WO2022048333A1 - 虚拟对象动态变化方法、装置、设备及存储介质 - Google Patents

虚拟对象动态变化方法、装置、设备及存储介质 Download PDF

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Publication number
WO2022048333A1
WO2022048333A1 PCT/CN2021/107131 CN2021107131W WO2022048333A1 WO 2022048333 A1 WO2022048333 A1 WO 2022048333A1 CN 2021107131 W CN2021107131 W CN 2021107131W WO 2022048333 A1 WO2022048333 A1 WO 2022048333A1
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Prior art keywords
virtual object
behavior
virtual
dynamic
target area
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PCT/CN2021/107131
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English (en)
French (fr)
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时振宇
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腾讯科技(深圳)有限公司
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Publication of WO2022048333A1 publication Critical patent/WO2022048333A1/zh
Priority to US17/965,658 priority Critical patent/US20230041183A1/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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • the present application relates to the field of Internet technologies, and relates to, but is not limited to, a method, apparatus, device, and storage medium for dynamically changing virtual objects.
  • the human-computer interaction technology of virtual scenes based on graphics processing hardware can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements, and has a wide range of practical value. For example, in virtual scenes such as military exercise simulations and games, it is possible to simulate a real battle process between virtual objects.
  • the current big map games such as massively multiplayer online role-playing games (MMORPG, Massive Multiplayer Online Role-Playing Game)
  • MMORPG massively multiplayer online role-playing games
  • MMORPG Massive Multiplayer Online Role-Playing Game
  • the virtual objects in the game scene present a kind of static performance, the behavior of the object is solidified according to a set of patterns, the authenticity is not enough, it is not related to the changes of the game scene, and the operation behavior has no effect.
  • the entire game scene presents to the user. The effect is single and cannot simulate the real world.
  • Embodiments of the present application provide a method, apparatus, device, and storage medium for dynamic change of virtual objects, which can make a game scene present various dynamic changes, so that the performance of the entire game scene is closer to the real world.
  • An embodiment of the present application provides a method for dynamically changing a virtual object, which is applied to an electronic device, including:
  • the updated virtual object is displayed on the current interface.
  • An embodiment of the present application provides a device for dynamically changing virtual objects, including:
  • an acquisition module configured to acquire the target area displayed by the virtual scene on the current interface
  • a first determining module configured to determine environmental elements in the target area and operation behaviors corresponding to the virtual objects displayed in the target area
  • a second determination module configured to determine the dynamic change parameter of the virtual object according to the environmental element and the operation behavior
  • a refresh module configured to update the virtual object in the target area according to the dynamic change parameter to obtain an updated virtual object
  • a display module configured to display the updated virtual object on the current interface.
  • An embodiment of the present application provides a device for dynamically changing virtual objects, including:
  • the memory is used for storing executable instructions; the processor is used for implementing the above-mentioned method for dynamically changing virtual objects when executing the executable instructions stored in the memory.
  • Embodiments of the present application provide a computer-readable storage medium storing executable instructions, which are configured to implement the foregoing method for dynamically changing virtual objects when a processor executes the executable instructions.
  • the embodiments of the present application have the following beneficial effects: by determining the environment elements in the target area displayed on the current interface of the virtual scene and the operation behavior corresponding to the virtual object displayed in the target area, and determining the virtual scene according to the environment elements and operation behaviors
  • the dynamic change parameter of the object that is, the dynamic change parameter of the virtual object
  • the determined dynamic change parameters update the virtual objects in the target area, so that the game scene presents various dynamic changes, and the operation behavior will also have an impact on the virtual scene, so that the entire virtual scene will follow the environmental factors and the user's operation behavior. Continuously presenting a dynamically changing state can ensure that the virtual scene is more realistic and credible, enabling players and users to have an immersive experience.
  • FIG. 1 is a schematic diagram of a network architecture of a virtual object dynamic change system provided by an embodiment of the present application
  • Fig. 2 is the schematic diagram of the deployment relationship of the IaaS layer, the PaaS layer and the SaaS layer provided by the embodiment of the present application;
  • FIG. 3 is a schematic structural diagram of a server provided by an embodiment of the present application.
  • FIG. 4 is a schematic diagram of a realization flow of a method for dynamically changing a virtual object provided by an embodiment of the present application
  • FIG. 5 is a schematic flowchart of another implementation of a method for dynamically changing a virtual object provided by an embodiment of the present application
  • FIG. 6 is a schematic flowchart of yet another implementation of a method for dynamically changing a virtual object provided by an embodiment of the present application
  • FIG. 7 is a schematic flowchart of yet another implementation of a method for dynamically changing a virtual object provided by an embodiment of the present application.
  • Fig. 8 is the game interface diagram that the monster AI changes according to the time of day changes provided by the embodiment of the present application.
  • Fig. 9 is the game interface diagram of the monster hiding from rain provided by the embodiment of the present application.
  • FIG. 10 is a game interface diagram of a monster heating up in a snowy day provided by an embodiment of the present application.
  • Fig. 11 is the game interface diagram of monster escape provided by the embodiment of the present application.
  • FIG. 12 is a diagram of a game interface in which a lightning strike occurs to attack a monster in a thunderstorm day provided by an embodiment of the present application;
  • Fig. 13 is the game interface diagram that the rainy day movement speed drops provided by the embodiment of the present application.
  • FIG. 14 is a diagram of a game interface in which a monster automatically ascends to a sentry tower provided by an embodiment of the present application;
  • 15 is a game interface diagram of standing behind a horse in a long-range monster battle provided by an embodiment of the present application.
  • 16 is a schematic diagram of monsters of different levels provided by an embodiment of the present application.
  • FIG. 17 is a schematic diagram of a monster appearing cluster provided by an embodiment of the present application.
  • FIG. 18 is a schematic diagram of a defensive building in a scene provided by an embodiment of the present application.
  • 19 is a schematic diagram of the gradually expanding distribution of monster groups provided by an embodiment of the present application.
  • FIG. 20 is an architecture diagram of a monster refresh mechanism provided by an embodiment of the present application.
  • 21 is an architecture diagram of a behavior tree mode of monster AI provided by an embodiment of the present application.
  • 22 is a schematic diagram of an implementation flow for determining the speed of clearance of monster areas provided by an embodiment of the present application.
  • FIG. 23 is a schematic diagram of the implementation process of the dynamic change logic provided by the embodiment of the present application.
  • Time refers to the non-real time, which is the game time determined according to the time change in the game, such as morning in the game scene, noon in the game scene, and evening in the game scene. Game time here is faster than real time.
  • Weather refers to unreal weather, which is a weather element determined according to the scene in the game, that is, the weather condition of the corresponding scene in the game scene.
  • Monster AI It refers to the artificial intelligence (AI, Artificial Intelligence) that the monster is given, so that the monster has a certain ability to deal with the current situation. For example, when the player attacks a monster, the monster will know and counterattack the player (this should be considered the most basic monster AI), a slightly advanced monster AI may summon nearby monsters to attack the player or find a nearby monster Hide in cover.
  • AI Artificial Intelligence
  • Alert range It refers to the specific range around the monster in the game. If the player enters this range, the monster AI will switch from the non-combat state to the combat state.
  • Grouping There will be multiple monsters in a group in the game. When one of the monsters enters the battle state, the same group of monsters will enter the battle state.
  • an embodiment of the present application provides a method for dynamically changing virtual objects.
  • the large-map monsters are not affected.
  • Perform dynamic control and refresh including changing the AI of monsters, refreshing the type and number of groups of monsters, changing the distribution of monsters, and the appearance of scene buildings, so that the game scene presents a dynamic change and is more realistic and credible.
  • the embodiment of the present application will dynamically change the monster groups in the virtual scene according to a specific algorithm, and each of the multiple monster groups in combination with multiple maps will dynamically change according to the algorithm, so that the entire game scene presents dynamic changes.
  • the device for dynamically changing virtual objects provided by the embodiments of the present application may be implemented as notebook computers, tablet computers, desktop computers, mobile devices ( For example, any terminal capable of running game applications, such as mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable game devices), intelligent robots, etc., in another implementation manner, the virtual The object dynamic change device may also be implemented as a server. Next, an exemplary application when the virtual object dynamic change device is implemented as a server will be described.
  • FIG. 1 is a schematic diagram of a network architecture of a virtual object dynamic change system 10 provided by an embodiment of the present application.
  • the virtual object dynamic change system 10 provided by the embodiment of the present application includes a terminal 100, a network 200, and a server 300, wherein the terminal 100 runs a game application, and the current status of the terminal 100 A target area in the virtual scene is displayed on the interface 100-1, and the target area includes at least one virtual object, and the virtual object here may be a monster in the game.
  • the terminal While running the game application through the terminal 100, the player operates the characters in the game to complete the game process.
  • the terminal sends the user operation of the player on the terminal and the area data corresponding to the currently displayed target area corresponding to the user operation to the server 300 through the network 200, so as to realize the communication between the terminal 100 and the server 300. data synchronization between.
  • the server 300 After acquiring the target area displayed by the virtual scene on the current interface, the server 300 determines the environmental elements in the target area and the operation behavior corresponding to the virtual object displayed in the target area; Dynamically change parameters; update the monsters in the target area according to the dynamic change parameters to obtain the updated monsters; send the updated monsters to the terminal 100, and the terminal 100 displays the updated monsters on the current interface 100-1.
  • the method for dynamically changing virtual objects also relates to the field of cloud technology, and can be implemented based on a cloud platform and through cloud technology.
  • the above server 300 may be a cloud server, the cloud server corresponds to a cloud storage, and the virtual scene may be stored In the cloud storage, the cloud storage technology can be used to realize the storage of the virtual scene and the game data in the virtual scene.
  • cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize the calculation, storage, processing and sharing of data.
  • Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on cloud computing business models. Cloud computing technology will become an important support. Background services of technical network systems require a lot of computing and storage resources, such as video websites, picture websites and more portal websites. With the high development and application of the Internet industry, in the future, each item may have its own identification mark, which needs to be transmitted to the back-end system for logical processing. Data of different levels will be processed separately, and all kinds of industry data need to be strong. The system backing support can only be achieved through cloud computing.
  • the cloud computing resource pool may include: computing devices (which are virtualized machines, including operating systems), storage devices, and network devices.
  • the cloud computing resource pool may include: computing devices (which are virtualized machines, including operating systems), storage devices, and network devices.
  • the Platform as a Service (PaaS, Platform as a Service) layer can be deployed on the IaaS layer
  • the Software as a Service (SaaS, Software as a Service) layer can be deployed on the PaaS layer
  • the SaaS layer can be deployed directly on the IaaS layer.
  • the PaaS layer is a platform on which software runs, such as databases and web containers.
  • the SaaS layer is a variety of business software, such as web portals, SMS mass senders, and so on.
  • the deployment relationship between the IaaS layer 203 , the PaaS layer 202 and the SaaS layer 201 is shown in FIG. 2 .
  • the SaaS layer 201 and the PaaS layer 202 are upper layers relative to the IaaS layer 203 .
  • Cloud storage is a new concept extended and developed on the concept of cloud computing.
  • Distributed cloud storage system (hereinafter referred to as storage system) refers to the functions of cluster application, grid technology and distributed storage file system.
  • a storage system that integrates a large number of different types of storage devices (also called storage nodes) in the network through application software or application interfaces to work together to provide external data storage and service access functions.
  • the method for dynamically changing a virtual object also relates to the field of artificial intelligence technology, and can be implemented by technologies such as machine learning and image recognition processing in artificial intelligence technology.
  • machine learning ML, Machine Learning
  • ML Machine Learning
  • ML Machine Learning
  • It specializes in how computers simulate or realize human learning behaviors to acquire new knowledge or skills, and to reorganize existing knowledge structures to continuously improve their performance.
  • Machine learning is the core of artificial intelligence and the fundamental way to make computers intelligent, and its applications are in all fields of artificial intelligence.
  • Machine learning and deep learning usually include artificial neural networks, belief networks, reinforcement learning, transfer learning, inductive learning, teaching learning and other technologies.
  • image recognition and analysis are performed on the target area in the virtual scene through the image recognition processing technology to determine the environmental elements in the target area, so as to determine the dynamic change parameters according to the environmental elements.
  • the machine learning technology learns the dynamic change parameters corresponding to each environmental element, so as to dynamically adjust the parameters of the virtual objects in the target area, and then dynamically update the virtual objects in the virtual scene, so that the entire game presents dynamic changes and is closer to reality In the corresponding situation in the scene, the game scene is more realistic and credible, so that players and users have an immersive game experience.
  • FIG. 3 is a schematic structural diagram of a server 300 provided by an embodiment of the present application.
  • the server 300 shown in FIG. 3 includes: at least one processor 310 , a memory 350 , at least one network interface 320 and a user interface 330 .
  • the various components in server 300 are coupled together by bus system 340 . It is understood that the bus system 340 is used to implement the connection communication between these components.
