括:The method of claim 1, wherein the determining, by the terminal, the probability that the first role obtains the virtual resource in the virtual scene by performing the target operation based on the target probability addition comprises:
    所述终端查找所述第一角色在多个特征维度上的状态信息,其中,多个所述特征维度上的状态信息包括时间维度上的所述目标概率加成;The terminal searches for state information of the first character in multiple feature dimensions, where state information on the plurality of feature dimensions includes the target probability addition in a time dimension;
    所述终端获取与所述第一角色在各个所述特征维度上的状态信息对应的各个所述特征维度的概率;Obtaining, by the terminal, a probability of each of the feature dimensions corresponding to state information of the first character in each of the feature dimensions;
    所述终端将多个所述特征维度的概率之间的乘积作为所述第一角色获取所述虚拟场景中的虚拟资源的概率。The terminal uses a product of a plurality of probability of the feature dimension as a probability that the first role acquires a virtual resource in the virtual scenario.
  3. 根据权利要求2所述的方法,其中,所述终端获取与所述第一角色在各个所述特征维度上的状态信息对应的各个所述特征维度的概率包 括:The method according to claim 2, wherein the probability that the terminal acquires each of the feature dimensions corresponding to the state information of the first character in each of the feature dimensions comprises:
    所述终端获取所述时间维度的所述目标概率加成与一之和为所述时间维度的概率;Obtaining, by the terminal, the probability that the target probability addition and the sum of the time dimension are the time dimension;
    所述终端获取与第一特征维度上的状态信息对应的所述第一特征维度的概率,其中,为不同的所述第一特征维度上的状态信息预先配置有对应的概率,所述第一特征维度上的状态信息用于描述所述第一角色的不同的运动状态;The terminal acquires a probability of the first feature dimension corresponding to the state information on the first feature dimension, where the state information on the different first feature dimension is pre-configured with a corresponding probability, the first State information on the feature dimension is used to describe different motion states of the first character;
    所述终端获取与第二特征维度上的状态信息对应的所述第二特征维度的概率,其中,为不同的所述第二特征维度上的状态信息预先配置有对应的概率,所述第二特征维度上的状态信息用于描述所述第一角色的朝向;The terminal acquires a probability of the second feature dimension corresponding to the state information on the second feature dimension, where the state information on the different second feature dimension is pre-configured with a corresponding probability, the second State information on the feature dimension is used to describe the orientation of the first character;
    所述终端获取与第三特征维度上的状态信息对应的所述第三特征维度的概率,其中,为不同的所述第三特征维度上的状态信息预先配置有对应的概率,所述第三特征维度上的状态信息用于描述所述虚拟场景中的角色或环境对所述第一角色执行所述目标操作的干扰;The terminal acquires a probability of the third feature dimension corresponding to the state information on the third feature dimension, where the state information on the different third feature dimension is pre-configured with a corresponding probability, the third The state information on the feature dimension is used to describe the interference of the role or environment in the virtual scenario to perform the target operation on the first character;
    所述终端获取与第四特征维度上的状态信息对应的所述第四特征维度的概率,其中,为不同的所述第四特征维度上的状态信息预先配置有对应的概率,所述第四特征维度上的状态信息用于描述所述虚拟场景中的所述第一角色的位置对执行所述目标操作的干扰。The terminal acquires a probability of the fourth feature dimension corresponding to the state information on the fourth feature dimension, where the state information on the different fourth feature dimension is pre-configured with a corresponding probability, the fourth The state information on the feature dimension is used to describe the interference of the location of the first character in the virtual scenario to perform the target operation.
  4. 根据权利要求1所述的方法,其中,所述终端在所述应用的客户端上显示标识信息包括以下至少之一:The method of claim 1, wherein the displaying, by the terminal, the identification information on the client of the application comprises at least one of the following:
    所述终端在所述应用的第一客户端上显示所述标识信息,其中,所述第一客户端为登录有所述第一帐号的客户端;The terminal displays the identifier information on the first client of the application, where the first client is a client that is logged in to the first account;
    所述终端在所述应用的第二客户端上显示所述标识信息,其中,所述第二客户端为登录有第二帐号的客户端,所述虚拟场景中属于所述第二帐号的第二角色与所述第一角色属于虚拟场景的同一方;The terminal displays the identifier information on the second client of the application, where the second client is a client that logs in to the second account, and the virtual scenario belongs to the second account. The second role and the first role belong to the same party of the virtual scene;
    所述终端在所述应用的第三客户端上显示所述标识信息,其中,所述第三客户端为登录有第三帐号的客户端,所述虚拟场景中属于所 述第三帐号的第三角色与所述第一角色属于虚拟场景的不同方。The terminal displays the identifier information on the third client of the application, where the third client is a client that is logged in with a third account, and the virtual scenario belongs to the third account. The three roles and the first character belong to different parties of the virtual scene.
