Method, device and electronic equipment for delivering airdropped items in a virtual environment
By generating a heat grid in a virtual environment, planning the airdrop aircraft path and determining the target airdrop point, adjusting the item rarity according to the regional heat value, solving the problems of resource concentration and rhythm imbalance in the existing system, and optimizing and interactive improvement of the game experience is achieved.
Patent Information
- Application Number
- CN202510687228.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-27
- Publication Date
- 2025-08-29
- Estimated Expiration
- 2045-05-27
AI Technical Summary
The existing intelligent airdrop system has the problem of excessive randomness in open-world survival multiplayer online games, the airdrop location is too random, the resources are too concentrated in popular areas, the rarity is fixed, and the virtual character distribution and competitive intensity cannot be matched. The flight path is randomly generated and cannot disperse virtual characters, resulting in insufficient game rhythm and balance.
By generating a heat grid, planning the flight path of the virtual airdrop aircraft and determining the target airdrop point, determining the rarity of the airdrop items based on the heat value of the area to which the target airdrop point belongs, ensuring that the rarity of the airdrop items matches the popularity of the area, and optimizing the game balance.
Effectively disperse virtual characters, optimize game rhythm and balance, and improve game interaction and competitive experience.
Smart Images

Figure CN120204734B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of virtual environment technology, and in particular to a method, device, and electronic device for delivering airdropped items in a virtual environment. Background Art
[0002] In open-world survival multiplayer online games (such as Rust), smart airdrop systems are often used to increase interaction and competition among virtual characters and enhance the fun of the game. Current smart airdrop systems often suffer from the following flaws:
[0003] (1) The airdrop locations are too random, resulting in excessive concentration of resources in popular areas and a lack of interest in unpopular areas;
[0004] (2) The rarity of airdrop items is fixed and fails to match the distribution of virtual characters and the intensity of competition;
[0005] (3) The flight paths of airdrop planes are randomly generated, which cannot effectively disperse virtual characters and optimize the game rhythm and balance. Summary of the Invention
[0006] The main purpose of the embodiments of the present application is to propose a method, device and electronic equipment for delivering airdrop items in a virtual environment, aiming to plan the flight path of a virtual airdrop aircraft and determine the target airdrop point based on the heat grid generated by the activity data of each virtual character, thereby ensuring that the target airdrop point meets the game balance requirements; determine the rarity of the airdrop item according to the heat value of the area to which the target airdrop point belongs, so that the rarity of the airdrop item can match the popularity of the area, effectively disperse the virtual characters, and optimize the game rhythm and balance.
[0007] To achieve the above-mentioned objectives, a first aspect of an embodiment of the present application provides a method for delivering airdropped items in a virtual environment, the method comprising:
[0008] Generating a heat grid according to activity data of each virtual character in the virtual game scene, wherein the heat grid includes heat values corresponding to each area in the virtual game scene;
[0009] generating an optimal flight path for a virtual airdrop aircraft based on the heat grid;
[0010] Selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft;
[0011] Determining the target rarity of the airdrop item to be dropped at the target airdrop point based on the real-time popularity value of the area to which the target airdrop point belongs;
[0012] When the virtual airdrop plane arrives at the target airdrop point, it drops airdrop items of the target rarity.
[0013] In one embodiment of the present application, generating a heat grid based on activity data of each virtual character in a virtual game scene includes:
[0014] Determining, based on activity data of each virtual character in the virtual game scene, the number of virtual characters corresponding to each area in the virtual game scene, the number of deaths of virtual characters within a set period of time, and the number of interactions between virtual characters within a set period of time;
[0015] Calculate the heat value corresponding to each area based on the number of virtual characters corresponding to each area, the number of deaths of virtual characters in the past set time, and the number of interactions between virtual characters in the past set time;
[0016] Generate a heat grid based on the heat values corresponding to each area.
[0017] In one embodiment of the present application, the calculation of the heat value corresponding to each area is performed by the following formula based on the number of virtual characters corresponding to each area, the number of deaths of virtual characters within the past set time, and the number of interactions between virtual characters within the past set time:
[0018] ;
[0019] Where, Indicates area The corresponding heat value, represents the virtual character density coefficient, Indicates area The number of virtual characters in represents the coefficient of death events, Indicates area The number of virtual character deaths within the set time. represents the interaction event coefficient, Indicates area The number of interactions between virtual characters within the past set time.
[0020] In one embodiment of the present application, generating an optimal flight path for a virtual airdrop aircraft based on the heat grid includes:
[0021] Determining, based on the heat grid, a passing cost of the virtual airdrop aircraft passing through each area in the virtual game scene, wherein a greater heat value of an area corresponds to a lower passing cost;
[0022] Based on the passing costs of the virtual airdrop aircraft through each area in the virtual game scene, an optimal flight path of the virtual airdrop aircraft from a starting point to an end point is determined, wherein the optimal flight path is a path with the minimum passing cost.