  • the bus system 340 also includes a power bus, a control bus and a status signal bus. However, for clarity of illustration, the various buses are labeled as bus system 340 in FIG. 3 .
  • the processor 310 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where a general-purpose processor may be a microprocessor or any conventional processor or the like.
  • DSP Digital Signal Processor
  • User interface 330 includes one or more output devices 331 that enable presentation of media content, including one or more speakers and/or one or more visual display screens.
  • User interface 330 also includes one or more input devices 332, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, and other input buttons and controls.
  • Memory 350 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid state memory, hard drives, optical drives, and the like. Memory 350 may include one or more storage devices that are physically remote from processor 310 . Memory 350 includes volatile memory or non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM, Read Only Memory), and the volatile memory may be a random access memory (RAM, Random Access Memory). The memory 350 described in the embodiments of the present application is intended to include any suitable type of memory. In some embodiments, memory 350 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
  • the operating system 351 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
  • An input processing module 353 for detecting one or more user inputs or interactions from one of the one or more input devices 332 and translating the detected inputs or interactions.
  • FIG. 3 shows a virtual object dynamic changing apparatus 354 stored in the memory 350 , and the virtual object dynamic changing apparatus 354 may be the server 300
  • the virtual object dynamic change device in the device which can be software in the form of programs and plug-ins, includes the following software modules: acquisition module 3541, first determination module 3542, second determination module 3543, refresh module 3544 and display module 3545, these modules It is logical, so it can be arbitrarily combined or further split according to the functions implemented. The function of each module will be explained below.
  • the apparatus provided by the embodiments of the present application may be implemented in hardware.
  • the apparatus provided by the embodiments of the present application may be a processor in the form of a hardware decoding processor, which is programmed to execute the present application
  • the virtual object dynamic change method provided by the embodiment for example, a processor in the form of a hardware decoding processor may adopt one or more application-specific integrated circuits (ASIC, Application Specific Integrated Circuit), DSP, Programmable Logic Device (PLD, Programmable Logic Device (PLD, Programmable Logic Device). Logic Device), Complex Programmable Logic Device (CPLD, Complex Programmable Logic Device), Field Programmable Gate Array (FPGA, Field-Programmable Gate Array) or other electronic components.
  • ASIC Application Specific Integrated Circuit
  • DSP Programmable Logic Device
  • PLD Programmable Logic Device
  • PLD Programmable Logic Device
  • CPLD Complex Programmable Logic Device
  • FPGA Field-Programmable Gate Array
  • FIG. 4 is a schematic flowchart of an implementation of a method for dynamically changing a virtual object provided by an embodiment of the present application, which will be described with reference to the steps shown in FIG. 4 .
  • Step S401 acquiring the target area displayed on the current interface of the virtual scene.
  • the virtual scene can have multiple scenes and game facilities.
  • Each player has its own game perspective. In their respective game perspectives, players can see that they are currently in
  • the target area displayed by the virtual scene on the current interface is obtained, and in the implementation, part or all of the area of the virtual scene displayed by the player terminal on the current interface is obtained. That is, for any player, the target area may not be the entire area of the virtual scene, that is, the target area may be a partial area in the virtual scene, or may be the entire area in the virtual scene.
  • the scenes and game facilities of other areas not shown are also changed.
  • Step S402 Determine the environmental elements in the target area and the operation behaviors corresponding to the virtual objects displayed in the target area.
  • the environmental elements include but are not limited to at least one of the following: time, weather, defense facilities and props. You can have multiple ambient elements in the target area at the same time, or only one ambient element.
  • the operation behavior includes, but is not limited to, the player's clearing speed for the virtual objects displayed in the target area, wherein the clearing speed is the number of virtual objects displayed in the target area that the player destroys per unit time.
  • the virtual object displayed in the target area may be a monster to be destroyed.
  • Step S402 may be implemented by determining the environmental elements in the target area based on the game data corresponding to the target area, and determining the operation behavior corresponding to the virtual object displayed in the target area based on the player's operation data.
  • Step S403 Determine the dynamic change parameters of the virtual object according to the environmental elements and the operation behavior.
  • the dynamic change parameter refers to the parameter when the virtual object in the player's target area is updated.
  • the dynamic change parameter includes but is not limited to the updated parameters such as quantity, group, type, defense facility and distribution area.
  • the determined dynamic change parameters will also change in real time with changes in environmental elements and operation behaviors.
  • the dynamic change new parameters of the virtual object may be determined periodically, and the dynamic change parameters of the virtual object may also be determined continuously.
  • Step S404 the virtual object in the target area is updated according to the dynamic change parameter to obtain the updated virtual object.
  • the virtual object in the target area is updated according to the dynamic change parameter. For example, if the dynamic change parameter specifies that the parameter for updating the virtual object is to increase the original N monsters to M, M is greater than N, and the M monsters form a monster group, and there is an elite monster in the monster group, then When the virtual objects in the target area are refreshed, a monster group formed by M monsters is refreshed, and there is an elite monster in the monster group.
  • Step S405 displaying the updated virtual object on the current interface.
  • the virtual object dynamic change method determines the environmental elements in the target area displayed on the current interface of the virtual scene and the operation behaviors corresponding to the virtual objects displayed in the target area,
  • the behavior determines the dynamic change parameters of the virtual object, that is, the dynamic change parameters of the virtual object are determined by the current environment elements of the virtual scene and the operation parameters of the player for the displayed virtual object. In this way, the accuracy of the dynamic change parameters can be guaranteed.
  • the virtual objects in the target area are updated, so that the game scene presents various dynamic changes, and the operation behavior will also affect the virtual scene, so that the entire virtual scene changes with environmental factors and users.
  • the operation behavior of the game continues to show a dynamic state, which can ensure that the virtual scene is more realistic and credible, so that the player user has an immersive experience, thereby improving the attractiveness to the player user.
  • the dynamic change parameters include at least object behavior parameters and refresh parameters of the virtual object; based on FIG. 4 , FIG. 5 is a schematic flowchart of another implementation of the virtual object dynamic change method provided by the embodiment of the present application, as shown in FIG. 5 As shown, step S403 can be implemented by the following steps:
  • Step S501 matching the object behavior parameters corresponding to the environmental elements from the preset behavior library.
  • the object behavior parameters include the monster's behavior (ie, action) and motion parameters; the preset behavior library stores at least one monster's behavior and motion parameters corresponding to the behavior.
  • the monster behavior can be any kind of behavior similar to human behavior that can be performed by the monster, such as hiding from the rain, sleeping, killing, running away, burning fire, and patrolling.
  • the motion parameters corresponding to the monster's behavior include: moving Speed, moving distance, climbing height, etc.
  • different environmental elements correspond to different behaviors
  • each behavior corresponds to at least one object behavior parameter.
  • the preset behavior library stores a first mapping relationship between environmental elements and at least one behavior. and a second mapping relationship between each behavior and at least one behavior parameter is stored. After the environment element is determined, according to the environment element and the first mapping relationship and the second mapping relationship, the object behavior parameter corresponding to the environment element is obtained by matching from the preset behavior library.
  • Step S502 according to the operation behavior and according to the preset mapping rule, the refresh parameters of the virtual object are obtained by mapping.
  • the operation behavior is the clearing speed as an example.
  • refresh parameters include at least one of the following: the type of virtual objects, the number of groups, the corresponding defense facilities, and the distribution area.
  • the preset mapping rule includes: at least one preset mapping rule corresponding to the number of dynamic refreshes; based on FIG. 5 , FIG. 6 is another implementation process of the virtual object dynamic change method provided by the embodiment of the present application
  • the schematic diagram, as shown in FIG. 6 , step S502 can be realized by the following steps:
  • Step S601 setting the initial value of the number of dynamic refresh times to zero.
  • the number of dynamic refreshes refers to the number of times the attribute parameters of the virtual objects in the target area change, wherein the attribute parameters of the virtual objects include but are not limited to: the number of virtual objects, the types of virtual objects, the number of groups of virtual objects, the corresponding defense facilities and distribution areas.
  • the number of dynamic refreshes can be preset to 0, or, when the player reaches a new area, the number of dynamic refreshes of the area can be set to 0.
  • Step S602 determining the settlement speed in each preset period.
  • the preset period corresponds to a unit duration, for example, the preset period may be 30 seconds or 1 minute, and the payment speed of the player is detected once in each preset period.
  • step S603 it is determined in turn whether the settlement speed in each preset period is less than a speed threshold.
  • step S604 When the judgment result is yes, it means that there is at least one preset period, and the settlement speed in the preset period is less than the speed threshold, and step S604 is executed at this time; when the judgment result is no, it means that any preset period is When all the clearing and payment speeds are greater than or equal to the speed threshold, it indicates that the player is operating the area, that is, the player is paying attention to the area, and step S607 is executed at this time.
  • Step S604 the number of dynamic refreshes is changed once, and the number of dynamic refreshes is increased by 1.
  • Step S605 Determine the preset mapping rule corresponding to the changed dynamic refresh times as the target mapping rule.
  • the preset mapping rule corresponding to the changed number of dynamic refreshes is determined as the target mapping rule. For example, if the number of dynamic refreshes after the change is 3, the preset mapping rule when the number of dynamic refreshes is determined to be 3 is the target mapping rule.
  • the rule content of the preset mapping rule corresponding to each dynamic refresh number may be preset, and after the current changed dynamic refresh number is determined, the preset mapping rule corresponding to the dynamic refresh number is used.
  • the content of the rule is used as the basis for determining the current refresh parameters.
  • step S605 may be implemented by the following steps: step S6051 , determining the current number of dynamic refreshes.
  • step S6052 Determine the preset mapping rule corresponding to the current number of dynamic refresh times as the target mapping rule.
  • Step S606 according to the target mapping rule, map to obtain the current refresh parameters of the virtual object.
  • the current refresh parameter is obtained by mapping according to the rule content of the target mapping rule. For example, if the target mapping rule stipulates that the current number of monsters is 10, and every 5 monsters form a monster group, you can get the current refresh parameter that the number of monsters is 10, and these 10 monsters correspond to two monster groups. .
  • the clearing speed within the preset period is less than the speed threshold, it means that the player does not pay attention to the area. Therefore, players can be attracted by upgrading the difficulty of the area, or the difficulty of the area can be upgraded to make the area more attractive. Players should operate the area as soon as possible to avoid the continuous escalation of the difficulty of the area and the difficulty in clearing the monsters in the area.
  • the settlement speed in the preset period is less than the speed threshold, the current refresh parameter mapped by the determined target mapping rule will make the monster settlement difficulty in the target area escalated.
  • Step S607 performing zero-clearing processing on the number of dynamic refresh times.
  • the settlement speed in any preset period is greater than or equal to the speed threshold, it indicates that the player is operating the area, that is, the player is paying attention to the area. Therefore, it is not necessary to upgrade the difficulty of the operation in the area, that is, to The number of dynamic refreshes is cleared to zero.
  • Step S608 Refresh the virtual object in the target area according to a preset refresh rule.
  • the preset refresh rule is a refresh rule corresponding to when the number of dynamic refreshes is 0, that is, after the number of dynamic refreshes is cleared to zero, the refresh is uniformly performed according to the preset refresh rule.
  • the preset refresh rule may be to refresh the virtual objects in the target area according to a certain rule, or refresh the virtual objects in the target area according to a certain period or a certain number, and the virtual objects after each refresh are refreshed.
  • the number and types of virtual objects are the same as the number and types of virtual objects refreshed by the preset refresh rule.
  • the method may further include the following steps:
  • Step S609 it is judged whether the number of dynamic refreshes after the change is greater than the number of times threshold.
  • step S610 is executed
  • Step S610 Determine the preset mapping rule corresponding to the number of dynamic refresh times equal to the number of times threshold as the target mapping rule.
  • the number of dynamic refreshes after the change is greater than the number threshold, it indicates that the change has reached the upper limit, and the dynamic change cannot be continued, that is, the operation difficulty of the target area cannot be continued to increase to avoid exceeding the game performance limit. Therefore, at this time, it will be equal to the number threshold.
  • the preset mapping rule corresponding to the number of dynamic refresh times is determined as the target mapping rule.
  • the number of dynamic refreshes includes a first number of dynamic refreshes and a second number of dynamic refreshes; the first number of dynamic refreshes corresponds to the first preset mapping rule, and the second number of dynamic refreshes corresponds to the second preset mapping rule; A preset mapping rule is mapped to obtain the first refresh parameter, and the second refresh parameter is obtained by mapping according to the second preset mapping rule; the first reward value is obtained after the virtual object refreshed by using the first refresh parameter is cleared and paid. The second reward value is obtained after the virtual object refreshed by the second refresh parameter is cleared and paid; if the first number of dynamic refreshes is less than the second number of dynamic refreshes, the first reward value is less than the second reward value.
