An OB system for tactical competitive games and its working method

By combining map analysis, route prediction, allocation, and behavior detection modules, the system enables combat prediction and camera locking in FPS esports OB systems, solving the problems of existing technologies that cannot display player elimination footage or miss combat perspectives, thus ensuring viewers have a complete experience of the game.

CN115888102BActive Publication Date: 2025-10-31SHANGHAI LEBUYAN INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202211335702.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-28
Publication Date
2025-10-31
Estimated Expiration
2042-10-28

AI Technical Summary

Technical Problem

In existing technologies, the observer (OB) systems for FPS esports events cannot effectively display footage of players being eliminated, nor can they lock the perspective of upcoming battles in advance, which may cause viewers to miss exciting moments.

Method used

The system uses a map analysis module to divide the competition area, a route prediction module to predict team movement routes, an allocation module to pre-position team observers, a behavior detection module to monitor player behavior in real time, and a long-range camera to display the player's field of vision, thus enabling battle prediction and perspective locking.

Benefits of technology

By combining multiple camera angles to showcase the players' operational strategies, the system ensures that viewers don't miss any exciting moments, promptly capture the triggers of battles, and provide a clear understanding of the battle situation.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention discloses an observer (OB) system for tactical competitive games and its working method. It includes a map analysis module, which divides the competition area on the map into several square regions, each designated as a map tile, and marks the locations of resource points within each tile; a route prediction module, which predicts all possible transfer routes for participating teams, generating all possible transfer routes based on the resource point locations marked by the map analysis module as the endpoints; an allocation module, which allocates OBs to capture footage of players eliminating each other; and a behavior detection module, which detects special behaviors of players and immediately locks onto those players when they exhibit unusual behavior. This invention utilizes the OB system to obtain as many shots as possible. To avoid missing footage of players eliminating each other, it employs the approach of "incorporating pre-emptive battle prediction" and "pre-locking the perspective of members about to engage in combat."
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Description

Technical Field

[0001] This invention belongs to the field of game live streaming technology, and relates to an observer system for tactical competitive game events, as well as the working method of the system. Background Technology

[0002] In recent years, China's esports gaming industry has developed rapidly, with user scale and time spent growing exponentially. Currently, Chinese esports is continuously improving in terms of professionalization, industrialization, and marketization, and its social influence has, to some extent, rivaled or even surpassed some traditional popular competitive sports. With various PC and mobile games trending towards esports, numerous platforms and mass-participation tournaments are emerging. While viewers selectively watch exciting matches, their demands for match storylines and visual presentation are also constantly increasing. The needs of esports viewers are gradually shifting from simply watching matches to understanding and appreciating the games.

[0003] As one of the most popular game genres in the current esports industry, tactical competitive games possess two core modules: "shooting combat" and "tactical strategy," resulting in highly entertaining esports events. However, this also places extremely high demands on the ability to capture and present battlefield information. In some shooting combat scenarios, a battle can be very short. To present the entire battle more completely, it's necessary to incorporate pre-battle prediction and lock onto the perspectives of the players about to engage. In the tactical strategy phase, multiple player camera angles need to be combined with the free-view perspective of the game's map / terrain elements to showcase the players' overall operational strategy from preparation to eliminating opponents. Currently, manual camera capture is reactive, capturing footage only after the conflict has occurred, which may result in missing exciting moments. Therefore, current FPS esports events require an observer (OB) system tailored to their specific characteristics to capture match footage. Summary of the Invention

[0004] The first objective of this invention is to provide an observer system for tactical competitive games, which solves the problem in the prior art where using an observer system for MOBA-type games to display the elimination of FPS game players results in the inability to fully display all the player's actions through a top-down observer.

[0005] Another objective of this invention is to provide a working method for an observer system in a tactical competitive game, which features the addition of pre-battle prediction and the ability to lock the perspective of members about to engage in combat.

[0006] The first technical solution adopted in this invention is an observer system for tactical competitive games, comprising:

[0007] The map analysis module is used to divide the competition area on the map into several square areas, which are called map tiles, and to mark the locations of resource points within the map tiles. The competition area is shrunk several times. After each shrunk, the map analysis module re-divides the map tiles and marks the remaining resource points.

[0008] The route prediction module is used to predict all possible transfer routes of the participating teams when they move. It takes the system-set time as a cycle. At the beginning of a cycle, it takes the current position of the participating team as the starting point and the resource point positions marked by the map analysis module as the ending point to generate all possible transfer routes of the participating team.