[0023] In one embodiment of the present application, selecting a target airdrop point from the optimal flight path based on the current position of the virtual airdrop aircraft includes:
[0024] Sampling a candidate airdrop point at every preset distance on the optimal flight path to generate a set of candidate airdrop points;
[0025] A target airdrop point is selected from the set of candidate airdrop points, where the target airdrop point is any one of the candidate airdrop points located after the current position of the virtual airdrop aircraft on the optimal flight path.
[0026] In one embodiment of the present application, determining the target rarity of the airdrop item to be dropped at the target airdrop point based on the real-time popularity value of the area to which the target airdrop point belongs includes:
[0027] Determine the maximum rarity of airdrop items and the historical pickup rate of airdrop items in the area of the target airdrop point;
[0028] The target rarity of the airdrop item to be dropped at the target airdrop point is calculated based on the real-time heat value of the area to which the target airdrop point belongs, the maximum rarity, and the historical pickup rate.
[0029] In one embodiment of the present application, the target rarity of the airdrop item to be dropped at the target airdrop point is calculated based on the real-time popularity value of the area to which the target airdrop point belongs, the maximum rarity, and the historical pickup rate by the following formula:
[0030] ;
[0031] Where, Indicates the area where the target airdrop point belongs The target rarity of the corresponding airdrop item, Indicates the maximum rarity, represents the adjustment factor, Indicates the area where the target airdrop point belongs The corresponding real-time heat value, represents the motivation factor, Indicates the area where the target airdrop point belongs Historical pickup rates for airdrop items.
[0032] In one embodiment of the present application, the step of generating a heat grid according to the activity data of each virtual character in the virtual game scene is performed at a preset time interval to update the heat grid.
[0033] To achieve the above-mentioned purpose, a second aspect of an embodiment of the present application provides a device for delivering airdropped items in a virtual environment, the device comprising:
[0034] A first generating module is configured to generate a heat grid based on activity data of each virtual character in the virtual game scene, wherein the heat grid includes heat values corresponding to each area in the virtual game scene;
[0035] A second generation module is configured to generate an optimal flight path for a virtual airdrop aircraft based on the heat grid;
[0036] A selection module, configured to select a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft;
[0037] a determination module, configured to determine a target rarity of an airdrop item to be dropped at the target airdrop point based on a real-time popularity value of an area to which the target airdrop point belongs;
[0038] The delivery module is used to deliver the airdrop items of the target rarity when the virtual airdrop aircraft arrives at the target airdrop point.
[0039] To achieve the above-mentioned purpose, the third aspect of the embodiment of the present application proposes an electronic device, which includes a memory and a processor, the memory stores a computer program, and the processor implements the method described in the first aspect of the embodiment of the present application when executing the computer program.
[0040] In the technical solution provided in the embodiments of the present application, based on the activity data of each virtual character in the virtual game scene, the popularity value corresponding to each area in the virtual game scene can be calculated, thereby generating a popularity grid. This popularity grid can reflect the distribution of virtual characters and the intensity of competition in each area, thereby understanding the popularity of each area. An optimal flight path for a virtual airdrop aircraft is then generated based on the popularity grid, ensuring that the generated optimal flight path passes through as many areas with high popularity values as possible. A target airdrop point is then selected from the optimal flight path, ensuring that the target airdrop point is rarely located in an area with too low a popularity value, thereby ensuring that the selected target airdrop point meets game balance requirements. After determining the target airdrop point, the target rarity of the airdrop item is determined based on the real-time popularity value of the area to which the target airdrop point belongs. The higher the real-time popularity value, the lower the corresponding target rarity. This ensures that airdrop items in high-popularity areas are more common, while those in low-popularity areas are more rare. This ensures that the rarity of the airdrop item matches the popularity of the area, effectively dispersing the virtual characters and optimizing the game's rhythm and balance.
[0041] Other features and advantages of the present application will become apparent from the following detailed description, or may be learned in part by practice of the present application.
[0042] It should be understood that the foregoing general description and the following detailed description are merely illustrative and are not restrictive of the present application. BRIEF DESCRIPTION OF THE DRAWINGS
[0043] The above and other objects, features and advantages of the present application will become more apparent by describing in detail example embodiments thereof with reference to the attached drawings.
[0044] Figure 1 This is a flowchart of a method for delivering airdropped items in a virtual environment provided by an embodiment of the present application.
[0045] Figure 2 This is a flowchart of the steps for generating a heat grid based on the activity data of each virtual character in a virtual game scene, provided by an embodiment of the present application.
[0046] Figure 3 This is a flowchart of the steps for generating the optimal flight path of a virtual airdrop aircraft based on a heat grid provided in one embodiment of the present application.
[0047] Figure 4 This is a flowchart of the steps for selecting a target airdrop point from an optimal flight path based on the current position of a virtual airdrop aircraft, provided by an embodiment of the present application.
[0048] Figure 5 This is a flowchart of the steps for determining the target rarity of airdrop items to be dropped at a target airdrop point based on the real-time heat value of the area to which the target airdrop point belongs, provided by an embodiment of the present application.