  • FIG. 7 is a schematic flowchart of another implementation of the virtual object dynamic change method provided by the embodiment of the present application.
  • at least one virtual object group is displayed in the target area, and each virtual object group is At least one of the virtual objects is included; the environment element at least includes: environment time.
  • step S501 can be realized by the following steps:
  • Step S701 determining the current environment time corresponding to the virtual scene.
  • the ambient time here includes, but is not limited to: morning, morning, noon, afternoon, evening, evening, and the like.
  • Step S702 for any virtual object in the virtual object group, according to the environment time, match at least one behavior corresponding to any virtual object and a motion parameter corresponding to the behavior in a preset behavior library.
  • the preset behavior library also stores the mapping relationship between the environment time and the corresponding behavior, and the mapping relationship between the behavior and the operation parameter. After the environment time is determined, for each virtual object, a behavior and the motion parameter corresponding to the behavior can be matched from the preset behavior library, and the matched at least one behavior and the motion parameter corresponding to the behavior can be determined as Object behavior parameters corresponding to environment elements.
  • the behaviors obtained by matching can be the same or different, and the motion parameters can be the same or different, that is, under the same environment time, different virtual objects can have different behaviors and motion parameters.
  • Different virtual object groups may have the same behavior and motion parameters, or may have different behavior and motion parameters. Or, for different virtual object groups, all virtual objects in the same virtual object group have the same behavior and motion parameters, while virtual objects in different virtual object groups have different behavior and motion parameters.
  • Step S703 controlling each virtual object to move in the virtual scene according to the behavior and motion parameters.
  • the virtual object is controlled to move in the virtual scene according to the behavior and motion parameters of each virtual object.
  • At least one virtual object group is displayed in the target area, and each virtual object group includes at least one virtual object; the environmental elements at least include: weather elements; step S501 can also be performed by the following Steps to achieve:
  • Step S704 for any virtual object in the virtual object group, match at least one behavior corresponding to the weather element in the preset behavior library.
  • the weather elements here include, but are not limited to: sunny, rainy, snowy, thunder, hail, and windy weather elements.
  • the preset behavior library also stores the mapping relationship between weather elements and behaviors.
  • At least one behavior corresponding to the weather element is matched in the preset behavior library, and the behavior is assigned to each virtual object.
  • the behavior is determined as an object behavior parameter.
  • Step S705 controlling the virtual object to perform the behavior.
  • these behaviors are assigned to each virtual object in the target area, and each virtual object in the target area is controlled to execute the behavior.
  • the method further includes the following steps:
  • Step S706 when the weather element includes the first type element, actively apply a specific scene effect to the virtual objects in the virtual object group in the target area.
  • the first type of element is the weather element that can actively affect the monsters in the target area. For example, in the thunder and lightning weather, lightning strikes occasionally occur in the thunder and lightning weather, and the lightning strikes will attack the monsters, causing the monsters to lose blood.
  • Step S707 when the weather element includes the second type element, the virtual objects in the virtual object group in the target area passively change the current effect parameter.
  • the second type of element is a weather element that the virtual object will passively affect under the weather element. For example, in a foggy day, the monster's sight is blocked, and the warning range will be reduced, or in a rainy day, due to the resistance of the heavy rain, the movement speed of the monster will be slowed down.
  • the environmental factors may further include defense facilities, and correspondingly, the method may further include the following steps:
  • Step S708 when it is determined that there is a specific defense facility within a preset distance range of the virtual object, and the defense facility is currently in an idle state, the virtual object is controlled to use the defense facility.
  • the virtual object can use the defense setting. For example, in the battle state, if the monster is attached to a horse, the monster can choose to move to the horse to attack the player, or, if there is a vehicle attached to the monster, the monster can choose to drive the vehicle to escape, or drive the vehicle to escape. equipment for patrolling.
  • the virtual object dynamic change method provided by the embodiment of the present application corresponds to different control strategies for different environmental elements, so that monsters can show different states in different weathers, which is closer to the real situation, so that the game scene presents various Dynamic changes are more realistic and credible, enabling players and users to have an immersive gaming experience, thereby attracting more players more effectively.
  • the embodiment of the present application provides a method for dynamically changing virtual objects, which is applied to MMORPG games.
  • monsters on the map are within a certain range, and monsters of the same type are regarded as a monster group.
  • the monster group is based on time, weather, and defense facilities and Players can change the settlement of the monster group.
  • Time, weather, and defense facilities affect the AI of monsters’ behavior patterns, and the player’s speed of clearing the monster group affects the number, type, distribution of monsters, and the appearance of defense facilities and other related refresh mechanisms.
  • FIG. 8 is a game interface diagram provided by an embodiment of the present application in which the AI of the monster changes according to the time of day.
  • the monster comes out of the lair and starts patrolling; at 82 at noon, the monster returns to the vicinity of the bonfire , sit down and eat, and at the same time, the monster will judge the number of monsters by the bonfire. If there are more, they will not come first and continue to patrol; at 83 in the afternoon, the monster will patrol; at night at 84, some monsters will return to their lair or sleep by the bonfire. Patrol is maintained.
  • the in-game scene may change weather from time to time, and monsters produce dynamic changes according to the weather changes.
  • the behavior of monsters matches the weather changes, and monsters will have different behaviors under different weather conditions.
  • the behavior of monsters is the basic behavior logic; in rainy days, some monsters will give up patrolling, and Find a rain shelter nearby to stay
  • FIG. 9 is the game interface diagram of the monster sheltering from the rain provided by the embodiment of the present application, as shown in FIG. 9, the monster 91 will choose to hide under the shelter 92 in rainy days; in snowy days, some The monster will give up the patrol and move to the bonfire.
  • FIG. 10 is the game interface diagram of the monster heating up in the snow provided by the embodiment of the present application.
  • the monster 101 will stay next to the fire 102 for heating; , the monster will escape the fire area, or try to put out the fire
  • FIG. 11 is a game interface diagram of the monster escaping provided by the embodiment of the present application, as shown in FIG. 11 , the monster 111 will escape the fire scene 112 when a fire occurs.
  • the weather conditions will also actively exert effects on the monsters, and according to the weather conditions, the scene triggers specific effects to affect the monsters in the area, including active effects and passive effects.
  • the active effect includes: lightning strikes occasionally occur during thunderstorms, which will attack monsters and cause them to lose blood.
  • Figure 12 is a game interface diagram of a thunderstorm attacking monsters provided by the embodiment of the present application. As shown in Figure 12, lightning strikes After 121 attacks the monster 122, the monster 122 will drop blood.
  • the passive effects include: in snowy days, the warning range of monsters becomes smaller; in rainy days, monsters' movement speed is slowed down.
  • FIG. 13 is a game interface diagram of a rainy day moving speed drop provided by an embodiment of the present application. As shown in FIG. 13 , in a rainy day 131 , the moving speed of the monster 132 will drop.
  • the defense facility will also affect the monster AI. If there is an idle defense facility in the area where the monster is located, the monster AI will determine whether to go to the defense facility for manipulation. Some defense facilities will be used by monsters in non-combat state, while some defense facilities will only be used in battle state. For example, defenses include at least one of the following: turrets, vehicles, denials, and artillery.
  • the remote monsters When there is a sentry tower in the virtual scene, if there is no one in the sentry tower, the remote monsters will choose to enter the sentry tower; if it is raining, the melee monsters will also enter the sentry tower.
  • Figure 14 shows that the monsters automatically enter the sentry tower provided by the embodiment of this application.
  • the monster 141 automatically goes up to the sentry tower 142.
  • the patrolling monster will choose to drive the vehicle and continue to patrol.
  • the monster enters a combat state, and the remote monster will choose to move to the rear of the horse-rejection to attack the player.
  • Figure 15 is the game interface of standing behind the horse-rejection in the remote monster battle provided by the embodiment of the present application Figure, as shown in Figure 15, the monster 151 will move to the horse 152 and attack the player.
  • the monster enters a combat state. If the melee monster is far away from the player, it will choose to move to the artillery position and use the artillery to attack.
  • the player's payment speed for monsters will also affect the monster refresh.
  • a determination is made at regular intervals in the game.
  • the monster group will trigger dynamic changes.
  • the dynamic change may be the appearance of powerful monsters. For example, the number of monster groups increases, and elite monsters begin to appear. If the dynamic change is triggered by several consecutive judgments, a boss monster will appear.
  • Figure 16 shows A schematic diagram of monsters of different levels provided by the embodiment of the present application, as shown in FIG. 16 , the initial mobs 161 are common monsters on the map. After a dynamic change is triggered, elite monsters 162 appear, and the elite monsters are higher than the initial mobs 161. The level is high, and the settlement difficulty is also high. When the dynamic change is triggered again, the boss monster 163 appears. The boss monster 163 has a higher level than the elite monster 162, and the settlement is more difficult.
  • the dynamic change may also be the appearance of clusters of monsters, that is, a group of 2 to 3 mobs that originally acted alone is refreshed. When the player attacks, the mobs in the mobs cluster will enter at the same time.
  • FIG. 17 is a schematic diagram of a cluster of monsters provided by an embodiment of the present application. As shown in FIG. 17 , after a single mobs 171 undergoes a dynamic change, a mobs cluster 172 is refreshed, and the mobs cluster 172 includes multiple mobs mobs.
  • the dynamic change may also be the presence of defensive structures at the monster location, such as sentry towers, horse-rejecting structures, etc., and such structures can be destroyed.
  • FIG. 18 is a schematic diagram of a defensive building appearing in a scene provided by an embodiment of the present application. As shown in FIG. 18 , in the monster location 181 , a defensive building 182 appears. The right picture in FIG. 18 is an enlarged view of the defensive building 182 .
  • the dynamic change may also be the expansion of the distribution area of the monster group, or even go deep into the player's town to form a monster siege.
  • FIG. 19 is a schematic diagram of the gradually expanding distribution of monster groups provided by an embodiment of the present application. As shown in FIG. 19 , in the monster location 191, there is a first monster group 192, and the first monster group 192 has a small number of monsters. After the change, the distribution area of the monster group expands to form a second monster group 193 , and the number of monsters in the second monster group 193 is greater than the number of monsters in the first monster group 192 .
  • the background mechanism for the dynamic change of monsters on the big map is divided into two parts according to the type of influence, one part affects the monster AI, and the other part affects the refresh rules.
  • FIG. 20 is a structural diagram of the monster refresh mechanism provided by the embodiment of the present application. As shown in FIG. 20 , the in-game mechanism 21 (ie, the game scene change element) affects the monster behavior 22 , and the operation behavior 23 affects the monster refresh mechanism 24 .
  • Internal mechanism 21 includes but is not limited to time, weather and defense facilities; monster behavior 22 includes but is not limited to combat AI, non-combat AI and attribute effects, that is, AI and attributes of monster non-player characters (NPC, Non-Player Character); operation Behavior 23 includes but is not limited to clearing speed; monster refresh mechanism 24 includes but is not limited to type and group number, number of monsters in group, defense facilities and refresh distribution area.
  • time, weather, and defense facilities affect the logic of the monster AI, and the monster AI implements the judgment in the form of a behavior tree.
  • the time, weather, and defense facilities elements that may appear in the game preset are added to the behavior tree as the judgment conditions, affecting different types of Figure 21 is the architecture diagram of the behavior tree mode of the monster AI provided by the embodiment of the present application, the behavior tree structure shown in Figure 21, for the non-combat monster AI, different times and different weather conditions have different the behavior of.
  • the weather will actively affect the effect attributes of monsters, and the effect of the active influence of the weather can be preset.
  • Table 1 is the correspondence table between weather and influence effects provided by the embodiment of the present application. As shown in Table 1, in sunny days, the weather has no active influence on the AI of monsters; in rainy days, the movement speed of monsters is reduced; in thunderstorms, monsters The movement speed of the monster is reduced, and there is a possibility of lightning strikes. If the lightning strikes the monster, the monster will be damaged; in snowy days, the monster's warning range will become smaller, and the monster's attack power will decrease.
  • the player's payment speed will affect the distribution of monsters.
  • the game server uses monster groups as a unit, and each monster group is set with the following parameters: payment speed and the number of consecutive changes, where the number of consecutive changes refers to the continuous triggering of dynamic changes number of times.
  • the server makes a judgment every once in a while, that is, records the number of monsters killed during this period, and uses the number of killed as the clearing speed, and compares it with the critical value (that is, the speed threshold) to determine. If it is greater than or equal to the critical value, it will be executed according to the normal refresh rules. , and the variable for the number of continuous changes is cleared; otherwise, the dynamic change logic is triggered, and the number of continuous changes should continue to be counted.
  • Fig. 22 is a schematic diagram of the implementation flow of determining the clearance speed of the monster area provided by the embodiment of the present application. As shown in Fig. 22, the determination process includes the following steps:
  • step S221 it is determined whether the settlement speed is lower than a critical value.
