Prediction method, device and equipment for fighting negative rate in fighting game
A technology for fighting games and prediction methods, which is applied in the field of prediction of the winning and losing rate in fighting games, which can solve the problems of low data viewing efficiency and inaccurate prediction of winning and losing rates, so as to reduce unnecessary interactive steps and meet timeliness demand, the effect of improving the efficiency of human-computer interaction
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Embodiment 1
[0052] S1. In response to the pre-battle request sent by the client, obtain the levels and historical battle data of the first game character and the second game character; wherein the first game character and the second game character are the two sides of the battle, and the first game character is Play against the requesting party.
[0053] S2. Based on the level of the second game character, data screening is performed on the historical battle data of the first game character;
[0054] In this embodiment, the level of the first game character is lower than the level of the second game character, thus filtering out the battle data whose level is not lower than that of the second game character from the historical battle data;
[0055] For example: the first game character is a (level 20), and the historical battle data included include a-c (level 15) wins; a-d (level 21) wins; a-e (level 22) wins; a-f (level 22) loses; a-g (level 18) wins; level) wins; a-h (level 25) loses;...
Embodiment 2
[0065] S1. In response to the pre-battle request sent by the client, obtain the levels and historical battle data of the first game character and the second game character; wherein the first game character and the second game character are the two sides of the battle, and the first game character is Play against the requesting party.
[0066] S2. Based on the level of the second game character, data screening is performed on the historical battle data of the first game character;
[0067] In this embodiment, the level of the first game character is higher than the level of the second game character, thus filtering out the data whose level is not lower than the second game character and not higher than the first game character from the historical battle data;
[0068] For example: the first game character is a (level 23), and the historical battle data included include a-c (level 15) wins; a-d (level 21) wins; a-e (level 22) wins; a-f (level 22) loses; a-g (level 18) wins; lev...
Embodiment 3
[0073] S1. In response to the pre-battle request sent by the client, obtain the levels and historical battle data of the first game character and the second game character; wherein the first game character and the second game character are the two sides of the battle, and the first game character is Play against the requesting party.
[0074] S2. Based on the level of the second game character, data screening is performed on the historical battle data of the first game character;
[0075] In this step, the first game character is a (level 20), and the historical battle data included include a-c (level 15) wins; a-d (level 21) wins; a-e (level 22) wins; a-f (level 22) loses; a-g (level 18) wins; a-h (level 25) loses; a-i (level 23) wins; a-j (level 21) wins; a-k (level 23) loses;
[0076] The second game character is b (level 24), so the screening principle shown in Embodiment 1 is applicable, and the finally screened data should be: h; in summary, the number of finally screen...
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