Game level management method and device, storage medium and electronic equipment

By sending level data in the game level editor and analyzing the level data to generate statistical analysis charts, the problem that ordinary players cannot use the game level editor in the existing technology is solved, and intelligent management and multi-person collaborative editing of game levels are realized, which reduces the difficulty of level editing and improves the quality of level editing.

CN120679172AActive Publication Date: 2025-09-23HAPPY ELEMENTS TECH (BEIJING) CO LTD
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Patent Information

Application Number
CN202411082822.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-08
Publication Date
2025-09-23
Estimated Expiration
2044-08-08

AI Technical Summary

Technical Problem

Existing game level editors are not suitable for ordinary players, resulting in the inability to achieve intelligent and unified management of game levels, and increasing the difficulty of level editing for R&D personnel.

Method used

A game level management method is provided. By responding to the operation instructions of the target object, pre-designed level data is sent to the terminal, the level data is obtained for analysis, and statistical analysis charts are generated and displayed. It supports multi-person collaborative editing and data verification, and is suitable for professional and ordinary players.

Benefits of technology

It realizes intelligent and comprehensive management of game levels, reduces the difficulty of level editing, improves the level editing quality and user experience, and is suitable for multi-person collaborative editing by professional and ordinary players.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of game management, and particularly provides a game level management method and device, a storage medium and electronic device.The method can comprise the steps that in response to an operation instruction of a target object, pre-designed level data is sent to a terminal; obtaining checkpoint data related to the checkpoint data; the level data are analyzed through the switching-off data, an analysis result is obtained, and the analysis result represents the difficulty and / or stability of a game level corresponding to the level data; and generating and displaying a statistical analysis chart corresponding to the analysis result. According to some embodiments of the invention, the intelligent management of the game levels can be improved, and the editing efficiency and quality are improved.
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Description

Technical Field

[0001] The present application relates to the field of game management technology, and more specifically, to a method, device, storage medium, and electronic device for game level management. Background Art

[0002] As the functions of electronic devices become increasingly powerful, games on interactive terminals become more diverse and gradually become a daily leisure and entertainment activity for people.

[0003] Currently, when developers are editing game levels, the game level editor is only suitable for professional game level editors and is not suitable for ordinary players. In this case, the game level editor cannot timely understand the progress of ordinary players in the game, resulting in the inability to achieve intelligent and unified management of game levels, which increases the difficulty of level editing for developers.

[0004] Therefore, how to provide a technical solution for a method of managing game levels with a higher degree of intelligence has become a technical problem that needs to be solved urgently. Summary of the Invention

[0005] The purpose of some embodiments of the present application is to provide a method, device, storage medium and electronic device for game level management. Through the technical solutions of the embodiments of the present application, intelligent and comprehensive management of game levels can be achieved, the difficulty of level editing is reduced, the quality of level editing is improved, and the versatility is good.

[0006] In a first aspect, some embodiments of the present application provide a method for game level management, comprising: sending pre-designed level data to a terminal in response to an operation instruction of a target object; obtaining level-clearing data related to the level data; analyzing the level data through the level-clearing data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of the game level corresponding to the level data; and generating and displaying a statistical analysis chart corresponding to the analysis result.

[0007] Some embodiments of the present application transmit level data to a terminal via a target object's operational instructions, then retrieve the associated level-clearing data. Analysis results are obtained by analyzing the level-clearing data and displaying corresponding statistical analysis charts. Some embodiments of the present application can obtain relevant information about game levels in a timely manner, enabling intelligent and comprehensive management of game levels, reducing the difficulty of level editing and improving level editing quality, with good versatility.

[0008] In some embodiments, before sending the pre-designed level data to the terminal in response to an operation instruction of the target object, the method includes: obtaining the level data in response to an edit instruction of at least one of the target objects, and synchronously storing the level data in a level database; and confirming that the level data passes verification.

[0009] Some embodiments of the present application can edit a level by responding to an editing instruction of at least one target object, obtain level data, store and verify it, and implement level editing for multiple target objects, thereby reducing the difficulty of level editing.

[0010] In some embodiments, the level categories corresponding to the level data include: mainline level, mainline candidate level, comparative test level, special level, activity level, test level, dedicated level, and personal space.

[0011] In some embodiments, when the level category is the personal space, obtaining the level data in response to an edit instruction of at least one of the target objects includes: after confirming that the account login of each target object of the at least one target object is successful, obtaining the personal level data corresponding to the account in response to the edit instruction of each target object; and synchronizing and storing the level data in the level database includes: synchronizing the personal level data of each target object to the level database.

[0012] In some embodiments of the present application, each target object edits a personal level in the editing interface corresponding to its account, obtains personal level data and synchronizes it to the level database, thereby realizing collaboration among multiple objects and improving level editing efficiency.

[0013] In some embodiments, obtaining the level-playing data related to the level data includes: obtaining the account and management authority of the level-playing object, wherein the level-playing object includes: a level editing object and a real player object; obtaining the level-playing data marked with the level-playing character through the account and the management authority, wherein the level-playing data is stored in different databases according to the level-playing character.

[0014] Some embodiments of the present application mark and separately store the checkpoint data through the account number and management authority of the checkpoint object, which can achieve partition management of the checkpoint data and facilitate subsequent analysis.