  • step S224 is executed; if the judgment result is no, step S222 is executed.
  • Step S222 the number of consecutive changes is cleared.
  • Step S223 the monster is refreshed according to the basic refresh rules.
  • Step S224 the number of consecutive changes +1.
  • step S225 the dynamic change logic is executed according to the number of consecutive changes.
  • step S2266 the settlement speed count is reset.
  • Step S227 it is determined whether the interval time has reached the next determination time.
  • step S221 If the judgment result is yes, return to and continue to execute step S221; if the judgment result is no, end the process.
  • the dynamic change logic is to perform logic such as monster type change, group change, defense facility change, and distribution area change, respectively, according to the number of consecutive changes.
  • Figure 23 is a schematic diagram of the implementation process of the dynamic change logic provided by the embodiment of the present application.
  • the basic rule 231 the basic monster types and groups, the number of basic monster groups, the non-defense setting, and the basic monster distribution are configured;
  • the dynamic change is 232 once, the number of configuration groups will increase, the number of monster groups will increase, there will be no defense facilities, and the distribution of basic monsters will remain unchanged.
  • the distribution of basic monsters remains unchanged; when the dynamic changes 5 times to 234, there will be boss monster groups in the configuration, the number of monster groups will remain unchanged, defense facilities will appear, and the distribution of monsters will expand.
  • the monster type and the number of groups are set according to the number of consecutive changes, and the number of monster groups and monster types (such as elite monsters) to be increased are set; the number of monster groups is set according to the number of consecutive changes.
  • the number of monsters in a certain proportion of grouping groups increases by a specified number, and the number of consecutive changes increases the ratio of the increased number of groups and the number of single group increases;
  • the defense facilities are set to trigger an increase after a certain number of consecutive changes, and the types and types of settings to increase are set.
  • the location that can appear; the distribution of monsters is to trigger the expansion of the distribution area after setting a certain number of continuous changes. Set multiple levels of areas for the distribution area of the monster group in advance, and upgrade from the current level to the next level when expanding, and then according to the number of continuous changes, The number of times the set requirement is met will expand again.
  • the monster refresh method (ie, the virtual object dynamic change method) provided by the embodiment of the present application makes the large world of the entire game present various dynamic changes, making the player feel that the game scene is real, and the operation behavior will have an impact on the world.
  • the dynamic changes make the areas that some players no longer pay attention to increase the difficulty, gain players' attention again, and improve the utilization efficiency of game scene resources.
  • the virtual object dynamic changing device 354 provided by the embodiment of the present application is implemented as a software module.
  • the software stored in the virtual object dynamic changing device 354 of the memory 350 can be a virtual object dynamic changing device in the server 300, including:
  • the obtaining module 3541 is configured to obtain the target area displayed by the virtual scene on the current interface; the first determining module 3542 is configured to determine the environmental elements in the target area and the corresponding virtual objects displayed in the target area. operation behavior; the second determination module 3543 is configured to determine the dynamic change parameter of the virtual object according to the environmental element and the operation behavior; the refresh module 3544 is configured to determine the dynamic change parameter of the target area according to the dynamic change parameter
  • the dynamically changing parameters include at least object behavior parameters and refresh parameters of the virtual object; the second determining module is further configured to: match the environment element corresponding to the environment element from a preset behavior library Object behavior parameters; according to the operation behavior and preset mapping rules, the refresh parameters of the virtual object are obtained by mapping, wherein the refresh parameters include at least one of the following: the type of virtual object, the number of groups, the corresponding defense facilities and distribution area.
  • the preset mapping rule includes: at least one preset mapping rule corresponding to the number of dynamic refreshes; the operation behavior at least includes a settlement speed of the virtual object; the second determination module is further configured are: determine the settlement speed in each preset period; when the settlement speed in any preset period is less than a speed threshold, control the number of dynamic refreshes to change once; whenever the dynamic refresh When the number of times changes once, the preset mapping rule corresponding to the changed dynamic refresh times is determined as a target mapping rule; and the current refresh parameter of the virtual object is obtained by mapping according to the target mapping rule.
  • the device further includes: a setting module configured to set an initial value of the number of dynamic refreshes to zero; a calculation module configured to be configured to, when the clearing speed in any preset period is less than a speed threshold when the number of dynamic refreshes is increased by 1; the second determining module is further configured to: determine the current number of dynamic refreshes; and determine the preset mapping rule corresponding to the current number of dynamic refreshes as the target mapping rule .
  • the apparatus further includes: a target mapping rule determination module, configured to, when the changed dynamic refresh times is greater than a times threshold, change the predetermined dynamic refresh times corresponding to the dynamic refresh times equal to the times threshold A mapping rule is set and determined as the target mapping rule.
  • the device further includes a processing module configured to perform zero clearing on the number of dynamic refreshes when the clearing speed in any of the preset periods is greater than or equal to the speed threshold , and refresh the virtual object in the target area according to a preset refresh rule.