[0049] Figure 6 This is a structural block diagram of a device for delivering airdropped items in a virtual environment provided by an embodiment of the present application.
[0050] Figure 7 This is a schematic diagram of the hardware structure of an electronic device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0051] In order to make the purpose, technical solutions and advantages of this application more clear, the following further describes this application in detail with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain this application and are not intended to limit this application.
[0052] It should be noted that although the device schematics illustrate functional module divisions and the flowcharts illustrate logical sequences, in certain circumstances, the steps shown or described may be performed in a sequence that differs from the module divisions in the device or the sequence in the flowcharts. The terms "first," "second," and so on, in the specification, claims, and drawings, are used to distinguish similar items and are not necessarily used to describe a specific sequence or precedence.
[0053] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.
[0054] In open-world survival multiplayer online games (such as Rust), smart airdrop systems are often used to increase interaction and competition among virtual characters and enhance the fun of the game. Current smart airdrop systems often suffer from the following flaws:
[0055] (1) The airdrop locations are too random, resulting in excessive concentration of resources in popular areas and a lack of interest in unpopular areas;
[0056] (2) The rarity of airdrop items is fixed and fails to match the distribution of virtual characters and the intensity of competition;
[0057] (3) The flight paths of airdrop planes are randomly generated, which cannot effectively disperse virtual characters and optimize the game rhythm and balance.
[0058] Based on this, an embodiment of the present application provides a method for delivering airdrop items in a virtual environment, which aims to plan the flight path of a virtual airdrop aircraft and determine the target airdrop point based on the heat grid generated by the activity data of each virtual character, thereby ensuring that the target airdrop point meets the game balance requirements; the rarity of the airdrop item is determined according to the heat value of the area to which the target airdrop point belongs, so that the rarity of the airdrop item can match the popularity of the area, which can effectively disperse the virtual characters and optimize the game rhythm and balance.
[0059] Reference Figure 1 , Figure 1 This is a flowchart of a method for delivering airdropped items in a virtual environment provided by an embodiment of the present application, including but not limited to steps S110 to S150.
[0060] Step S110 , generating a heat grid according to the activity data of each virtual character in the virtual game scene, wherein the heat grid includes heat values corresponding to each area in the virtual game scene.
[0061] In the embodiments of the present application, based on the activity data of each virtual character in the virtual game scene, such as the distribution of virtual characters in each area of the virtual game scene, the interactions between virtual characters in each area, and the deaths of virtual characters in each area, the heat value corresponding to each area in the virtual game scene is calculated to generate a heat grid. The areas in the virtual game scene can be areas in the game map. The division of areas can be the same as or different from the division of areas on the game map, and this embodiment of the application does not specifically limit this.
[0062] For example, if the game map is divided into City A, City B, and City H, the popularity value for City A is calculated based on the number of virtual characters distributed in City A, the number of interactions between virtual characters in City A over a period of time (e.g., the past minute), and the number of virtual character deaths in City A over a period of time (e.g., the past minute). Similarly, the popularity values for other areas, such as City B and City H, can be calculated separately. This allows the popularity values for each area to be calculated and a popularity grid to be generated. This popularity grid can reflect the distribution of virtual characters and the intensity of competition in each area, thus providing an understanding of the popularity of each area.
[0063] It should be noted that if the activity data corresponding to each virtual character changes at different times—for example, if the area where the virtual character is located changes at the next moment (e.g., 10 seconds later) relative to the current moment, resulting in a change in the number of virtual characters corresponding to each area, the corresponding heat value of each area will also change. Similarly, if the interaction between the virtual characters in the area changes at the next moment (e.g., 10 seconds later) relative to the current moment, for example, multiple interaction events occur in the area within these 10 seconds, resulting in a change in the number of virtual character interactions calculated over the past set time period, the corresponding heat value of each area will also change. Similarly, if the death of the virtual characters in the area changes at the next moment (e.g., 10 seconds later) relative to the current moment, for example, multiple deaths occur in the area within these 10 seconds, resulting in a change in the number of virtual character deaths calculated over the past set time period, the corresponding heat value of each area will also change. In other words, if the activity data corresponding to each virtual character changes at different times, the heat grid will change accordingly.
[0064] In this embodiment of the present application, step S110 may be performed at preset intervals (e.g., every 10 seconds), with the popularity grid updated at each preset interval. By updating the popularity grid at each preset interval, the popularity of each area at different times can be accurately determined, thereby accurately reflecting changes in game status. The popularity grid may be stored using a distributed in-memory database to improve response efficiency.
[0065] Reference Figure 2 , Figure 2 This is a flowchart of the steps of generating a heat grid based on the activity data of each virtual character in a virtual game scene provided by an embodiment of the present application, including but not limited to steps S210 to S230.
[0066] Step S210, determining the number of virtual characters corresponding to each area in the virtual game scene, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time based on the activity data of each virtual character in the virtual game scene;
[0067] Step S220, calculating the heat value corresponding to each area based on the number of virtual characters corresponding to each area, the number of deaths of virtual characters in the past set time, and the number of interactions between virtual characters in the past set time;
[0068] Step S230: Generate a heat grid according to the heat value corresponding to each area.
