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

Pending Publication Date: 2020-07-03
BEIJING ELEX TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0006] In view of this, the present invention provides a method, device, and equipment for predicting the rate of defeat in a battle game, which can effectively solve the problems of low data viewing efficiency and inaccurate prediction of the rate of victory in the above-mentioned background technology, thereby Achieve the effect of fast battle and accurate prediction

Method used

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  • Prediction method, device and equipment for fighting negative rate in fighting game
  • Prediction method, device and equipment for fighting negative rate in fighting game
  • Prediction method, device and equipment for fighting negative rate in fighting game

Examples

Experimental program
Comparison scheme
Effect test

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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Abstract

The invention belongs to the technical field of fighting games. The invention discloses a prediction method, a device and equipment for a fighting negative rate in a fighting game. The prediction method is applied to the equipment, a plurality of game role data are stored in the equipment, and the prediction method comprises the following steps: in response to a pre-fighting request sent by a client, obtaining levels and historical fighting data of a first game role and a second game role, wherein the first game role and the second game role are both fighting parties, and the first game role is a fighting requester; based on the grade of the second game role, performing data screening on the historical fighting data of the first game role; and predicting a fighting negative rate based on the screening data, and displaying the predicted fighting negative rate in a client corresponding to the first game role. In conclusion, based on prediction calculation and display of the fighting negative rate, game players can conveniently and rapidly judge whether fighting is carried out or not, and the game experience is improved.

Description

technical field [0001] The invention belongs to the technical field of fighting games, and in particular relates to a method, device and equipment for predicting the rate of defeat in a fighting game. Background technique [0002] Battle games refer to games in which two or more game characters compete in the same scene, where each game character is controlled by a game account, and in the game, players can improve the game by increasing the level of the game character, etc. The character's combat power to win the battle. [0003] In existing battle games, especially two-player battle games (only two game characters are included in the battle scene), in order to ensure a higher probability of victory in the battle, before initiating a battle request, the battle requester will mostly check the level of the opponent's game character in advance Data and historical battle data, etc., and then judge the battle defeat rate independently according to the viewed data; however, ther...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/798
CPCA63F13/798
Inventor 汪汇川高运
Owner BEIJING ELEX TECH
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