  • At least one virtual object group is displayed in the target area, and each virtual object group includes at least one of the virtual objects; the environmental elements include at least: environmental time; the second determining module It is also configured to: determine the current environment time corresponding to the virtual scene; for any virtual object in the virtual object group, match the any virtual object in the preset behavior library according to the environment time at least one behavior corresponding to an object and a motion parameter corresponding to the behavior; determining the behavior and the motion parameter corresponding to the behavior as the object behavior parameter corresponding to the environmental element; the device further includes: a first A control module configured to control each of the virtual objects to move in the virtual scene according to the behavior and the motion parameters.
  • At least one virtual object group is displayed in the target area, and each virtual object group includes at least one of the virtual objects; the environmental elements at least include: weather elements; the second determining module It is also configured to: for any virtual object in the virtual object group, match at least one behavior corresponding to the weather element in the preset behavior library; determine the behavior as the object behavior parameter ;
  • the device further comprises: a second control module configured to control the virtual object to perform the behavior.
  • the apparatus further includes: an applying module configured to actively apply a specific scene effect to the virtual objects in the virtual object group of the target area when the weather element includes the first type element; or, The changing module is configured to passively change the current effect parameter of the virtual object in the virtual object group of the target area when the weather element includes the second type element.
  • the device further includes: a third control module configured to, when it is determined that there is a specific defense facility within a preset distance range of the virtual object, and the defense facility is currently in an idle state, The virtual object is controlled to use the defense facility.
  • a third control module configured to, when it is determined that there is a specific defense facility within a preset distance range of the virtual object, and the defense facility is currently in an idle state, The virtual object is controlled to use the defense facility.
  • Embodiments of the present application provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the method for dynamically changing the virtual object described above in the embodiment of the present application.
  • the embodiments of the present application provide a storage medium storing executable instructions, wherein the executable instructions are stored, and when the executable instructions are executed by a processor, the processor will cause the processor to execute the virtual object dynamic change device method provided by the embodiments of the present application , for example, the method shown in FIG. 4 .
  • the storage medium may be a computer-readable storage medium, for example, Ferromagnetic Random Access Memory (FRAM), Read Only Memory (ROM), Programmable Read Only Memory (PROM). Read Only Memory), Erasable Programmable Read Only Memory (EPROM, Erasable Programmable Read Only Memory), Electrically Erasable Programmable Read Only Memory (EEPROM, Electrically Erasable Programmable Read Only Memory), Flash Memory, Magnetic Surface Memory, Optical Disc, Or memory such as CD-ROM (Compact Disk-Read Only Memory); it can also be various devices including one or any combination of the above memories.
  • FRAM Ferromagnetic Random Access Memory
  • ROM Read Only Memory
  • PROM Programmable Read Only Memory
  • EPROM Erasable Programmable Read Only Memory
  • EEPROM Electrically Erasable Programmable Read Only Memory
  • Flash Memory Magnetic Surface Memory
  • Optical Disc Or memory such as CD-ROM (Compact Disk-Read Only Memory); it can also be various devices including one or any combination of the above memories.
  • executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language, including compiled or interpreted languages, or declarative or procedural languages, and which Deployment may be in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
  • executable instructions may, but do not necessarily correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, a Hyper Text Markup Language (HTML, Hyper Text Markup Language) document
  • HTML Hyper Text Markup Language
  • One or more scripts in stored in a single file dedicated to the program in question, or in multiple cooperating files (eg, files that store one or more modules, subroutines, or code sections).
  • executable instructions may be deployed to be executed on one computing device, or on multiple computing devices located at one site, or alternatively, distributed across multiple sites and interconnected by a communication network execute on.

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Abstract

一种虚拟对象动态变化方法、装置、设备及存储介质,涉及云技术领域和人工智能技术领域,其中,方法包括:获取虚拟场景在当前界面上所显示的目标区域(S401);确定所述目标区域内的环境元素、和与所述目标区域中所显示虚拟对象对应的操作行为(S402);根据所述环境元素和所述操作行为,确定所述虚拟对象的动态变化参数(S403);根据所述动态变化参数对所述目标区域内的所述虚拟对象进行更新,得到更新后的虚拟对象(S404);在所述当前界面上显示所述更新后的虚拟对象(S405)。

Description

虚拟对象动态变化方法、装置、设备及存储介质
相关申请的交叉引用
本申请基于申请号为202010908174.3、申请日为2020年09月02日的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请作为参考。
技术领域
本申请涉及互联网技术领域,涉及但不限于一种虚拟对象动态变化方法、装置、设备及存储介质。
背景技术
基于图形处理硬件的虚拟场景的人机交互技术,能够根据实际应用需求实现受控于用户或人工智能的虚拟对象之间的多样化的交互,具有广泛的实用价值。例如在军事演习仿真、以及游戏等的虚拟场景中,能够模拟虚拟对象之间的真实的对战过程。
以游戏为例,目前的大地图游戏,例如大型多人在线角色扮演游戏类(MMORPG,Massive Multiplayer Online Role-Playing Game),在游戏中会有日夜时间转换,部分游戏中还会有天气变化等的环境元素。
目前,游戏场景中的虚拟对象呈现一种偏静态的表现,对象行为按照一套模式固化,真实性不够,和游戏场景的变化没有关联,操作行为更是没有影响,整个游戏场景对用户所呈现的效果单一,无法模拟真实世界。
发明内容
本申请实施例提供一种虚拟对象动态变化方法、装置、设备及存储介质,能够使得游戏场景呈现多样的动态变化,使得整个游戏场景的表现更加贴近真实世界。
本申请实施例的技术方案是这样实现的:
本申请实施例提供一种虚拟对象动态变化方法,应用于电子设备,包括:
获取虚拟场景在当前界面上所显示的目标区域;
确定所述目标区域内的环境元素、和与所述目标区域中所显示虚拟对象对应的操作行为;
根据所述环境元素和所述操作行为,确定所述虚拟对象的动态变化参数;
根据所述动态变化参数对所述目标区域内的所述虚拟对象进行更新,得到更新后的虚拟对象;
在所述当前界面上显示所述更新后的虚拟对象。
本申请实施例提供一种虚拟对象动态变化装置,包括:
获取模块,配置为获取虚拟场景在当前界面上所显示的目标区域;
第一确定模块,配置为确定所述目标区域内的环境元素、和与所述目标区域中所显示虚拟对象对应的操作行为;
第二确定模块,配置为根据所述环境元素和所述操作行为,确定所述虚拟对象的动态变化参数;
刷新模块,配置为根据所述动态变化参数对所述目标区域内的所述虚拟对象进行更新,得到更新后的虚拟对象;
显示模块,配置为在所述当前界面上显示所述更新后的虚拟对象。
本申请实施例提供一种虚拟对象动态变化设备,包括:
存储器,用于存储可执行指令;处理器,用于执行所述存储器中存储的可执行指令时,实现上述的虚拟对象动态变化方法。
本申请实施例提供一种计算机可读存储介质,存储有可执行指令,用于引起处理器执行所述可执行指令时,实现上述的虚拟对象动态变化方法。
本申请实施例具有以下有益效果:通过确定虚拟场景在当前界面上所显示的目标区域内的环境 元素、和与目标区域中所显示虚拟对象对应的操作行为,并根据环境元素和操作行为确定虚拟对象的动态变化参数,也即虚拟对象的动态变化参数是通过虚拟场景当前的环境元素和玩家针对所显示虚拟对象的操作参数确定的,如此,能够保证动态变化参数的准确性,之后再根据所确定出的动态变化参数对目标区域内的虚拟对象进行更新,使得游戏场景呈现多样的动态变化,且操作行为对虚拟场景也会产生影响,从而使得整个虚拟场景随着环境因素和用户的操作行为持续呈现动态变化的状态,能够保证虚拟场景更加真实可信,使得玩家用户具有沉浸式体验。
附图说明
图1是本申请实施例提供的虚拟对象动态变化系统的网络架构示意图;