[0069] In an embodiment of the present application, based on the activity data of each virtual character in the virtual game scene, the number of virtual characters corresponding to each area in the virtual game scene, the number of virtual character deaths, and the number of interactions between virtual characters within the past set time period can be determined. Specifically, based on the distribution of virtual characters in each area at the current moment, the number of virtual characters accommodated in each area can be statistically obtained. By counting the interaction events between virtual characters in each area within the past set time period (e.g., the past minute), the number of interactions between virtual characters in each area within the past set time period can be obtained. By counting the death events of virtual characters in each area within the past set time period (e.g., the past minute), the number of virtual character deaths in each area within the past set time period can be obtained.
[0070] Then, the heat value corresponding to each area can be calculated by taking a weighted sum of the number of virtual characters corresponding to each area, the number of deaths of virtual characters in the past set time, and the number of interactions between virtual characters in the past set time.
[0071] Specifically, based on the number of virtual characters corresponding to each area, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time, the heat value corresponding to each area can be calculated using the following formula 1. Formula 1 is as follows:
[0072] (Formula 1);
[0073] In formula 1, Indicates area The corresponding heat value, represents the virtual character density coefficient, Indicates area The number of virtual characters in represents the coefficient of death events, Indicates area The number of virtual character deaths within the set time. represents the interaction event coefficient, Indicates area The number of interactions between virtual characters in the past set time. As an example, the player density coefficient Can be 0.4, the death event coefficient Can be 0.4, interaction event coefficient It can be 0.2.
[0074] Finally, a heat grid can be generated based on the calculated heat values corresponding to each area.
[0075] In an embodiment of the present application, the heat value corresponding to each area can be calculated based on the number of virtual characters corresponding to each area, the number of deaths of virtual characters in the past set time, and the number of interactions between virtual characters in the past set time to generate a heat grid, so that the heat grid can reflect the distribution of virtual characters and the intensity of competition in each area, and the popularity of each area can be grasped through the heat grid.
[0076] Step S120: Generate an optimal flight path for the virtual airdrop aircraft based on the heat grid.
[0077] In the embodiment of the present application, since the generated heat grid can accurately reflect the popularity of each area, the optimal flight path of the virtual airdrop aircraft can be further generated based on the heat grid, so that the virtual airdrop aircraft can pass through as many popular areas as possible, thereby increasing the interactivity and competitiveness of the game and enhancing the fun of the game.
[0078] Reference Figure 3 , Figure 3 This is a flowchart of the steps for generating the optimal flight path of a virtual airdrop aircraft based on a heat grid provided by an embodiment of the present application, including but not limited to steps S310 to S320.
[0079] Step S310: determining the passing cost of the virtual airdrop plane through each area in the virtual game scene based on the heat network, wherein the greater the heat value of the area, the lower the corresponding passing cost;
[0080] Step S320 , based on the passing costs of the virtual airdrop plane through each area in the virtual game scene, determining the optimal flight path of the virtual airdrop plane from the starting point to the end point, wherein the optimal flight path is the path with the smallest total passing costs.
[0081] In an embodiment of the present application, the cost of passing through each area can be first determined based on the generated heat grid, wherein the greater the heat value of the area, the lower the cost of passing through the area. This allows the virtual airdrop aircraft to pass through areas with higher popularity with a greater probability. Based on the corresponding pass costs of each area, the optimal flight path of the virtual airdrop aircraft from the starting point to the end point can be determined using the A-star algorithm, ant colony algorithm, genetic algorithm, etc. The optimal flight path is the path with the smallest total pass cost, thereby ensuring that the determined optimal flight path passes through as many areas with high popularity as possible.
[0082] It is understood that the starting point and end point of the virtual airdrop plane can be predetermined and randomly determined. That is, after the game starts, a point can be randomly selected from the game map as the starting point of the virtual airdrop plane, and another different point can be randomly selected from the game map as the end point of the virtual airdrop plane.
[0083] Step S130: selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft.
[0084] In an embodiment of the present application, after determining the optimal flight path of the virtual airdrop aircraft based on the passing cost of each area, the target airdrop point can be further selected from the optimal flight path as the final airdrop point based on the current position of the virtual airdrop aircraft. Here, considering that the airdrop settings corresponding to different games are different, for example, some games are set to perform an airdrop at a set interval after the game starts, specifically controlling the virtual airdrop aircraft to fly to the airdrop point to drop items at each set interval. At this time, the virtual airdrop aircraft is first controlled to depart from the starting point and fly according to the optimal flight path. Therefore, the determination of the target airdrop point also needs to consider the current position of the virtual airdrop aircraft to prevent the selected target airdrop point from being located before the current position of the virtual airdrop aircraft, which may result in airdrop failure.