[0009] The allocation module is used to allocate the competition observers to capture the footage of players eliminating each other. The competition observers include team observers and free viewpoints. Each participating team will be assigned a team observer to follow them in full. The team observers are used to show the players' field of vision. The route prediction module sends all possible transfer routes of the participating teams to the allocation module. The allocation module sets up team observers in advance on the transfer routes. The team observers are used to show the entire field of vision of the conflict area when players have a conflict. The team observers are mainly long-range shots.

[0010] The behavior detection module is used to detect special behaviors of the players. When a player exhibits a special behavior, the player is immediately locked. The behavior detection module includes an action database and a model comparison module. The behavior database contains model data of game character models performing special actions. The model comparison module follows the competition observer to collect the character model data of the participating teams' players and compares the character model data with the model data in the action database to determine whether the player has performed a special behavior.

[0011] Another technical solution adopted in this invention is a working method of an observer system for tactical competitive games. Using the aforementioned observer system for tactical competitive games includes the following steps:

[0012] Step 1: After all participating teams enter the map, the assignment module first assigns a team observer to each participating team, and the team observer displays the vision of the players in the participating team in a loop;

[0013] Step 2: All participating teams begin to move. The route prediction module predicts the transfer routes of all participating teams and, based on the intersections of the transfer routes, deploys team observers (OBs) to patrol the intersections in advance.

[0014] The invention is further characterized by:

[0015] Step 2 includes the following steps:

[0016] Step 2.1: The map analysis module locates several resource points near the starting point of any participating team. The route prediction module connects the starting point of the participating team with these resource points to obtain several transfer routes.

[0017] Step 2.2: Repeat step 2.1 until the transfer routes of all participating teams are obtained;

[0018] Step 2.3: When the transfer routes of different participating teams intersect, the resulting intersection points are considered conflict points. The allocation module will pre-position the team's OB to patrol within the map tiles containing the conflict points.

[0019] Step 2.3 includes the following steps:

[0020] Step 2.3.1: The map analysis module analyzes the map tiles containing conflict points and their adjacent map tiles to determine whether resource points exist. Resource points are considered conflict areas.

[0021] Step 2.3.2: Mark map tiles containing conflict areas as conflict map tiles;

[0022] Step 2.3.3: The allocation module adds teams of OBs to patrol within the conflict map tiles.

[0023] In step 2.3.3, the conflict areas are distributed across multiple map tiles. The map tiles are divided into the first conflict map tile, the second conflict map tile, ... the Nth conflict map tile according to the percentage of conflict areas in each map tile. The team OB patrols multiple map tiles, and the patrol time is proportional to the area of ​​the map tile.

[0024] Multiple teams enter the Nth conflict map tile. The allocation module commands the team OB to cyclically display the field of vision of the participating team players in the Nth conflict map tile until it stops at the first player in the Nth conflict map tile to acquire a weapon. The team OB that patrols the Nth conflict map tile then follows the team whose player has acquired a weapon.

[0025] Multiple teams enter the Nth conflict map tile. The assignment module commands the team OB to cyclically display the field of vision of the participating team players in the Nth conflict map tile until it stops at the first player in the Nth conflict map tile to launch an attack. The team OB that has patrolled the Nth conflict map tile then follows the team of the player who launched the attack.

[0026] In the Nth conflict map tile, the behavior detection module detects that the player is using a throwable weapon. The team observer displays the player's field of view and rises to the airspace above the conflict map tile where the player is located. The team observer uses a long-range camera to show the throwing trajectory and landing point of the throwable weapon.

[0027] In the Nth conflict map tile, the behavior detection module detects that a player is using a sniper rifle to aim at other players. The team observer displays the player's field of view, rises to the airspace above the player's conflict map tile, and uses a long-range camera to show the relative position of the sniper and the target they are aiming at.

[0028] When the behavior detection module detects that a player is driving a vehicle, the allocation module adds an observer to the team and uses a long-range camera to follow the vehicle's movement.

[0029] If a vehicle is hit by gunfire while in motion, the allocation module commands the team observer (OB) of the attacking team to immediately display the field of vision of the attacking player. At the same time, the allocation module adds another team OB to display the field of vision of the player closest to the vehicle. The allocation module also adds another team OB to display the relative position of the attacking player and the vehicle using a long-range camera.