图2是本申请实施例提供的IaaS层、PaaS层和SaaS层的部署关系示意图;
图3是本申请实施例提供的服务器的结构示意图;
图4是本申请实施例提供的虚拟对象动态变化方法的一种实现流程示意图;
图5是本申请实施例提供的虚拟对象动态变化方法的另一种实现流程示意图;
图6是本申请实施例提供的虚拟对象动态变化方法的再一种实现流程示意图;
图7是本申请实施例提供的虚拟对象动态变化方法的再一种实现流程示意图;
图8是本申请实施例提供的根据一天时间变化怪物AI发生变化的游戏界面图;
图9是本申请实施例提供的怪物躲雨的游戏界面图;
图10是本申请实施例提供的怪物在雪天取暖的游戏界面图;
图11是本申请实施例提供的怪物逃跑的游戏界面图;
图12是本申请实施例提供的雷雨天出现雷击攻击到怪物的游戏界面图;
图13是本申请实施例提供的雨天移动速度下降的游戏界面图;
图14是本申请实施例提供的怪物自动上到哨塔上的游戏界面图;
图15是本申请实施例提供的远程怪物战斗中站在拒马后面的游戏界面图;
图16是本申请实施例提供的不同等级怪物的示意图;
图17是本申请实施例提供的怪物出现集群的示意图;
图18是本申请实施例提供的场景出现防御建筑的示意图;
图19是本申请实施例提供的怪物群分布逐渐扩大的示意图;
图20是本申请实施例提供的怪物刷新机制的架构图;
图21是本申请实施例提供的怪物AI的行为树方式的架构图;
图22是本申请实施例提供的对怪物区域清缴速度进行判定的实现流程示意图;
图23是本申请实施例提供的动态变化逻辑的实现过程示意图。
具体实施方式
为了使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请作进一步地详细描述,所描述的实施例不应视为对本申请的限制,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它实施例,都属于本申请保护的范围。
在以下的描述中,涉及到“一些实施例”,其描述了所有可能实施例的子集,但是可以理解,“一些实施例”可以是所有可能实施例的相同子集或不同子集,并且可以在不冲突的情况下相互结合。除非另有定义,本申请实施例所使用的所有的技术和科学术语与属于本申请实施例的技术领域的技术人员通常理解的含义相同。本申请实施例所使用的术语只是为了描述本申请实施例的目的,不是旨在限制本申请。
在解释本申请实施例之前,首先对本申请中涉及到的专业名词进行解释:
1)时间:是指非现实时间,是根据游戏内的时间早晚变化所确定的游戏时间,例如,游戏场景中的早晨、游戏场景中的中午和游戏场景中的傍晚等时间。这里的游戏时间比现实时间要快。
2)天气:是指非现实天气,是根据游戏内的场景确定出的天气元素,即游戏场景内对应场景的天气情况。
3)怪物AI:是指怪物被赋予的人工智能(AI,Artificial Intelligence),让怪物有一定的处理当前情况的能力。例如,玩家在攻击一个怪物时,这个怪物会知道并且反击玩家(这应该算最基础的怪物AI),稍微高级一点的怪物AI可能会召集附近的怪物一起来对玩家发起攻击或者找一个附近的 掩体躲起来。
4)警戒范围:是指游戏中怪物身边的特定范围,如果玩家进入该范围,则怪物AI从非战斗状态切换到战斗状态。
5)分组:游戏内会有多个怪物为一组,在其中一个怪物进入战斗状态时,同组怪物都进入战斗状态。
6)清缴速度:在整个服务器中,玩家对该怪物群在单位时间内消灭该怪物群所属怪物的数量。
为了解决相关技术中的虚拟对象动态变化方法所存在的至少一个问题,本申请实施例提供一种虚拟对象动态变化方法,通过更多变化维度和玩家消灭怪物行为作为共同影响因素,对大地图怪物进行动态控制和刷新,包括改变怪物AI、刷新怪物类型和分组数量、改变怪物分布以及场景建筑的出现,使得游戏场景呈现一种动态变化,更加真实可信。本申请实施例将根据特定算法,对虚拟场景中的怪物群进行动态变化,结合多张地图的多个怪物群各自根据该算法动态变化,使得整个游戏场景呈现动态变化。
下面说明本申请实施例的虚拟对象动态变化设备的示例性应用,在一种实现方式中,本申请实施例提供的虚拟对象动态变化设备可以实施为笔记本电脑,平板电脑,台式计算机,移动设备(例如,移动电话,便携式音乐播放器,个人数字助理,专用消息设备,便携式游戏设备)、智能机器人等任意的能够运行游戏应用的终端,在另一种实现方式中,本申请实施例提供的虚拟对象动态变化设备还可以实施为服务器。下面,将说明虚拟对象动态变化设备实施为服务器时的示例性应用。
参见图1,图1是本申请实施例提供的虚拟对象动态变化系统10的网络架构示意图。为实现对游戏应用中的虚拟对象进行动态更新,本申请实施例提供的虚拟对象动态变化系统10中包括终端100、网络200和服务器300,其中,终端100上运行有游戏应用,终端100的当前界面100-1上显示虚拟场景中的目标区域,目标区域中包括至少一个虚拟对象,这里的虚拟对象可以是游戏中的怪物。
玩家通过终端100运行游戏应用的同时,对游戏中的人物进行操作完成游戏过程。在玩家打游戏的过程中,终端会将玩家在终端上的用户操作和基于用户操作对应的当前所显示的目标区域对应的区域数据,通过网络200发送给服务器300,实现终端100与服务器300之间的数据同步。服务器300在获取到虚拟场景在当前界面上所显示的目标区域之后,确定目标区域内的环境元素、和与目标区域中所显示虚拟对象对应的操作行为;根据环境元素和操作行为,确定怪物的动态变化参数;根据动态变化参数对目标区域内的怪物进行更新,得到更新后的怪物;将更新后的怪物发送给终端100,终端100在当前界面100-1上显示更新后的怪物。
本申请实施例提供的虚拟对象动态变化方法还涉及云技术领域,可以基于云平台并通过云技术来实现,例如,上述服务器300可以是云端服务器,云端服务器对应一云端存储器,虚拟场景可以被存储于云端存储器中,即可以采用云存储技术实现对虚拟场景和该虚拟场景下的游戏数据进行存储。
需要说明的是,云技术(Cloud technology)是指在广域网或局域网内将硬件、软件、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。云技术(Cloud technology)基于云计算商业模式应用的网络技术、信息技术、整合技术、管理平台技术、应用技术等的总称,可以组成资源池,按需所用,灵活便利。云计算技术将变成重要支撑。技术网络系统的后台服务需要大量的计算、存储资源,如视频网站、图片类网站和更多的门户网站。伴随着互联网行业的高度发展和应用,将来每个物品都有可能存在自己的识别标志,都需要传输到后台系统进行逻辑处理,不同程度级别的数据将会分开处理,各类行业数据皆需要强大的系统后盾支撑,只能通过云计算来实现。
作为云计算的基础能力提供商,会建立云计算资源池平台,简称云平台,一般称为基础设施即服务(IaaS,Infrastructure as a Service),在资源池中部署多种类型的虚拟资源,供外部客户选择使用。云计算资源池中可以包括:计算设备(为虚拟化机器,包含操作系统)、存储设备和网络设备。按照逻辑功能划分,在IaaS层上可以部署平台即服务(PaaS,Platform as a Service)层,PaaS层之上再部署软件即服务(SaaS,Software as a Service)层,也可以直接将SaaS层部署在IaaS层上。PaaS层为软件运行的平台,如数据库、web容器等。SaaS层为各式各样的业务软件,如web门户网站、短信群发器等。其中,IaaS层203、PaaS层202和SaaS层201部署关系如图2所示,一般来说,SaaS层201和PaaS层202相对于IaaS层203是上层。
云存储(cloud storage)是在云计算概念上延伸和发展出来的一个新的概念,分布式云存储系统 (以下简称存储系统)是指通过集群应用、网格技术以及分布存储文件系统等功能,将网络中大量各种不同类型的存储设备(存储设备也称之为存储节点)通过应用软件或应用接口集合起来协同工作,共同对外提供数据存储和业务访问功能的一个存储系统。
本申请实施例提供的虚拟对象动态变化方法还涉及人工智能技术领域,可以通过人工智能技术中的机器学习和图像识别处理等技术来实现。其中,机器学习(ML,Machine Learning)是一门多领域交叉学科,涉及概率论、统计学、逼近论、凸分析、算法复杂度理论等多门学科。专门研究计算机怎样模拟或实现人类的学习行为,以获取新的知识或技能,重新组织已有的知识结构使之不断改善自身的性能。机器学习是人工智能的核心,是使计算机具有智能的根本途径,其应用遍及人工智能的各个领域。机器学习和深度学习通常包括人工神经网络、置信网络、强化学习、迁移学习、归纳学习、式教学习等技术。
本申请实施例中,通过图像识别处理技术,对虚拟场景中的目标区域进行图像识别和分析,以确定出目标区域中的环境元素,从而根据环境元素确定出动态变化参数,或者,还可以通过机器学习技术学习得到每一环境元素对应的动态变化参数,从而实现动态的调整目标区域内的虚拟对象的参数,进而动态的更新虚拟场景中的虚拟对象,使得整个游戏呈现动态变化,更加接近真实场景下对应的情况,游戏场景更加真实可信,使玩家用户具有沉浸式游戏体验。
图3是本申请实施例提供的服务器300的结构示意图,图3所示的服务器300包括:至少一个处理器310、存储器350、至少一个网络接口320和用户接口330。服务器300中的各个组件通过总线系统340耦合在一起。可理解,总线系统340用于实现这些组件之间的连接通信。总线系统340除包括数据总线之外,还包括电源总线、控制总线和状态信号总线。但是为了清楚说明起见,在图3中将各种总线都标为总线系统340。
处理器310可以是一种集成电路芯片,具有信号的处理能力,例如通用处理器、数字信号处理器(DSP,Digital Signal Processor),或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件等,其中,通用处理器可以是微处理器或者任何常规的处理器等。
用户接口330包括使得能够呈现媒体内容的一个或多个输出装置331,包括一个或多个扬声器和/或一个或多个视觉显示屏。用户接口330还包括一个或多个输入装置332,包括有助于用户输入的用户接口部件,比如键盘、鼠标、麦克风、触屏显示屏、摄像头、其他输入按钮和控件。
存储器350可以是可移除的,不可移除的或其组合。示例性的硬件设备包括固态存储器,硬盘驱动器,光盘驱动器等。存储器350可以包括在物理位置上远离处理器310的一个或多个存储设备。存储器350包括易失性存储器或非易失性存储器,也可包括易失性和非易失性存储器两者。非易失性存储器可以是只读存储器(ROM,Read Only Memory),易失性存储器可以是随机存取存储器(RAM,Random Access Memory)。本申请实施例描述的存储器350旨在包括任意适合类型的存储器。在一些实施例中,存储器350能够存储数据以支持各种操作,这些数据的示例包括程序、模块和数据结构或者其子集或超集,下面示例性说明。
操作系统351,包括用于处理各种基本系统服务和执行硬件相关任务的系统程序,例如框架层、核心库层、驱动层等,用于实现各种基础业务以及处理基于硬件的任务;
网络通信模块352,用于经由一个或多个(有线或无线)网络接口320到达其他计算设备,示例性的网络接口320包括:蓝牙、无线相容性认证(WiFi)、和通用串行总线(USB,Universal Serial Bus)等;
输入处理模块353,用于对一个或多个来自一个或多个输入装置332之一的一个或多个用户输入或互动进行检测以及翻译所检测的输入或互动。
在一些实施例中,本申请实施例提供的装置可以采用软件方式实现,图3示出了存储在存储器350中的一种虚拟对象动态变化装置354,该虚拟对象动态变化装置354可以是服务器300中的虚拟对象动态变化装置,其可以是程序和插件等形式的软件,包括以下软件模块:获取模块3541、第一确定模块3542、第二确定模块3543、刷新模块3544和显示模块3545,这些模块是逻辑上的,因此根据所实现的功能可以进行任意的组合或进一步拆分。将在下文中说明各个模块的功能。
在另一些实施例中,本申请实施例提供的装置可以采用硬件方式实现,作为示例,本申请实施例提供的装置可以是采用硬件译码处理器形式的处理器,其被编程以执行本申请实施例提供的虚拟对象动态变化方法,例如,硬件译码处理器形式的处理器可以采用一个或多个应用专用集成电路(ASIC,Application Specific Integrated Circuit)、DSP、可编程逻辑器件(PLD,Programmable Logic Device)、复杂可编程逻辑器件(CPLD,Complex Programmable Logic Device)、现场可编程门阵列(FPGA,Field-Programmable Gate Array)或其他电子元件。
下面将结合本申请实施例提供的服务器300的示例性应用和实施,说明本申请实施例提供的虚拟对象动态变化方法。参见图4,图4是本申请实施例提供的虚拟对象动态变化方法的一种实现流程示意图,将结合图4示出的步骤进行说明。
步骤S401,获取虚拟场景在当前界面上所显示的目标区域。
这里,虚拟场景中可以具有多种场景和游戏设施,在同一虚拟场景中,可以同时具有多个玩家,每一玩家具有各自的游戏视角,在各自的游戏视角中,玩家可以看到自己当前在虚拟场景中的部分区域,获取虚拟场景在当前界面上所显示的目标区域,在实现时也即获取玩家终端在当前界面上所显示的虚拟场景的部分或全部区域。也即,对于任一玩家来说,目标区域可以并不是虚拟场景的全部区域,即目标区域可以是虚拟场景中的部分区域,也可以是虚拟场景中的全部区域。在目标区域中的场景和游戏设施发生改变的同时,未显示的其他区域的场景和游戏设施也发生改变。
步骤S402,确定目标区域内的环境元素、和与目标区域中所显示虚拟对象对应的操作行为。
这里,环境元素包括但不限于以下至少之一:时间、天气、防御设施和道具。在目标区域中可以同时具有多个环境元素,也可以仅具有一个环境元素。
操作行为包括但不限于玩家对目标区域中所显示虚拟对象的清缴速度,其中,清缴速度是玩家在单位时间内消灭目标区域中所显示虚拟对象的数量。本申请实施例中,目标区域中所显示的虚拟对象可以是待消灭的怪物。步骤S402在实现时,可以是基于目标区域对应的游戏数据确定目标区域内的环境元素,基于玩家的操作数据,确定与目标区域中所显示虚拟对象对应的操作行为。
步骤S403,根据环境元素和操作行为,确定虚拟对象的动态变化参数。
这里,动态变化参数是指对玩家的目标区域中的虚拟对象进行更新时的参数,例如,动态变化参数包括但不限于更新后的数量、群组、种类、防御设施和分布区域等参数。
本申请实施例中,由于环境元素和操作行为是实时变化的,因此,所确定出的动态变化参数也将是随着环境元素和操作行为的变化而实时变化的。
在一些实施例中,可以周期性的确定虚拟对象的动态变化新参数,还可以连续的确定虚拟对象的动态变化参数。
步骤S404,根据动态变化参数对目标区域内的虚拟对象进行更新,得到更新后的虚拟对象。
这里,在确定出动态变化参数之后,按照动态变化参数更新目标区域内的虚拟对象。举例来说,如果动态变化参数规定虚拟对象进行更新时的参数是将原来N个怪物增加到M个,M大于N,且这M个怪物形成一个怪物群,怪物群中有一个精英怪,则在对目标区域内的虚拟对象进行刷新时,则刷新出一个由M个怪物形成的怪物群,且怪物群中具有一个精英怪。
步骤S405,在当前界面上显示更新后的虚拟对象。
本申请实施例提供的虚拟对象动态变化方法,通过确定虚拟场景在当前界面上所显示的目标区域内的环境元素、和与目标区域中所显示虚拟对象对应的操作行为,并根据环境元素和操作行为确定虚拟对象的动态变化参数,也即虚拟对象的动态变化参数是通过虚拟场景当前的环境元素和玩家针对所显示虚拟对象的操作参数确定的,如此,能够保证动态变化参数的准确性,之后再根据所确定出的动态变化参数对目标区域内的虚拟对象进行更新,使得游戏场景呈现多样的动态变化,且操作行为对虚拟场景也会产生影响,从而使得整个虚拟场景随着环境因素和用户的操作行为持续呈现动态变化的状态,能够保证虚拟场景更加真实可信,使得玩家用户具有沉浸式体验,进而提高对玩家用户的吸引力。