  5. 根据权利要求1所述的方法,其中,所述终端在所述应用的客户端上显示标识信息包括:The method of claim 1, wherein the displaying, by the terminal, the identification information on the client of the application comprises:
    所述终端在所述应用的客户端的目标区域内显示多个第一标识信息,其中,所述目标区域包括对应于所述目标时间段中的多个子时间段的多个子区域,每个所述子区域用于显示一个所述第一标识信息。The terminal displays a plurality of first identification information in a target area of a client of the application, where the target area includes a plurality of sub-areas corresponding to a plurality of sub-periods in the target time period, each of the The sub-area is used to display one of the first identification information.
  6. 根据权利要求5所述的方法,其中,所述第一标识信息通过图案和/或颜色来表示概率加成,其中,所述终端在所述应用的客户端的目标区域内显示多个第一标识信息包括:The method of claim 5, wherein the first identification information represents a probability addition by a pattern and/or a color, wherein the terminal displays a plurality of first identifiers within a target area of a client of the application Information includes:
    所述终端在所述目标区域内的每个所述子区域中显示一个所述第一标识信息。The terminal displays one of the first identification information in each of the sub-areas within the target area.
  7. 根据权利要求5所述的方法,其中,所述终端在所述应用的客户端上显示标识信息还包括:The method of claim 5, wherein the displaying, by the terminal, the identification information on the client of the application further comprises:
    所述终端在所述应用的客户端上显示多个第二标识信息,其中,每个第二标识信息对应于所述目标区域内的一个所述子区域,所述第二标识信息通过文本信息来表示概率加成。The terminal displays a plurality of second identification information on the client of the application, where each second identification information corresponds to one of the sub-areas in the target area, and the second identification information passes text information. To represent the probability bonus.
  8. 根据权利要求5所述的方法,其中,在所述终端在所述应用的客户端的目标区域内显示多个第一标识信息的同时或之后,所述方法还包括:The method according to claim 5, wherein the method further comprises: after the terminal displays the plurality of first identification information in the target area of the client of the application, the method further comprises:
    所述终端在所述应用的客户端中显示时间标识,其中,所述时间标识至少用于在所述目标时间段中标识出当前时间所在的子区域。The terminal displays a time identifier in a client of the application, where the time identifier is used at least to identify a sub-area in which the current time is located in the target time period.
  9. 根据权利要求8所述的方法,其中,在所述终端获取到应用中第一帐号的第一指令之前,所述方法还包括:The method of claim 8, wherein before the obtaining, by the terminal, the first instruction of the first account in the application, the method further comprises:
    所述终端获取为所述第一角色配置的所述目标时间段的时间长度;Obtaining, by the terminal, a length of time of the target time period configured for the first role;
    所述终端根据所述目标区域在第一方向上的长度和为所述第一角色配置的所述目标时间段的时间长度确定在所述应用的客户端中 显示时间标识时,所述时间标识在所述第一方向上的移动速度。Determining, by the terminal, that the time identifier is displayed in the client of the application according to the length of the target area in the first direction and the length of the target time period configured for the first role, the time identifier The speed of movement in the first direction.
  10. 根据权利要求1所述的方法,其中,在所述终端获取到应用中第一帐号的第一指令之前,所述方法还包括:The method of claim 1, wherein before the obtaining, by the terminal, the first instruction of the first account in the application, the method further comprises:
    所述终端获取所述第一角色的配置信息,并按照所述配置信息所指示的目标区域的每个子区域在第二方向上的长度将所述目标区域划分为多个所述子区域。And acquiring, by the terminal, configuration information of the first role, and dividing the target area into a plurality of the sub-areas according to a length of each sub-area of the target area indicated by the configuration information in a second direction.
  11. 一种资源获取概率的确定装置,应用于终端中,包括:A device for determining a probability of acquiring a resource, which is applied to a terminal, and includes:
    显示单元,设置为响应于获取到的应用中第一帐号的第一指令,在所述应用的客户端上显示标识信息,其中,所述标识信息用于标识在目标时间段中的子时间段执行目标操作时,所述目标时间段中的子时间段对通过执行所述目标操作来为第一角色获取所述应用的虚拟场景中的虚拟资源的概率加成,所述第一角色为在所述虚拟场景中执行所述目标操作、且属于所述第一帐号的虚拟角色;a display unit, configured to display identification information on a client of the application in response to the first instruction of the first account in the acquired application, wherein the identifier information is used to identify a sub-period in the target time period When the target operation is performed, the sub-period of the target time period adds a probability of acquiring a virtual resource in the virtual scenario of the application for the first role by performing the target operation, where the first role is a virtual character that performs the target operation and belongs to the first account in the virtual scenario;
    操作单元,设置为在获取到所述第一帐号的第二指令时,指示所述第一角色执行所述第一指令指示的所述目标操作,并查找与所述目标时间段中执行所述目标操作时所在的目标子时间段对应的目标概率加成;An operation unit, configured to, when acquiring the second instruction of the first account, instructing the first character to perform the target operation indicated by the first instruction, and searching for the execution of the target period The target probability of the target sub-period in which the target is operated is added;
    确定单元,设置为至少基于所述目标概率加成确定所述第一角色通过执行所述目标操作来获取所述虚拟场景中的虚拟资源的概率。And a determining unit, configured to determine, according to the target probability addition, a probability that the first role acquires a virtual resource in the virtual scene by performing the target operation.