[0030] The beneficial effects of this invention are:

[0031] 1. In order to combine multiple angles of the camera to show the player's entire operational strategy from preparation to elimination of the opponent, this invention uses the OB system to capture the player's wonderful operation and show the exciting moments of elimination between players. It adopts the idea of ​​"adding pre-battle prediction" and "locking the perspective of the member who is about to fight in advance".

[0032] 2. The map analysis module and route prediction module of this invention work together to generate all possible transfer routes for the participating team, starting from the current position of the participating team and ending at the resource points marked by the map analysis module. The intersection of the transfer routes is the conflict point. The team observer monitors the conflict point and then extends from the resource points around the conflict point to divide the resource points into areas. The areas are the key inspection targets. By using a point-to-area approach, the area where battle may occur is monitored to the maximum extent, ensuring that the field of vision of the battle area is obtained as soon as possible.

[0033] 3. This invention is based on the timely locking of contestants' special behaviors by the behavior detection module. Since contestants' special behaviors are very likely to trigger a battle, once the battlefield is determined, the trigger for the battle can be captured as soon as possible, so that the situation of the battle can be clearly understood. This makes it easier for the audience to understand the situation of the two sides. Most importantly, it will not miss the exciting elimination scenes. Attached Figure Description

[0034] Figure 1 This is a block diagram of a tactical competitive game tournament observer system according to the present invention;

[0035] Figure 2 This is a schematic diagram of the map tile distribution in an observer system for a tactical competitive game according to the present invention. Detailed Implementation

[0036] The present invention will now be described in detail with reference to the accompanying drawings and specific embodiments.

[0037] Example

[0038] In this example, the tactical competitive game "Peacekeeper Elite" is used as an example. The participating players refer to in-game characters controlled by real players, and there are three teams participating. OB stands for Observer, a player who does not directly participate in the game but enters the game as an observer. Referees typically use this perspective to provide impartiality.

[0039] An observer system for tactical competitive games, such as Figure 1 As shown, it includes a map analysis module. The game program generates a map useful for this match. In this embodiment, the match area is the area within the signal circle, as shown... Figure 2 As shown, the map analysis module divides the competition area on the map into several square regions, denoted as map tiles. The horizontal coordinates are A to H, and the vertical coordinates are J to P. Map tiles can be represented by BJ and BK, and the locations of resource points within each map tile are marked. Resource points are... Figure 1 ZhongP City, schools, etc.

[0040] The signal circle refreshes over time, meaning the competition area shrinks several times. After each shrinkage, the map analysis module re-divides the map tiles and marks the remaining resource points. Resource points are the areas where contestants collect equipment.

[0041] The route prediction module is used to predict all possible transfer routes for participating teams. It uses a system-set time as a cycle. At the beginning of a cycle, it starts from the current position of the participating team and ends with the resource point positions marked by the map analysis module. It generates all possible transfer routes for the participating team.

[0042] In this embodiment, there are 3 teams competing, and the cycle time is set to 3 minutes. Point A is the starting point of Team A. Team A has two transfer routes, which lead to the school and City Y respectively. Point B is the starting point of Team B. Team B has 3 transfer routes, which lead to the shooting range, City R, and City Y respectively. Point C is the starting point of Team C. Team C has 2 transfer routes, which lead to the ruins and City R respectively.

[0043] The allocation module is used to allocate the competition observers to capture the footage of players eliminating each other. The competition observers include team observers and team observers. Each participating team will be assigned a team observer who will follow the player's entire perspective. The team observers are used to display the player's perspective.

[0044] The route prediction module sends all possible transfer routes for the participating teams to the allocation module. Specifically, the route prediction module sends two transfer routes for Team A, three transfer routes for Team B, and two transfer routes for Team C to the allocation module. Figure 1 In the above transfer line, two intersection points c and d are generated.

[0045] The allocation module pre-positions team observers (OBs) along the transfer route. The team OBs are used to display the entire field of view of the conflict area when players clash. The team OBs primarily use a long-range shot, while the team OBs use a close-up shot. Switching between the two shots can clearly and completely display the entire field of view of the conflict area.

[0046] The behavior detection module is used to detect special behaviors of players, such as driving, throwing grenades, and sniping. When a player exhibits a special behavior, the module immediately locks onto that player and locks onto the perspective of the team members who are about to engage in combat, so as to avoid missing the battle.

[0047] The behavior detection module includes an action database and a model comparison module. The behavior database contains model data of game character models performing special actions. Specifically, the model data refers to the modeling data of game characters performing actions such as driving, throwing grenades, and sniping, which is used as the judgment standard.