在一些实施例中,动态变化参数至少包括虚拟对象的对象行为参数和刷新参数;基于图4,图5是本申请实施例提供的虚拟对象动态变化方法的另一种实现流程示意图,如图5所示,步骤S403可以通过以下步骤实现:
步骤S501,从预设行为库中匹配出与环境元素对应的对象行为参数。
这里,对象行为参数包括怪物的行为(即动作)和运动参数;预设行为库中存储有至少一种怪物的行为和与行为对应的运动参数。举例来说,怪物行为可以是躲雨、睡觉、击杀、逃跑、烤火和巡逻等任意一种怪物可以执行的类似于人类行为的行为,对应地,与怪物的行为对应的运动参数包括:移动速度、移动距离、攀爬高度等。
本申请实施例中,不同的环境元素对应不同的行为,每一行为对应至少一种对象行为参数,也就是说,预设行为库中存储有环境元素与至少一种行为的第一映射关系,以及存储有每一种行为与至少一种行为参数之间的第二映射关系。在确定出环境元素之后,根据环境元素和第一映射关系、第二映射关系,从预设行为库中匹配得到与环境元素对应的对象行为参数。
步骤S502,根据操作行为,按照预设映射规则,映射得到虚拟对象的刷新参数。
这里以操作行为是清缴速度为例,清缴速度与怪物的刷新参数之间具有预设映射关系,在确定出清缴速度之后,按照预设映射规则,基于预设映射关系,映射得到怪物的刷新参数。其中,刷新参数至少包括以下之一:虚拟对象种类、分组数量、对应防御设施和分布区域。
在一些实施例中,预设映射规则包括:与动态刷新次数对应的至少一种预设映射规则;基于图5,图6是本申请实施例提供的虚拟对象动态变化方法的再一种实现流程示意图,如图6所示,步骤S502可以通过以下步骤实现:
步骤S601,设置动态刷新次数的初始值为零。
这里,动态刷新次数是指目标区域中虚拟对象的属性参数发生变化的次数,其中,虚拟对象的属性参数包括但不限于:虚拟对象的数量、虚拟对象的种类、虚拟对象的分组数量、对应防御设施和分布区域等。
在游戏开始时,可以预先设置动态刷新次数为0,或者,当玩家到达一个新的区域之后,设置该区域的动态刷新次数为0。
步骤S602,确定每一预设周期内的清缴速度。
这里,预设周期对应单位时长,例如,预设周期可以是30秒或1分钟,在每一预设周期内,检测一次玩家的清缴速度。
步骤S603,依次判断每一预设周期内的清缴速度是否小于速度阈值。
当判断结果为是时,说明存在至少一个预设周期,在该预设周期内的清缴速度小于速度阈值,此时执行步骤S604;当判断结果为否时,说明任一一个预设周期内的清缴速度都大于或者等于速度阈值时,表明玩家正在对该区域进行操作,即玩家正在关注该区域,此时执行步骤S607。
步骤S604,将动态刷新次数发生一次变化,将动态刷新次数加1。
步骤S605,将变化后的动态刷新次数对应的预设映射规则,确定为目标映射规则。
这里,确定与变化后的动态刷新次数对应的预设映射规则为目标映射规则,例如,变化后的动态刷新次数为3,则确定动态刷新次数为3时的预设映射规则为目标映射规则。
在一些实施例中,可以预先设置每一动态刷新次数对应的预设映射规则的规则内容,在确定出当前的变化后的动态刷新次数之后,采用与该动态刷新次数对应的预设映射规则的规则内容,作为对当前的刷新参数的确定依据。
在一些实施例中,步骤S605可以通过以下步骤实现:步骤S6051,确定当前的动态刷新次数。步骤S6052,将当前的动态刷新次数对应的预设映射规则,确定为目标映射规则。
步骤S606,根据目标映射规则,映射得到虚拟对象当前的刷新参数。
这里,在得到目标映射规则之后,根据目标映射规则的规则内容,映射得到当前的刷新参数。举例来说,如果目标映射规则规定当前的怪物的数量为10,且每5个怪物形成一个怪物群,则可以得到当前的刷新参数是怪物数量为10,且这10个怪物对应两个怪物群。
本申请实施例中,如果在预设周期内的清缴速度小于速度阈值,则表明玩家没有关注该区域,因此,可以通过升级该区域的难度来吸引玩家,或者通过升级该区域的难度来让玩家尽快对该区域进行操作,避免该区域的难度不断升级而难以对该区域的怪物进行清缴。对应的,如果在预设周期内的清缴速度小于速度阈值时,所确定的目标映射规则映射得到的当前的刷新参数,会使得该目标区域的怪物清缴难度升级。
步骤S607,对所述动态刷新次数进行清零处理。
这里,当任一预设周期内的清缴速度大于或等于速度阈值时,表明玩家正在对该区域进行操作,即玩家正在关注该区域,因此,可以不对该区域的操作难度升级,也即对动态刷新次数进行清零处理。
步骤S608,按照预设刷新规则对所述目标区域内的所述虚拟对象进行刷新。
这里,预设刷新规则是对应动态刷新次数为0时的刷新规则,也就是说,当动态刷新次数清零之后,统一按照预设刷新规则进行刷新。其中,预设刷新规则可以是按照一定的规律对目标区域内的虚拟对象进行刷新,或者,按照一定的周期或一定的数量对目标区域内的虚拟对象进行刷新,且每次刷新后的虚拟对象的数量和种类与前一次采用预设刷新规则刷新后的虚拟对象的数量和种类相同。
请继续参照图6,在一些实施例中,方法还可以包括以下步骤:
步骤S609,判断变化后的动态刷新次数是否大于次数阈值。
当判断结果为是时,说明动态刷新次数已达到上限,不能再继续动态变化,此时执行步骤S610;当判断结果为否时,说明动态刷新次数未达到上限,此时结束流程。
步骤S610,将与次数阈值相等的动态刷新次数对应的预设映射规则,确定为目标映射规则。
这里,当变化后的动态刷新次数大于次数阈值时,表明变化已经达到上限,不能继续动态变化,即不能继续增加目标区域的操作难度,避免超过游戏性能限制,因此,此时将与次数阈值相等的动态刷新次数对应的预设映射规则确定为目标映射规则。
在一些实施例中,动态刷新次数包括第一动态刷新次数和第二动态刷新次数;第一动态刷新次数对应第一预设映射规则、第二动态刷新次数对应第二预设映射规则;根据第一预设映射规则映射得到第一刷新参数,根据第二预设映射规则映射得到第二刷新参数;对采用第一刷新参数进行刷新后的虚拟对象进行清缴后得到第一奖励值,对采用第二刷新参数进行刷新后的虚拟对象进行清缴后得到第二奖励值;如果第一动态刷新次数小于第二动态刷新次数,则第一奖励值小于第二奖励值。
基于图5,图7是本申请实施例提供的虚拟对象动态变化方法的再一种实现流程示意图,在一些实施例中,在目标区域内显示有至少一个虚拟对象群,每一虚拟对象群中包括至少一个所述虚拟对象;环境元素至少包括:环境时间。如图7所示,步骤S501可以通过以下步骤实现:
步骤S701,确定虚拟场景对应的当前的环境时间。
这里的环境时间包括但不限于:早晨、上午、中午、下午、傍晚和晚上等。
步骤S702,对于虚拟对象群中的任一虚拟对象,根据环境时间,在预设行为库中匹配出任一虚拟对象对应的至少一种行为和行为对应的运动参数。
这里,预设行为库中还保存有环境时间与对应的行为之间的映射关系、行为与运算参数之间的映射关系。当确定出环境时间后,可以对于每一虚拟对象,从预设行为库中匹配出一种行为和该行为对应的运动参数,将匹配出的至少一种行为和行为对应的运动参数,确定为与环境元素对应的对象行为参数。
对于同一个虚拟对象群中的不同的虚拟对象,匹配得到的行为可以相同也可以不同,运动参数可以相同也可以不同,也就是说,在同一环境时间下,不同的虚拟对象可以具有不同的行为和运动参数。
对于不同虚拟对象群,可以具有相同的行为和运动参数,也可以具有不同的行为和运动参数。或者,对于不同虚拟对象群,同一虚拟对象群中的全部虚拟对象具有相同的行为和运动参数,而不同的虚拟对象群中的虚拟对象之间具有不同的行为和运动参数。
步骤S703,控制每一虚拟对象按照行为和运动参数在虚拟场景中运动。
这里,在确定出虚拟对象的行为和运动参数之后,按照每一虚拟对象的行为和运动参数控制该虚拟对象在虚拟场景中运动。
请继续参照图7,在一些实施例中,在目标区域内显示有至少一个虚拟对象群,每一虚拟对象群中包括至少一个虚拟对象;环境元素至少包括:天气元素;步骤S501还可以通过以下步骤实现:
步骤S704,对于虚拟对象群中的任一虚拟对象,在预设行为库中匹配出与天气元素对应的至少一种行为。
这里的天气元素包括但不限于:晴天、下雨、下雪、雷电、冰雹和大风等天气元素。预设行为库中还存储有天气元素与行为之间的映射关系。
本申请实施例中,当确定出目标区域当前的天气元素之后,在预设行为库中匹配出与该天气元素对应的至少一种行为,并将该行为赋予每一虚拟对象,即将匹配出的行为确定为对象行为参数。
需要说明的是,在同一种天气元素下,不同的虚拟对象可以具有相同的行为,也可以具有不同的行为。举例来说,在雷电天气下,有些怪物会快速躲避到遮蔽物之下来躲避雷电,而有些怪物来不及躲避则会被雷电劈到而掉血,还有些怪物则在雷电之下快速逃跑等。
步骤S705,控制虚拟对象执行该行为。
本申请实施例中,在确定出天气元素对应的至少一种行为之后,将这些行为赋予给目标区域中的每一虚拟对象,控制目标区域中的每一虚拟对象执行该行为。
请继续参照图7,在一些实施例中,当环境元素包括天气元素时,方法还包括以下步骤:
步骤S706,当天气元素包括第一类型元素时,对目标区域的虚拟对象群中的虚拟对象主动施加特定场景效果。
这里,第一类型元素是能够主动对目标区域内的怪物产生影响的天气元素,例如,雷电天气,在雷电天气内,偶尔会出现雷击,而雷击会攻击到怪物,使得怪物掉血。
步骤S707,当天气元素包括第二类型元素时,目标区域的虚拟对象群中的虚拟对象被动改变当前的效果参数。
这里,第二类型元素是虚拟对象在该天气元素下会被动的产生影响的天气元素。例如,大雾天, 怪物的视线受阻,则警戒范围会变小,或者雨天,由于大雨的阻力,使得怪物的移动速度变慢。
请继续参照图7,在一些实施例中,环境因素还可以包括防御设施,对应地,方法还可以包括以下步骤:
步骤S708,当确定出在虚拟对象的预设距离范围内具有特定的防御设施,且防御设施当前处于空闲状态时,控制虚拟对象使用防御设施。
这里,如果在怪物的附件(即预设距离范围内)存在特定的防御设施,且该防御设施当前处于空闲状态时,该虚拟对象可以使用该防御设置。例如,在交战状态下,如果怪物附件有拒马,则怪物可以选择移动到拒马后面对玩家发起进攻,或者,如果怪物附件有载具,则怪物可以选择驾驶载具逃跑,或者驾驶载具进行巡逻。
本申请实施例提供的虚拟对象动态变化方法,对于不同的环境元素,对应不同的控制策略,从而使得怪物在不同天气下可以表现出不同的状态,更加接近于真实情况,使得游戏场景呈现多样的动态变化,更加真实可信,使得玩家用户具有沉浸式游戏体验,进而更加有效的吸引更多玩家。
下面,将说明本申请实施例在一个实际的应用场景中的示例性应用。
本申请实施例提供一种虚拟对象动态变化方法,应用于MMORPG类游戏,在游戏中,地图上的怪物在一定范围内,同类型怪物作为一个怪物群,怪物群根据时间、天气和防御设施以及玩家对该怪物群的清缴进行变化。时间、天气和防御设施影响怪物的行为模式AI,玩家对怪物群的清缴速度影响怪物的数量、种类、分布和配合防御设施的出现等刷新相关机制。
时间影响怪物的行为模式AI,可以体现在如下方面:游戏内设置日夜时间变化,会从黎明、白天到黄昏再到夜晚,循环反复。怪物行为跟随时间进行变化,使怪物看起来更像真实存在的生物。
图8是本申请实施例提供的根据一天时间变化怪物AI发生变化的游戏界面图,如图8所示,在上午81,怪物从巢穴里出来,开始巡逻;在中午82,怪物回到篝火附近,坐下、吃东西,同时怪物会判断篝火旁怪物数量,较多时就先不过来,继续巡逻;在下午83,怪物会进行巡逻;在夜晚84,部分怪物返回巢穴或在篝火旁睡觉,少量则维持巡逻状态。
在一些实施例中,游戏内场景会不定时出现天气变化,怪物根据天气变化产出动态变化。本申请实施例中,怪物行为配合天气变化,怪物在面对不同的天气情况下,会有不同的行为,例如,在晴天,怪物行为为基本行为逻辑;在雨天,部分怪物会放弃巡逻,在附近寻找可避雨地点停留,图9是本申请实施例提供的怪物躲雨的游戏界面图,如图9所示,怪物91在雨天会选择躲避在遮蔽物92之下;在下雪天,部分怪物会放弃巡逻转而向篝火移动,图10是本申请实施例提供的怪物在雪天取暖的游戏界面图,如图10所示,怪物101会停留在火堆102旁边进行取暖;在着火时,怪物会逃离着火区域,或者想办法救火,图11是本申请实施例提供的怪物逃跑的游戏界面图,如图11所示,怪物111会发生火灾时会逃离火灾现场112。
在一些实施例中,天气情况还会主动对怪物施加效果影响,根据天气情况,场景触发特定效果对该区域的怪物施加影响,包括主动发生效果和被动效果。其中,主动发生效果包括:雷雨天偶尔出现雷击,会攻击到怪物使其掉血,图12是本申请实施例提供的雷雨天出现雷击攻击到怪物的游戏界面图,如图12所示,雷电121攻击到怪物122之后,怪物122会掉血。被动发生效果包括:在雪天,怪物的警戒范围变小;在雨天,怪物的移动速度减慢。图13是本申请实施例提供的雨天移动速度下降的游戏界面图,如图13所示,在下雨天131中,怪物132的移动速度会下降。
在一些实施例中,防御设施也会影响怪物AI,怪物所在区域如果有空闲防御设施,怪物AI会判断是否要前往防御设施进行操控,根据防御设施类型,怪物根据自身种类也会有不同判断。部分防御设施在非战斗状态怪物会使用,而有些防御设施只会在战斗状态使用。举例来说,防御设施包括以下至少之一:哨塔、载具、拒马和火炮。当虚拟场景中具有哨塔时,如果哨塔没人,则远程类怪物会选择进入哨塔;如果是雨天,近战怪物也会进入哨塔,图14是本申请实施例提供的怪物自动上到哨塔上的游戏界面图,如图14所示,怪物141自动上到哨塔142上面。当虚拟场景中具有载具时,巡逻怪物会选择驾驶载具,继续巡逻。当虚拟场景中具有拒马时,怪物进入战斗状态,远程怪物会选择移动到拒马后面对玩家发动攻击,图15是本申请实施例提供的远程怪物战斗中站在拒马后面的游戏界面图,如图15所示,怪物151会移动到拒马152后面对玩家发动攻击。当虚拟场景中具有火炮时,怪物进入战斗状态,近战怪物如果离玩家较远,会选择移动到火炮位置使用火炮攻击。
在一些实施例中,玩家对怪物的清缴速度也会对怪物刷新有影响,游戏内每隔固定时间进行一次判定,当清缴速度低于阈值时,怪物群会触发动态变化。
在一些实施例中,动态变化可以是出现强力怪物,例如,怪物分组数增加,其中开始出现精英怪,如果连续几次判断都触发动态变化,则会出现首领怪(boss怪),图16是本申请实施例提供的 不同等级怪物的示意图,如图16所示,初始小怪161是地图上常见的怪物,当触发一次动态变化之后,出现精英怪162,精英怪的等级比初始小怪161的等级高,且清缴难度也高,当再次触发动态变化之后,出现boss怪163,boss怪163比精英怪162的等级高,且清缴难度更高。
在一些实施例中,动态变化还可以是怪物出现集群,即原来单个独自行动的小怪,刷新出2到3个小怪一群的情况,玩家攻击时会小怪集群中的小怪会同时进入战斗,图17是本申请实施例提供的怪物出现集群的示意图,如图17所示,单一小怪171在经过一次动态变化之后,刷新出一个小怪集群172,小怪集群172中包括多个小怪。
在一些实施例中,动态变化还可以是怪物地点出现防御建筑,如哨塔、拒马等,该类建筑可被破坏。图18是本申请实施例提供的场景出现防御建筑的示意图,如图18所示,在怪物地点181中,出现防御建筑182,其中,图18中的右图是防御建筑182的放大图。
在一些实施例中,动态变化还可以是怪物群分布区域扩大,甚至深入到玩家城镇,形成怪物攻城。图19是本申请实施例提供的怪物群分布逐渐扩大的示意图,如图19所示,在怪物地点191中,具有第一怪物群192,第一怪物群192中具有少量的怪物,在一次动态变化之后,怪物群分布区域扩大,形成第二怪物群193,第二怪物群193中的怪物数量大于第一怪物群192中的怪物数量。
需要说明的是,本申请实施例提供的动态变化机制适用于具有大地图模式的游戏。
在一些实施例中,大地图怪物动态变化的后台机制根据影响类型分为两部分,一部分影响怪物AI,一部分影响刷新规则。图20是本申请实施例提供的怪物刷新机制的架构图,如图20所示,游戏内机制21(即游戏场景变化元素)影响怪物行为22,操作行为23影响怪物刷新机制24,其中,游戏内机制21包括但不限于时间、天气和防御设施;怪物行为22包括但不限于战斗AI、非战斗AI和属性效果,即怪物非玩家角色(NPC,Non-Player Character)的AI和属性;操作行为23包括但不限于清缴速度;怪物刷新机制24包括但不限于种类和分组数、分组内怪物数量、防御设施和刷新分布区域。