  12. 根据权利要求11所述的装置,其中,所述确定单元包括:The apparatus according to claim 11, wherein said determining unit comprises:
    查找模块,设置为查找所述第一角色在多个特征维度上的状态信息,其中,多个所述特征维度上的状态信息包括时间维度上的所述目标概率加成;a search module, configured to search for state information of the first character on multiple feature dimensions, where state information on the plurality of feature dimensions includes the target probability addition in a time dimension;
    获取模块,设置为获取与所述第一角色在各个所述特征维度上的状态信息对应的各个所述特征维度的概率;Obtaining a module, configured to acquire a probability of each of the feature dimensions corresponding to the state information of the first character in each of the feature dimensions;
    确定模块,设置为将多个所述特征维度的概率之间的乘积作为所述第一角色获取所述应用的虚拟场景中的虚拟资源的概率。The determining module is configured to use a product between the probabilities of the plurality of feature dimensions as a probability that the first character acquires a virtual resource in the virtual scenario of the application.
  13. 根据权利要求12所述的装置,其中,所述获取模块还设置为:The apparatus of claim 12, wherein the obtaining module is further configured to:
    获取所述时间维度的所述目标概率加成与一之和为所述时间维度的概率;Obtaining a probability that the target probability plus the sum of the time dimensions is the time dimension;
    获取与第一特征维度上的状态信息对应的所述第一特征维度的概率,其中,为不同的所述第一特征维度上的状态信息预先配置有对应的概率,所述第一特征维度上的状态信息用于描述所述第一角色的不同的运动状态;Acquiring a probability of the first feature dimension corresponding to the state information on the first feature dimension, wherein the state information on the different first feature dimension is pre-configured with a corresponding probability, where the first feature dimension is Status information is used to describe different motion states of the first character;
    获取与第二特征维度上的状态信息对应的所述第二特征维度的概率,其中,为不同的所述第二特征维度上的状态信息预先配置有对应的概率,所述第二特征维度上的状态信息用于描述所述第一角色的朝向;Acquiring a probability of the second feature dimension corresponding to the state information on the second feature dimension, wherein the state information on the different second feature dimension is pre-configured with a corresponding probability, where the second feature dimension is Status information is used to describe the orientation of the first character;
    获取与第三特征维度上的状态信息对应的所述第三特征维度的概率,其中,为不同的所述第三特征维度上的状态信息预先配置有对应的概率,所述第三特征维度上的状态信息用于描述所述虚拟场景中的角色或环境对所述第一角色执行所述目标操作的干扰;Acquiring a probability of the third feature dimension corresponding to the state information on the third feature dimension, wherein the state information on the different third feature dimension is pre-configured with a corresponding probability, where the third feature dimension is The status information is used to describe the interference of the role or environment in the virtual scene to perform the target operation on the first role;
    获取与第四特征维度上的状态信息对应的所述第四特征维度的概率,其中,为不同的所述第四特征维度上的状态信息预先配置有对应的概率,所述第四特征维度上的状态信息用于描述所述虚拟场景中的所述第一角色的位置对执行所述目标操作的干扰。Acquiring a probability of the fourth feature dimension corresponding to the state information on the fourth feature dimension, wherein the state information on the different fourth feature dimension is pre-configured with a corresponding probability, where the fourth feature dimension is The status information is used to describe the interference of the location of the first role in the virtual scene to perform the target operation.
  14. 一种存储介质,所述存储介质包括存储的程序,其中,所述程序运行时执行上述权利要求1至10任一项中所述的方法。A storage medium comprising a stored program, wherein the program is executed to perform the method of any of the preceding claims 1 to 10.
  15. 一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器通过所述计算机程序执行上述权利要求1至10任一项中所述的方法。An electronic device comprising a memory, a processor, and a computer program stored on the memory and operable on the processor, the processor executing the above claims 1 to 10 by the computer program Said method.
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