[0048] The model comparison module collects the character model data of the participating teams' players in real time, following the competition observer.

[0049] Character model data specifically refers to the instantaneous action model data of a character. The character model data is compared with the model data within the action data. If the two data are the same, it means that the player performed actions such as driving, throwing grenades, or sniping.

[0050] A method for operating a tactical competitive game tournament observer (OB) system, using the aforementioned tactical competitive game tournament OB system, includes the following steps:

[0051] Step 1: After all participating teams enter the map, the assignment module first assigns a team observer to each of the three participating teams. The team observers will then display the vision of the four players in each team in a loop.

[0052] Step 2: The three participating teams begin to move. The route prediction module predicts the transfer routes of all participating teams. Based on the intersection points c and d of the transfer routes, the team OBs are deployed to patrol the intersection points in advance.

[0053] Step 2 includes the following steps:

[0054] Step 2.1: The map analysis module locates several resource points near the starting point of the three participating teams. For example, taking Team B as the starting point, it locates the locations of three resource points around the team.

[0055] The route prediction module connects Team B's starting point with three resource points to generate three transfer routes;

[0056] Step 2.2: Repeat step 2.1 until the transfer routes between team A and team C are obtained;

[0057] Step 2.3: The intersection points c and d of the transfer routes of the three teams are regarded as conflict points. The allocation module pre-positions the teams OB to patrol within the map blocks DK and FK containing the conflict points.

[0058] Step 2.3 includes the following steps:

[0059] Step 2.3.1: The map analysis module analyzes the map tiles containing conflict points and their adjacent map tiles to determine whether there are resource points. Resource points are considered conflict areas.

[0060] Taking point C as an example, point C is located in the map tile DK, and there are three resource points around it: R City, Ruins, and School. The map analysis module considers these three resource points as conflict zones.

[0061] Step 2.3.2: Mark the map tiles containing conflict areas as conflict map tiles. Based on the locations of the three resource points, the map analysis module marks the four map tiles DK, DL, EK, and EL as conflict map tiles.

[0062] Step 2.3.3: Add one team OB to the allocation module to patrol the four map tiles DK, DL, EK, and EL.

[0063] In step 2.3.3, the conflict areas are distributed across multiple map tiles. The map tiles are divided into the first conflict map tile, the second conflict map tile, ... the Nth conflict map tile according to the percentage of conflict areas in each map tile. The team OB patrols multiple map tiles, and the patrol time is proportional to the area of ​​the map tile.

[0064] Taking point C as an example, R City is located on two map tiles, DK and DL. R City occupies a larger area in DL, so DL is the first conflict map tile and DK is the second conflict map tile. The patrol time of the team's observer in DL is longer than the patrol time in DK.

[0065] In the Nth conflict map tile, the behavior detection module detects that a player is using a throwable weapon. The team observer displays the player's field of view, rises above the conflict map tile where the player is located, and uses a long-range camera to show the throwing trajectory and landing point of the throwable weapon.

[0066] In the Nth conflict map tile, the behavior detection module detects that a player is using a sniper rifle to aim at other players. The team observer displays the player's field of view, and the team observer rises to the airspace above the conflict map tile where the player is located. The team observer uses a long-range camera to show the relative position of the sniper and the target they are aiming at.

[0067] Both of the above situations could trigger a battle, which are considered battle prediction scenarios. The viewpoint of the player who makes the first move is shown, allowing the audience to see the direction of the battle.

[0068] The behavior detection module detected that the player was driving a vehicle, and the allocation module added an observer to the team, using a long-range camera to follow the vehicle's movement.

[0069] If a vehicle is hit by gunfire while in motion, a battle is highly likely to occur. The allocation module orders the OB of the attacking team to immediately display the field of vision of the attacking player. At the same time, the allocation module adds another OB to display the field of vision of the player closest to the vehicle. The allocation module also adds another OB to display the relative position of the attacking player and the vehicle using a long-range camera.

[0070] To illustrate the three scenarios requiring prediction of battle, let's consider a specific example: Suppose Team B and Team C meet in DK, and both teams enter the second conflict map tile. "Zhang San" is a player from Team B, and "Li Si" is a player from Team C.

[0071] The assignment module commands the team OB to cycle through the vision of the two participating teams located in the second conflict map tile until it stops at the first player in the second conflict map tile to acquire a weapon, "Zhang San". The team OB that has patrolled the second conflict map tile then follows Team B, the team that acquired the weapon, "Zhang San".