本申请实施例中,时间、天气、防御设施影响怪物AI逻辑,怪物AI以行为树方式实现判定,将游戏预设可能出现的时间、天气、防御设施元素加入行为树作为判定条件,影响不同类型的怪物行为,图21是本申请实施例提供的怪物AI的行为树方式的架构图,如图21所示的行为树结构,对于非战斗怪物AI,在不同时间和不同的天气条件下具有不同的行为。
本申请实施例中,天气会主动影响怪物效果属性,可以预先设定天气主动影响的效果,当天气出现变化时,所有在该天气所在场景范围内的怪物都会受到相应的影响变化。表1是本申请实施例提供的天气与影响效果的对应关系表,如表1所示,在晴天,天气对怪物AI没有主动影响效果;在下雨天,怪物的移动速度降低;在雷雨天,怪物的移动速度降低,且有概率会出现雷击,如果雷电劈中怪物,则怪物受到伤害;在下雪天,怪物警戒范围变小,且怪物攻击力下降。
表1天气与影响效果的对应关系表
Figure PCTCN2021107131-appb-000001
本申请实施例中,玩家清缴速度会影响怪物分布,游戏服务器以怪物群为单位,每个怪物群设置以下参数:清缴速度和连续变化次数,其中,连续变化次数是指连续触发动态变化的次数。服务器每隔一段时间判定一次,即该段时间记录怪物被杀数量,以被杀数量作为清缴速度,和临界值(即速度阈值)比较判定,如果大于等于临界值,则按照正常刷新规则执行,且连续变化次数变量清零;否则,触发动态变化逻辑,且连续变化次数要持续计数。
图22是本申请实施例提供的对怪物区域清缴速度进行判定的实现流程示意图,如图22所示, 判定过程包括以下步骤:
步骤S221,判定清缴速度是否低于临界值。
如果判断结果为是,则执行步骤S224;如果判断结果为否,则执行步骤S222。
步骤S222,连续变化次数清零。
步骤S223,怪物按照基础刷新规则进行刷新。
步骤S224,连续变化次数+1。
步骤S225,根据连续变化次数执行动态变化逻辑。
步骤S226,清缴速度计数重置。
步骤S227,判断间隔时间是否到达下一次判定时间。
如果判断结果为是,则返回继续执行步骤S221;如果判断结果为否,则结束流程。
本申请实施例中,动态变化逻辑是根据连续变化次数,分别进行怪物种类变化、群组变化、防御设施变化、分布区域变化等逻辑。图23是本申请实施例提供的动态变化逻辑的实现过程示意图,如图23所示,在基础规则231中,配置基础怪物种类和分组、基础怪物分组数量、无防御设置、基础怪物分布;在动态变化1次232时,配置分组数量增加、怪物分组数量增加、无防御设施、基础怪物分布不变;在动态变化3次233时,配置出现精英怪分组、怪物分组数量增加、出现防御设施、基础怪物分布不变;在动态变化5次234时,配置出现boss怪分组、怪物分组数量不变、出现防御设施、怪物分布扩大。
本申请实施例中,在动态变化逻辑中,怪物种类和分组数是根据连续变化次数,设定增加的怪物分组数以及怪物种类(比如精英怪);怪物分组数量是根据连续变化次数,设定一定比例的分组组内怪物数量增加指定个数,连续变化次数提高增加数量组的比例和单组增加个数;防御设施是设定在一定连续变化次数后触发增加,设定增加的设置种类和可出现的位置;怪物分布是设定一定连续变化次数后触发扩大分布区域,事先对怪物群分布区域设定多个级别区域,扩大时从当前级别提升到下一级别,之后根据连续变化次数,达到设定要求次数会再次扩大。
需要说明的是,以上变化根据设定的阶段变化,达到设定上限就不再继续变化,避免超过性能限制。动态变化只在判定成功后进行一轮刷新变化,如果在两次判定之间,玩家击杀怪物因而刷新,此时按照当前分布区域刷新普通怪物组补充。
本申请实施例提供的怪物刷新方法(即虚拟对象动态变化方法),使得整个游戏的大世界呈现多样的动态变化,让玩家感觉游戏场景是真实的,操作行为对世界是会产生影响的。同时,动态变化使得部分玩家不再关注的区域提升难度,再次获得玩家关注,提高游戏场景资源的利用效率。
下面继续说明本申请实施例提供的虚拟对象动态变化装置354实施为软件模块的示例性结构,在一些实施例中,如图3所示,存储在存储器350的虚拟对象动态变化装置354中的软件模块可以是服务器300中的虚拟对象动态变化装置,包括:
获取模块3541,配置为获取虚拟场景在当前界面上所显示的目标区域;第一确定模块3542,配置为确定所述目标区域内的环境元素、和与所述目标区域中所显示虚拟对象对应的操作行为;第二确定模块3543,配置为根据所述环境元素和所述操作行为,确定所述虚拟对象的动态变化参数;刷新模块3544,配置为根据所述动态变化参数对所述目标区域内的所述虚拟对象进行更新,得到更新后的虚拟对象;显示模块3545,配置为在所述当前界面上显示所述更新后的虚拟对象。
在一些实施例中,所述动态变化参数至少包括所述虚拟对象的对象行为参数和刷新参数;所述第二确定模块还配置为:从预设行为库中匹配出与所述环境元素对应的对象行为参数;根据所述操作行为,按照预设映射规则,映射得到所述虚拟对象的刷新参数,其中,所述刷新参数至少包括以下之一:虚拟对象种类、分组数量、对应防御设施和分布区域。
在一些实施例中,预设映射规则包括:与动态刷新次数对应的至少一种预设映射规则;所述操作行为至少包括对所述虚拟对象的清缴速度;所述第二确定模块还配置为:确定每一预设周期内的所述清缴速度;当任一预设周期内的所述清缴速度小于速度阈值时,控制所述动态刷新次数发生一次变化;每当所述动态刷新次数发生一次变化时,将变化后的动态刷新次数对应的所述预设映射规则,确定为目标映射规则;根据所述目标映射规则,映射得到所述虚拟对象当前的所述刷新参数。
在一些实施例中,所述装置还包括:设置模块,配置为设置所述动态刷新次数的初始值为零;计算模块,配置为当任一预设周期内的所述清缴速度小于速度阈值时,将所述动态刷新次数加1;所述第二确定模块还配置为:确定当前的动态刷新次数;将当前的动态刷新次数对应的所述预设映射规则,确定为所述目标映射规则。
在一些实施例中,所述装置还包括:目标映射规则确定模块,配置为当所述变化后的动态刷新 次数大于次数阈值时,将与所述次数阈值相等的动态刷新次数对应的所述预设映射规则,确定为所述目标映射规则。
在一些实施例中,所述装置还包括处理模块,配置为当任一所述预设周期内的所述清缴速度大于或等于所述速度阈值时,对所述动态刷新次数进行清零处理,并按照预设刷新规则对所述目标区域内的所述虚拟对象进行刷新。
在一些实施例中,在所述目标区域内显示有至少一个虚拟对象群,每一虚拟对象群中包括至少一个所述虚拟对象;所述环境元素至少包括:环境时间;所述第二确定模块还配置为:确定所述虚拟场景对应的当前的环境时间;对于所述虚拟对象群中的任一虚拟对象,根据所述环境时间,在所述预设行为库中匹配出所述任一虚拟对象对应的至少一种行为和所述行为对应的运动参数;将所述行为和所述行为对应的运动参数,确定为与所述环境元素对应的对象行为参数;所述装置还包括:第一控制模块,配置为控制每一所述虚拟对象按照所述行为和所述运动参数在所述虚拟场景中运动。
在一些实施例中,在所述目标区域内显示有至少一个虚拟对象群,每一虚拟对象群中包括至少一个所述虚拟对象;所述环境元素至少包括:天气元素;所述第二确定模块还配置为:对于所述虚拟对象群中的任一虚拟对象,在所述预设行为库中匹配出与所述天气元素对应的至少一种行为;将所述行为确定为所述对象行为参数;所述装置还包括:第二控制模块,配置为控制所述虚拟对象执行所述行为。
在一些实施例中,所述装置还包括:施加模块,配置为当所述天气元素包括第一类型元素时,对所述目标区域的虚拟对象群中的虚拟对象主动施加特定场景效果;或者,改变模块,配置为当所述天气元素包括第二类型元素时,所述目标区域的虚拟对象群中的虚拟对象被动改变当前的效果参数。
在一些实施例中,所述装置还包括:第三控制模块,配置为当确定出在所述虚拟对象的预设距离范围内具有特定的防御设施,且所述防御设施当前处于空闲状态时,控制所述虚拟对象使用所述防御设施。
需要说明的是,本申请实施例装置的描述,与上述方法实施例的描述是类似的,具有同方法实施例相似的有益效果,因此不做赘述。对于本装置实施例中未披露的技术细节,请参照本申请方法实施例的描述而理解。
本申请实施例提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行本申请实施例上述的虚拟对象动态变化方法。
本申请实施例提供一种存储有可执行指令的存储介质,其中存储有可执行指令,当可执行指令被处理器执行时,将引起处理器执行本申请实施例提供的虚拟对象动态变化设备方法,例如,如图4示出的方法。
在一些实施例中,存储介质可以是计算机可读存储介质,例如,铁电存储器(FRAM,Ferromagnetic Random Access Memory)、只读存储器(ROM,Read Only Memory)、可编程只读存储器(PROM,Programmable Read Only Memory)、可擦除可编程只读存储器(EPROM,Erasable Programmable Read Only Memory)、带电可擦可编程只读存储器(EEPROM,Electrically Erasable Programmable Read Only Memory)、闪存、磁表面存储器、光盘、或光盘只读存储器(CD-ROM,Compact Disk-Read Only Memory)等存储器;也可以是包括上述存储器之一或任意组合的各种设备。
在一些实施例中,可执行指令可以采用程序、软件、软件模块、脚本或代码的形式,按任意形式的编程语言(包括编译或解释语言,或者声明性或过程性语言)来编写,并且其可按任意形式部署,包括被部署为独立的程序或者被部署为模块、组件、子例程或者适合在计算环境中使用的其它单元。
作为示例,可执行指令可以但不一定对应于文件系统中的文件,可以可被存储在保存其它程序或数据的文件的一部分,例如,存储在超文本标记语言(HTML,Hyper Text Markup Language)文档中的一个或多个脚本中,存储在专用于所讨论的程序的单个文件中,或者,存储在多个协同文件(例如,存储一个或多个模块、子程序或代码部分的文件)中。作为示例,可执行指令可被部署为在一个计算设备上执行,或者在位于一个地点的多个计算设备上执行,又或者,在分布在多个地点且通过通信网络互连的多个计算设备上执行。
以上所述,仅为本申请的实施例而已,并非用于限定本申请的保护范围。凡在本申请的精神和范围之内所作的任何修改、等同替换和改进等,均包含在本申请的保护范围之内。

Claims (13)

  1. 一种虚拟对象动态变化方法,应用于电子设备,包括:
    获取虚拟场景地图在当前界面上所显示的目标区域;
    确定所述目标区域内的环境元素、和与所述目标区域中所显示虚拟对象对应的操作行为;
    根据所述环境元素和所述操作行为,确定所述虚拟对象的动态变化参数;
    根据所述动态变化参数对所述目标区域内的所述虚拟对象进行更新,得到更新后的虚拟对象;
    在所述当前界面上显示所述更新后的虚拟对象。
  2. 根据权利要求1所述的方法,其中,所述动态变化参数至少包括所述虚拟对象的对象行为参数和刷新参数;
    所述根据所述环境元素和所述操作行为,确定所述虚拟对象的动态变化参数,包括:
    从预设行为库中匹配出与所述环境元素对应的对象行为参数;
    根据所述操作行为,按照预设映射规则映射得到所述虚拟对象的刷新参数,其中,所述刷新参数至少包括以下之一:虚拟对象种类、分组数量、对应防御设施和分布区域。
  3. 根据权利要求2所述的方法,其中,所述预设映射规则包括:与动态刷新次数对应的至少一种预设映射规则;所述操作行为至少包括对所述虚拟对象的清缴速度;
    所述根据所述操作行为,按照预设映射规则,映射得到所述虚拟对象的刷新参数,包括:
    确定每一预设周期内的所述清缴速度;
    当任一预设周期内的所述清缴速度小于速度阈值时,控制所述动态刷新次数发生一次变化;
    每当所述动态刷新次数发生一次变化时,将变化后的动态刷新次数对应的所述预设映射规则,确定为目标映射规则;
    根据所述目标映射规则,映射得到所述虚拟对象当前的所述刷新参数。
  4. 根据权利要求3所述的方法,其中,所述方法还包括:
    设置所述动态刷新次数的初始值为零;
    当任一预设周期内的所述清缴速度小于速度阈值时,将所述动态刷新次数加1;
    所述每当所述动态刷新次数发生一次变化时,将变化后的动态刷新次数对应的所述预设映射规则,确定为目标映射规则,包括:
    确定当前的动态刷新次数;
    将当前的动态刷新次数对应的所述预设映射规则,确定为所述目标映射规则。
  5. 根据权利要求4所述的方法,其中,所述方法还包括:
    当所述变化后的动态刷新次数大于次数阈值时,将与所述次数阈值相等的动态刷新次数对应的所述预设映射规则,确定为所述目标映射规则。
  6. 根据权利要求4所述的方法,其中,所述方法还包括:
    当任一所述预设周期内的所述清缴速度大于或等于所述速度阈值时,对所述动态刷新次数进行清零处理,并按照预设刷新规则对所述目标区域内的所述虚拟对象进行刷新。
  7. 根据权利要求2所述的方法,其中,在所述目标区域内显示有至少一个虚拟对象群,每一虚拟对象群中包括至少一个所述虚拟对象;
    所述环境元素至少包括:环境时间;所述从预设行为库中匹配出与所述环境元素对应的对象行为参数,包括:
    确定所述虚拟场景对应的当前的环境时间;
    对于所述虚拟对象群中的任一虚拟对象,根据所述环境时间,在所述预设行为库中匹配出所述任一虚拟对象对应的至少一种行为和所述行为对应的运动参数;
    将所述行为和所述行为对应的运动参数,确定为与所述环境元素对应的对象行为参数;
    对应地,所述方法还包括:控制每一所述虚拟对象按照所述行为和所述运动参数在所述虚拟场景中运动。
  8. 根据权利要求2所述的方法,其中,在所述目标区域内显示有至少一个虚拟对象群,每一虚拟对象群中包括至少一个所述虚拟对象;
    所述环境元素至少包括:天气元素;所述从预设行为库中匹配出与所述环境元素对应的对象行 为参数,包括:
    对于所述虚拟对象群中的任一虚拟对象,在所述预设行为库中匹配出与所述天气元素对应的至少一种行为;
    将所述行为确定为所述对象行为参数;
    对应地,所述方法还包括:控制所述虚拟对象执行所述行为。
  9. 根据权利要求8所述的方法,其中,所述方法还包括:
    当所述天气元素包括第一类型元素时,对所述目标区域的虚拟对象群中的虚拟对象主动施加特定场景效果;或者,
    当所述天气元素包括第二类型元素时,所述目标区域的虚拟对象群中的虚拟对象被动改变当前的效果参数。
  10. 根据权利要求1所述的方法,其中,所述方法还包括:
    当确定出在所述虚拟对象的预设距离范围内具有特定的防御设施,且所述防御设施当前处于空闲状态时,控制所述虚拟对象使用所述防御设施。
  11. 一种虚拟对象动态变化装置,其中,包括:
    获取模块,配置为获取虚拟场景在当前界面上所显示的目标区域;
    第一确定模块,配置为确定所述目标区域内的环境元素、和与所述目标区域中所显示虚拟对象对应的操作行为;
    第二确定模块,配置为根据所述环境元素和所述操作行为,确定所述虚拟对象的动态变化参数;
    刷新模块,配置为根据所述动态变化参数对所述目标区域内的所述虚拟对象进行更新,得到更新后的虚拟对象;
    显示模块,配置为在所述当前界面上显示所述更新后的虚拟对象。
  12. 一种虚拟对象动态变化设备,包括:
    存储器,用于存储可执行指令;处理器,用于执行所述存储器中存储的可执行指令时,实现权利要求1至10任一项所述的虚拟对象动态变化方法。
  13. 一种计算机可读存储介质,存储有可执行指令,用于引起处理器执行所述可执行指令时,实现权利要求1至10任一项所述的虚拟对象动态变化方法。
PCT/CN2021/107131 2020-09-02 2021-07-19 虚拟对象动态变化方法、装置、设备及存储介质 WO2022048333A1 (zh)

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