[0085] Reference Figure 4 , Figure 4 This is a flowchart of the steps of selecting a target airdrop point from the optimal flight path based on the current position of the virtual airdrop aircraft provided by an embodiment of the present application, including but not limited to steps S410 to S420.
[0086] Step S410: sampling a candidate airdrop point at a preset interval on the optimal flight path to generate a candidate airdrop point set;
[0087] Step S420: Select a target airdrop point from the set of candidate airdrop points. The target airdrop point is any one of the candidate airdrop points that is located after the current position of the virtual airdrop aircraft on the optimal flight path.
[0088] In an embodiment of the present application, an alternative airdrop point is sampled at preset intervals (e.g., every 200 meters) along the generated optimal flight path, and a set of alternative airdrop points is generated. For example, if the total distance of the generated optimal flight path is 1000 meters, and an alternative airdrop point is sampled at 200-meter intervals along the optimal flight path, five alternative airdrop points can be obtained. These five alternative airdrop points are then combined to form a set of alternative airdrop points. Next, based on the current position of the virtual airdrop aircraft, a target airdrop point that meets the requirements is selected from the set of alternative airdrop points. The target airdrop point can be any of the alternative airdrop points located after the current position of the virtual airdrop aircraft on the optimal flight path.
[0089] For example, if the total distance of the generated optimal flight path is 1000 meters, and one candidate airdrop point is sampled every 200 meters along the optimal flight path, five candidate airdrop points can be obtained. These five candidate airdrop points can be combined to form a candidate airdrop point set. If the virtual airdrop aircraft is currently located at the starting point on the optimal flight path, any one of the five candidate airdrop points can be selected as the target airdrop point. If the virtual airdrop aircraft is currently located 300 meters from the starting point on the optimal flight path, any one of the four candidate airdrop points located 300 meters beyond the starting point on the optimal flight path can be selected as the target airdrop point.
[0090] In the embodiment of the present application, since the optimal flight path is the path with the smallest total cost, the optimal flight path itself can pass through the most popular areas as much as possible, so that the target airdrop point selected on the optimal flight path can also belong to the most popular area with a high probability, so that the target airdrop point will basically not be in an area with too low a popularity value, which can ensure that the selected target airdrop point meets the game balance requirements.
[0091] In some embodiments, an alternative airdrop point is sampled at every preset distance on the optimal flight path. After generating a set of alternative airdrop points, a target airdrop point can also be selected from the set of alternative airdrop points. The target airdrop point is an alternative airdrop point with a moderate heat value in the corresponding area among all the alternative airdrop points located after the current position of the virtual airdrop aircraft on the optimal flight path.
[0092] In this embodiment of the present application, a candidate airdrop point is sampled at predetermined intervals along the optimal flight path. After generating a set of candidate airdrop points, a target airdrop point that meets the requirements can be selected from the set of candidate airdrop points based on the current position of the virtual airdrop aircraft. The target airdrop point can be a candidate airdrop point with a moderate heat value in the corresponding area among all candidate airdrop points located after the current position of the virtual airdrop aircraft on the optimal flight path.
[0093] For example, if the total distance of the generated optimal flight path is 1000 meters, and one alternative airdrop point is sampled every 200 meters on the optimal flight path, 5 alternative airdrop points can be obtained. These 5 alternative airdrop points are grouped together to obtain an alternative airdrop point set. If the current position of the virtual airdrop aircraft is at the starting point on the optimal flight path, the 5 alternative airdrop points can be sorted according to the heat values corresponding to the areas to which the 5 alternative airdrop points belong, and the alternative airdrop point with a moderate heat value is selected from these 5 alternative airdrop points as the target airdrop point. If the current position of the virtual airdrop aircraft is 300 meters from the starting point on the optimal flight path, the 4 alternative airdrop points 300 meters away from the starting point on the optimal flight path are sorted according to the heat values corresponding to the areas to which they belong, and the alternative airdrop point with a moderate heat value is selected from these 4 alternative airdrop points as the target airdrop point.
[0094] It should be noted that a moderate heat value can be understood as a heat value excluding the maximum heat value and the minimum heat value, that is, the target airdrop point selected with a moderate heat value is any one of the other alternative airdrop points excluding the alternative airdrop point corresponding to the maximum heat value and the alternative airdrop point corresponding to the minimum heat value.
[0095] In the embodiment of the present application, by selecting an alternative airdrop point with a moderate popularity value as the target airdrop point, it can be ensured that the target airdrop point is neither in the most popular area nor in the least popular area, thereby avoiding excessive concentration of resources in popular areas and no one in unpopular areas, and can balance the gaming experience.
[0096] Step S140 , determining the target rarity of the airdrop item to be dropped at the target airdrop point based on the real-time popularity value of the area to which the target airdrop point belongs, wherein the larger the real-time popularity value, the smaller the corresponding target rarity.