[0072] Under the same conditions, both teams' players are equipped with weapons. The team observers will cycle through the map until they stop at the first player to launch an attack, "Li Si," in the second conflict map. The team observers who patrol the second conflict map will then follow Team C, the player who launched the attack, "Li Si."

[0073] In the second conflict map, the behavior detection module detected that the player "Zhang San" used a throwable weapon, such as a grenade. The team observer showed the player "Zhang San's" field of view. The team observer rose to the airspace above the conflict map where player "Zhang San" was located. The team observer used a long-range camera to show the throwing trajectory and landing point of the throwable weapon, showing the audience the distance the grenade was thrown and whether the grenade had any effect.

[0074] When the game character controlled by player "Zhang San" performs the charging throw action, the model comparison module collects the character model data. The model comparison module compares the character model data with the charging throw model data stored in the action database. If the data is the same, it means that the behavior detection module has determined that the game character controlled by player "Zhang San" has performed the charging throw action. At this time, the team's observer will lock onto player "Zhang San" to show his field of vision, so that the audience will not miss this throw.

[0075] In the second conflict map, the behavior detection module detected that player "Li Si" was using a sniper rifle to aim at other player "Zhang San". The team observer displayed the field of view of player "Li Si" through the scope. The judgment logic of player "Li Si" aiming is the same as the above-mentioned charged shot judgment process. The team observer rose to the airspace above the conflict map where player "Li Si" was located. The team observer used a long-range lens to show the relative position of sniper "Li Si" and his target "Zhang San".

[0076] The behavior detection module detected a player driving a vehicle. The allocation module added an observer (OB) for the team, using a long-range camera to follow the vehicle's movement. During the journey from point B to R city, four members of Team B were driving a car when they encountered fire from Team C. The allocation module ordered the OB of the attacking team to immediately display the field of vision of the attacking player "Li Si." Simultaneously, the allocation module added another OB to display the field of vision of the player "Wang Wu," who was closest to the vehicle. This additional OB used a long-range camera to show the relative positions of the attacking player and the vehicle. "Wang Wu's" field of vision supplemented "Li Si's" field of vision, allowing viewers to see whether "Li Si's" attack was effective.

[0077] This invention discloses an observer system for tactical competitive games and its working method, the advantages of which are:

[0078] In order to combine multiple angles of footage to showcase a contestant's entire operational strategy from preparation to eliminating opponents, this invention utilizes the OB system to obtain as many shots as possible, such as a contestant sniping and eliminating another opponent from a distance, or a contestant drifting while driving. These shots are collected as material, filtered, and the exciting moments of elimination between contestants are selected so that the audience will not miss the contestants' highlights in the competition.

[0079] This invention employs the concepts of "incorporating pre-emptive combat prediction" and "locking in advance the perspective of members about to engage in combat." "Incorporating pre-emptive combat prediction" relies on a map analysis module and a route prediction module. Starting from the participating team's current position and using the resource point locations marked by the map analysis module as the endpoints, it generates all possible transfer routes for the participating team. The intersections of these routes are considered conflict points. The team's observer monitors these conflict points, and then extends from the resource points surrounding the conflict points, dividing the resource points into regions. These regions become key targets for inspection, using a point-to-area approach to maximize the monitoring of areas where combat may occur, ensuring immediate access to the combat zone.

[0080] "Pre-locking the perspective of members about to engage in combat" is a predictive approach based on the behavior of players after the area where a battle is about to occur has been determined. It relies on the behavior detection module to lock onto the special behaviors of players in a timely manner. Since the special behaviors of players are very likely to trigger a battle, once the battlefield is determined, the trigger for the battle can be captured as soon as possible. This allows for a clear understanding of the situation of the battle, making it easier for the audience to understand the situation of both sides. Most importantly, it ensures that no exciting elimination scenes are missed.