[0097] In an embodiment of the present application, after determining the target airdrop point, the target rarity of the airdrop items to be dropped at the target airdrop point can be determined based on the real-time heat value of the area to which the target airdrop point belongs. Since the heat value corresponding to each area is updated once every preset time interval (such as every 10 seconds), the real-time heat value of the area to which the target airdrop point belongs here refers to the heat value of the area to which the target airdrop point belongs obtained by the most recent update. In order to match the rarity of the airdrop items with the popularity of the area, the virtual characters are dispersed. In the embodiment of the present application, the larger the real-time heat value of the area to which the target airdrop point belongs, the smaller the rarity of the airdrop items to be dropped at the target airdrop point. As a result, the airdrop items corresponding to high heat value areas (areas with high popularity) can be more regular, while the airdrop items corresponding to low heat value areas (areas with low popularity) are rarer, which makes it difficult to attract more virtual characters to concentrate in popular areas, and can also attract virtual characters to explore less popular areas, thereby effectively dispersing virtual characters, avoiding excessive concentration of resources in popular areas, and no one is interested in unpopular areas, which can optimize the game rhythm and balance.
[0098] Reference Figure 5 , Figure 5 This is a flowchart of the steps provided by an embodiment of the present application for determining the target rarity of the airdrop items to be dropped at the target airdrop point based on the real-time heat value of the area to which the target airdrop point belongs, including but not limited to steps S510 to S520.
[0099] Step S510, determining the maximum rarity of the airdrop item and the historical pickup rate of the airdrop item in the area to which the target airdrop point belongs;
[0100] Step S520 , calculating the target rarity of the airdrop item to be dropped at the target airdrop point based on the real-time popularity value, maximum rarity, and historical pickup rate of the area to which the target airdrop point belongs.
[0101] In the embodiment of the present application, the maximum rarity of the airdrop item and the historical pickup rate of the airdrop item in the area to which the target airdrop point belongs are first determined, wherein the historical pickup rate of the airdrop item in the area to which the target airdrop point belongs can represent the ease of picking up the airdrop item in the area to which the target airdrop point belongs. Then, the target rarity of the airdrop item to be dropped at the target airdrop point can be calculated based on the real-time heat value, maximum rarity and historical pickup rate of the area to which the target airdrop point belongs. Specifically, the target rarity of the airdrop item to be dropped at the target airdrop point can be calculated using the following formula 2:
[0102] (Formula 2);
[0103] In formula 2, Indicates the area where the target airdrop point belongs The target rarity of the corresponding airdrop item, Indicates the maximum rarity, represents the adjustment factor, Indicates the area where the target airdrop point belongs The corresponding real-time heat value, represents the motivation factor, Indicates the area where the target airdrop point belongs The historical pickup rate of airdrop items. As an example, the adjustment factor Can be 0.7, incentive factor It can be 0.3.
[0104] In an embodiment of the present application, in the process of determining the rarity of airdrop items to be dropped at a target airdrop point, in addition to considering the real-time popularity value of the area to which the target airdrop point belongs, the historical pickup rate of airdrop items in the area to which the target airdrop point belongs is further considered. Thus, the greater the real-time popularity value of the area to which the target airdrop point belongs, the greater the historical pickup rate of airdrop items in the area to which the target airdrop point belongs, and the lower the rarity of the airdrop items to be dropped at the target airdrop point. As a result, airdrop items corresponding to high-heat value areas (highly popular areas) with higher pickup rates (easier to be picked up) are more common, while airdrop items corresponding to low-heat value areas (lower popular areas) with lower pickup rates (less likely to be picked up) are rarer. This prevents more avatars from concentrating in popular areas, while at the same time, it encourages avatars to explore less popular areas. At the same time, it ensures that rarer airdrop items are harder to pick up, effectively dispersing avatars and optimizing game rhythm and balance.
[0105] Step S150: When the virtual airdrop plane arrives at the target airdrop point, it drops airdrop items of the target rarity.
[0106] In an embodiment of the present application, after determining the target airdrop point and the target rarity of the airdrop items to be dropped at the target airdrop point, when the virtual airdrop plane arrives at the target airdrop point, the airdrop items of the target rarity are controlled to be dropped, thereby completing an airdrop, thereby increasing player interaction and competition and enhancing game fun.
[0107] In an embodiment of the present application, based on the activity data of each virtual character in the virtual game scene, the popularity value corresponding to each area in the virtual game scene can be calculated, thereby generating a popularity grid. This popularity grid can reflect the distribution of virtual characters and the intensity of competition in each area, thereby understanding the popularity of each area. An optimal flight path for a virtual airdrop aircraft is then generated based on the popularity grid, ensuring that the generated optimal flight path passes through as many areas with high popularity values as possible. A target airdrop point is then selected from the optimal flight path, ensuring that the target airdrop point is rarely located in an area with too low a popularity value, thereby ensuring that the selected target airdrop point meets game balance requirements. After determining the target airdrop point, the target rarity of the airdrop item is determined based on the real-time popularity value of the area to which the target airdrop point belongs. The higher the real-time popularity value, the lower the corresponding target rarity. This ensures that airdrop items in high-popularity areas are more common, while those in low-popularity areas are more rare. This ensures that the rarity of the airdrop item matches the popularity of the area, effectively dispersing the virtual characters and optimizing the game's rhythm and balance.
[0108] See also Figure 6 The embodiment of the present application further provides a device 60 for delivering airdropped items in a virtual environment, which can implement the above-mentioned method for delivering airdropped items in a virtual environment. The device 60 includes:
[0109] A first generating module 610 is configured to generate a heat grid based on the activity data of each virtual character in the virtual game scene, wherein the heat grid includes heat values corresponding to each area in the virtual game scene;
[0110] The second generation module 620 is used to generate an optimal flight path for the virtual airdrop aircraft based on the heat grid;
[0111] A selection module 630 is used to select a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft;
[0112] A determination module 640 is configured to determine a target rarity of an airdrop item to be dropped at a target airdrop point based on a real-time popularity value of the area to which the target airdrop point belongs;
[0113] The delivery module 650 is used to deliver airdrop items of target rarity when the virtual airdrop plane arrives at the target airdrop point.
[0114] The specific implementation of the device 60 for delivering airdropped items in the virtual environment is substantially the same as the specific embodiment of the method for delivering airdropped items in the virtual environment described above, and will not be described in detail herein.
[0115] See also Figure 7 , Figure 7 : is a schematic diagram of the hardware structure of an electronic device provided in an embodiment of the present application, the electronic device includes:
[0116] The processor 701 may be implemented as a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of the present application.
[0117] The memory 702 can be implemented in the form of a read-only memory (ROM), a static storage device, a dynamic storage device, or a random access memory (RAM). The memory 702 can store an operating system and other application programs. When the technical solutions provided in the embodiments of this specification are implemented through software or firmware, the relevant program code is stored in the memory 702 and is called by the processor 701 to execute the method for delivering airdropped items in a virtual environment in the embodiments of this application.
[0118] Input / output interface 703, used to implement information input and output;
[0119] Communication interface 704, used to implement communication interaction between this device and other devices, which can be achieved through wired means (such as USB, network cable, etc.) or wireless means (such as mobile network, WiFi, Bluetooth, etc.);
[0120] Bus 705 , which transmits information between various components of the device (e.g., processor 701 , memory 702 , input / output interface 703 , and communication interface 704 );
[0121] The processor 701 , the memory 702 , the input / output interface 703 and the communication interface 704 are connected to each other in communication within the device via a bus 705 .
[0122] The embodiments described in the embodiments of this application are intended to more clearly illustrate the technical solutions of the embodiments of this application and do not constitute a limitation on the technical solutions provided by the embodiments of this application. Those skilled in the art will appreciate that with the evolution of technology and the emergence of new application scenarios, the technical solutions provided in the embodiments of this application are also applicable to similar technical problems.
[0123] Those skilled in the art will understand that the technical solutions shown in the figures do not constitute a limitation on the embodiments of the present application, and may include more or fewer steps than shown in the figures, or a combination of certain steps, or different steps.
[0124] The device embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, i.e., they may be located in one place or distributed across multiple network units. Some or all of the modules may be selected based on actual needs to achieve the objectives of this embodiment.
[0125] Those skilled in the art will appreciate that all or some of the steps in the methods, systems, and functional modules / units in the devices disclosed above may be implemented as software, firmware, hardware, or appropriate combinations thereof.
[0126] The terms "first", "second", "third", "fourth", etc. (if any) in the specification of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0127] It should be understood that in this application, "at least one (item)" means one or more, and "plurality" means two or more. "And / or" is used to describe the association relationship of associated objects, indicating that three relationships may exist. For example, "A and / or B" can mean: only A exists, only B exists, and A and B exist at the same time, where A and B can be singular or plural. The character " / " generally indicates that the previous and next associated objects are in an "or" relationship. "At least one of the following items" or similar expressions refers to any combination of these items, including any combination of single items or plural items. For example, at least one of a, b or c can mean: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, c can be single or multiple.
[0128] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the above-mentioned units is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0129] The units described above as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0130] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0131] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes multiple instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of various embodiments of the present application. The aforementioned storage medium includes: various media that can store programs, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0132] The preferred embodiments of the present invention are described above with reference to the accompanying drawings, but are not intended to limit the scope of the present invention. Any modifications, equivalent substitutions, and improvements made by those skilled in the art without departing from the scope and essence of the present invention should be within the scope of the present invention.