Claims

1. An observer system for tactical competitive games, characterized in that, Including: The map analysis module is used to divide the competition area on the map into several square areas, which are called map tiles, and to mark the locations of resource points within the map tiles; the competition area is shrunk several times, and after each shrunk, the map analysis module re-divides the map tiles and marks the remaining resource points; The route prediction module is used to predict all possible transfer routes of the participating teams when they move. It takes the system-set time as a cycle. At the beginning of a cycle, it takes the current position of the participating team as the starting point and the resource point positions marked by the map analysis module as the ending point to generate all possible transfer routes of the participating team. The allocation module is used to allocate match observers (OBs) to capture footage of players eliminating each other. These OBs include team OBs and free-view OBs. Each participating team is assigned a team OB that follows them throughout the game. The team OBs are used to display the players' perspectives. The route prediction module sends all possible movement routes of the participating teams to the allocation module. The allocation module pre-deploys team OBs along these movement routes. The team OBs are used to display the entire field of view of the conflict area when players clash, primarily using long-range shots. The execution includes the following steps: Step 1: After all participating teams enter the map, the allocation module assigns a team OB to each participating team. The team OBs cyclically display the players' perspectives within the participating team. Step 2: As all participating teams begin to move, the route prediction module predicts the movement routes of all participating teams and, based on the intersections of these routes, pre-deploys team OBs at these intersections to patrol. The behavior detection module is used to detect special behaviors of players. When a player exhibits a special behavior, the player is immediately identified. The behavior detection module includes an action database and a model comparison module. The behavior database contains model data of game character models performing special actions. The model comparison module follows the competition observer to collect the character model data of the participating teams' players and compares the character model data with the model data in the action data to determine whether the player has performed a special behavior.

2. The working method of the OB system for a tactical competitive game according to claim 1, characterized in that, Step 2 includes the following steps: Step 2.1: The map analysis module locates several resource points near the starting point of any participating team. The route prediction module connects the starting point of the participating team with these resource points to obtain several transfer routes. Step 2.2: Repeat step 2.1 until the transfer routes of all participating teams are obtained; Step 2.3: When the transfer routes of different participating teams intersect, the resulting intersection points are considered conflict points. The allocation module will pre-position the team's OB to patrol within the map tiles containing the conflict points.

3. The working method of the OB system for a tactical competitive game according to claim 2, characterized in that, Step 2.3 includes the following steps: Step 2.3.1: The map analysis module analyzes the map tiles containing conflict points and their adjacent map tiles to determine whether resource points exist. These resource points are considered conflict areas. Step 2.3.2: Mark the map tiles containing the conflict areas as conflict map tiles; Step 2.3.3: The allocation module adds teams (OBs) to patrol within the conflict map tiles.

4. The working method of the OB system for a tactical competitive game according to claim 3, characterized in that, In step 2.3.3, the conflict areas are distributed across multiple map tiles. The map tiles are then divided into the first conflict map tile, the second conflict map tile, ... the Nth conflict map tile according to the percentage of conflict areas in each map tile. The team OB patrols the multiple map tiles, and the patrol time is proportional to the area of ​​the map tile.

5. The working method of an observer system for tactical competitive games according to claim 4, characterized in that, Multiple teams enter the Nth conflict map tile. The allocation module commands the team OB to cyclically display the field of vision of the participating team players in the Nth conflict map tile until it stops at the first player in the Nth conflict map tile to acquire a weapon. The team OB that patrols the Nth conflict map tile then follows the team whose player has acquired a weapon.

6. The working method of an observer system for tactical competitive games according to claim 4, characterized in that, Multiple teams enter the Nth conflict map tile. The assignment module commands the team OB to cyclically display the field of vision of the participating team players in the Nth conflict map tile until it stops at the first player in the Nth conflict map tile to launch an attack. The team OB that has patrolled the Nth conflict map tile then follows the team of the player who launched the attack.

7. The working method of an observer system for tactical competitive games according to claim 6, characterized in that, In the Nth conflict map tile, the behavior detection module detects that a player is using a throwable weapon. The team observer displays the player's field of view, rises above the conflict map tile where the player is located, and uses a long-range camera to show the throwing trajectory and landing point of the throwable weapon.

8. The working method of an observer system for a tactical competitive game according to claim 6, characterized in that, In the Nth conflict map tile, the behavior detection module detects that a player is using a sniper rifle to aim at other players. The team observer displays the player's field of view, and the team observer rises to the airspace above the conflict map tile where the player is located. The team observer uses a long-range camera to show the relative position of the sniper and the target they are aiming at.

9. The working method of an observer system for a tactical competitive game according to claim 4, characterized in that, When the behavior detection module detects that a player is driving a vehicle, the allocation module adds an observer to the team and uses a long-range camera to follow the vehicle's movement. If a vehicle is hit by gunfire while in motion, the allocation module commands the team observer (OB) of the attacking team to immediately display the field of vision of the attacking player. At the same time, the allocation module adds another team OB to display the field of vision of the player closest to the vehicle. The allocation module also adds another team OB to display the relative position of the attacking player and the vehicle using a long-range camera.