Claims
1. A method for delivering airdropped items in a virtual environment, characterized in that: The method comprises: Generating a heat grid according to activity data of each virtual character in the virtual game scene, wherein the heat grid includes heat values corresponding to each area in the virtual game scene; generating an optimal flight path for a virtual airdrop aircraft based on the heat grid; Selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft; Determining the target rarity of the airdrop item to be dropped at the target airdrop point based on the real-time popularity value of the area to which the target airdrop point belongs, wherein the greater the real-time popularity value, the smaller the corresponding target rarity; When the virtual airdrop plane arrives at the target airdrop point, it drops airdrop items of the target rarity; Generating a heat grid based on the activity data of each virtual character in the virtual game scene includes: Determining, based on activity data of each virtual character in the virtual game scene, the number of virtual characters corresponding to each area in the virtual game scene, the number of deaths of virtual characters within a set period of time, and the number of interactions between virtual characters within a set period of time; Calculate the heat value corresponding to each area based on the number of virtual characters corresponding to each area, the number of deaths of virtual characters in the past set time, and the number of interactions between virtual characters in the past set time; Generate a heat grid based on the heat values corresponding to each area; The calculation of the heat value corresponding to each area is performed by the following formula based on the number of virtual characters corresponding to each area, the number of deaths of virtual characters in the past set time, and the number of interactions between virtual characters in the past set time: ; Where, Indicates area The corresponding heat value, represents the virtual character density coefficient, Indicates area The number of virtual characters in represents the coefficient of death events, Indicates area The number of virtual character deaths within the set time. represents the interaction event coefficient, Indicates area The number of interactions between virtual characters within the past set time.
2. The method according to claim 1, characterized in that Generating an optimal flight path for a virtual airdrop aircraft according to the heat grid includes: Determining, based on the heat grid, a passing cost of the virtual airdrop aircraft passing through each area in the virtual game scene, wherein a greater heat value of an area corresponds to a lower passing cost; Based on the passing costs of the virtual airdrop aircraft through various areas in the virtual game scene, an optimal flight path of the virtual airdrop aircraft from a starting point to an end point is determined, wherein the optimal flight path is a path with the smallest total passing costs.
3. The method according to claim 1, characterized in that The step of selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft includes: Sampling a candidate airdrop point at every preset distance on the optimal flight path to generate a set of candidate airdrop points; A target airdrop point is selected from the set of candidate airdrop points, where the target airdrop point is any one of the candidate airdrop points located after the current position of the virtual airdrop aircraft on the optimal flight path.
4. The method according to claim 1, wherein Determining the target rarity of the airdrop item to be dropped at the target airdrop point based on the real-time popularity value of the area to which the target airdrop point belongs includes: Determine the maximum rarity of airdrop items and the historical pickup rate of airdrop items in the area of the target airdrop point; The target rarity of the airdrop item to be dropped at the target airdrop point is calculated based on the real-time heat value of the area to which the target airdrop point belongs, the maximum rarity, and the historical pickup rate.
5. The method according to claim 4, characterized in that The target rarity of the airdrop item to be dropped at the target airdrop point is calculated based on the real-time popularity value of the area to which the target airdrop point belongs, the maximum rarity, and the historical pickup rate by the following formula: ; Where, Indicates the area where the target airdrop point belongs The target rarity of the corresponding airdrop item, Indicates the maximum rarity, represents the adjustment factor, Indicates the area where the target airdrop point belongs The corresponding real-time heat value, represents the motivation factor, Indicates the area where the target airdrop point belongs Historical pickup rates for airdrop items.
6. The method according to claim 1, characterized in that The method further comprises: The step of generating a heat grid according to the activity data of each virtual character in the virtual game scene is performed at a preset time interval to update the heat grid.
7. A device for delivering airdropped items in a virtual environment, characterized in that: The device comprises: A first generating module is configured to generate a heat grid based on activity data of each virtual character in the virtual game scene, wherein the heat grid includes heat values corresponding to each area in the virtual game scene; A second generation module is configured to generate an optimal flight path for a virtual airdrop aircraft based on the heat grid; A selection module, configured to select a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft; a determination module, configured to determine a target rarity of an airdrop item to be dropped at the target airdrop point based on a real-time popularity value of an area to which the target airdrop point belongs; A delivery module, configured to deliver airdrop items of the target rarity when the virtual airdrop plane arrives at the target airdrop point; The second generating module generates a heat grid according to the activity data of each virtual character in the virtual game scene, including: Determining, based on activity data of each virtual character in the virtual game scene, the number of virtual characters corresponding to each area in the virtual game scene, the number of deaths of virtual characters within a set period of time, and the number of interactions between virtual characters within a set period of time; Calculate the heat value corresponding to each area based on the number of virtual characters corresponding to each area, the number of deaths of virtual characters in the past set time, and the number of interactions between virtual characters in the past set time; Generate a heat grid based on the heat values corresponding to each area; The determination module calculates the heat value corresponding to each area according to the number of virtual characters corresponding to each area, the number of deaths of virtual characters in the past set time, and the number of interactions between virtual characters in the past set time by the following formula: ; Where, Indicates area The corresponding heat value, represents the virtual character density coefficient, Indicates area The number of virtual characters in represents the coefficient of death events, Indicates area The number of virtual character deaths within the set time. represents the interaction event coefficient, Indicates area The number of interactions between virtual characters within the past set time.
8. An electronic device, characterized in that: The electronic device includes a memory and a processor, the memory stores a computer program, and the processor implements the method according to any one of claims 1 to 6 when executing the computer program.
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