[0015] In some embodiments, the analyzing the level data through the level-playing data to obtain an analysis result includes: calculating the personal level-playing data of the real player objects in the level-playing data to obtain a personal level difficulty value; calculating the level-playing data of all real player objects in the level-playing data to obtain an average level difficulty value; wherein the level difficulty value and the average level difficulty value constitute the analysis result; the higher the level difficulty value and the average level difficulty value, the higher the difficulty level of the level data.

[0016] Some embodiments of the present application obtain analysis results related to the difficulty of level data by analyzing personal clearance data and the passing data of all real player objects in the level-playing data, and provide effective reference for subsequent level adjustments by automatically performing level difficulty analysis.

[0017] In some embodiments, the analyzing the level data through the level-clearing data to obtain an analysis result includes: sorting the individual level difficulty values ​​to obtain a sorting queue; taking the data before the first position in the sorting queue as a first index set, and taking the data after the second position in the sorting queue as a second index set; and determining a level difficulty fluctuation multiplier based on the first index set and the second index set, wherein the level difficulty fluctuation multiplier is the analysis result, and the level difficulty fluctuation multiplier represents the stability of the level data.

[0018] Some embodiments of the present application can determine the level difficulty fluctuation multiplier by sorting individual level difficulty values, thereby performing stability analysis on game levels and providing an effective reference for subsequent level adjustments.

[0019] In some embodiments, analyzing the level data through the level-clearing data to obtain an analysis result includes: filtering out all level-clearing data corresponding to any level from the level-clearing data; calculating the difficulty variance value of any level through all level-clearing data corresponding to any level, wherein the difficulty variance value is the analysis result, and the larger the difficulty variance value, the lower the stability of the level data.

[0020] Some embodiments of the present application analyze and calculate all the level-clearing data corresponding to any level to determine the difficulty variance value, thereby realizing stability analysis of the game level and providing an effective reference for subsequent level adjustments.

[0021] In a second aspect, some embodiments of the present application provide a device for game level management, comprising: a sending module for sending pre-designed level data to a terminal in response to an operation instruction of a target object; an acquisition module for acquiring level-playing data related to the level data; an analysis module for analyzing the level data through the level-playing data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of the game level corresponding to the level data; and a display module for generating and displaying a statistical analysis chart corresponding to the analysis result.

[0022] In a third aspect, some embodiments of the present application provide a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, can implement the method described in any embodiment of the first aspect.

[0023] In a fourth aspect, some embodiments of the present application provide an electronic device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein when the processor executes the program, the method described in any embodiment of the first aspect can be implemented.

[0024] In a fifth aspect, some embodiments of the present application provide a computer program product, comprising a computer program, wherein the computer program, when executed by a processor, can implement the method described in any embodiment of the first aspect. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] In order to more clearly illustrate the technical solutions of some embodiments of the present application, the following is a brief introduction to the drawings required for use in some embodiments of the present application. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without paying any creative work.

[0026] Figure 1 A schematic diagram of the editing interface of a game level editor provided in some embodiments of the present application;

[0027] Figure 2 One of the flow charts of the method for game level management provided in some embodiments of the present application;

[0028] Figure 3 Statistical analysis diagrams provided for some embodiments of the present application;

[0029] Figure 4 A second flowchart of a method for managing game levels provided in some embodiments of the present application;

[0030] Figure 5 A block diagram of a device for game level management provided in some embodiments of the present application;

[0031] Figure 6 A schematic diagram of an electronic device is provided for some embodiments of the present application. DETAILED DESCRIPTION

[0032] The technical solutions in some embodiments of the present application will be described below in conjunction with the drawings in some embodiments of the present application.

[0033] It should be noted that similar reference numerals and letters represent similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined or explained in subsequent drawings. At the same time, in the description of this application, the terms "first", "second", etc. are only used to distinguish the description and should not be understood as indicating or implying relative importance.

[0034] In the related art, for example, traditional level editors for elimination games are designed specifically for elimination games. Their complexity and high barrier to entry make them difficult to become universal editors. Whether they are industry insiders, game level enthusiasts, or even gamers, it's difficult to find a tool that allows them to easily edit levels.

[0035] Based on this, the present application provides a game level editor that makes level editing easier and more efficient. This editor is not only suitable for professional game level editors, but also for ordinary players, greatly reducing the difficulty of traditional level editing. Moreover, it supports multi-person collaborative level editing, can automatically perform level difficulty analysis, and provide various parameters and auxiliary functions to improve the quality of levels. In the method for managing game levels through a game level editor provided in the present application, pre-designed level data can be pushed to the terminal with one click, and the corresponding level data can be obtained later to analyze the level data and display the corresponding statistical analysis results. This method can achieve intelligent, timely and comprehensive management of game levels, reduce the difficulty of level editing, and enhance the user's level-playing experience.

[0036] The following is combined with Figure 1 A schematic diagram of an editing interface of a game level editor provided in some embodiments of the present application is exemplarily described.

[0037] like Figure 1As shown, some embodiments of the present application provide a game level editor interface that includes: a menu area, a level difficulty statistics area, level partitions and lists, a level menu, level paging, board editing, a level information area, and a brush area. The menu area can include account management, running levels, and system settings. The level difficulty statistics area is used to query level difficulty information and detailed data. Level partitions and lists can be divided into mainline levels, comparative test levels (e.g., A / B test levels), mainline candidate levels, special levels, event levels, test levels, dedicated levels (i.e., QA-only levels, specifically for the Quality Assurance department, which can also be considered a manifestation of multi-departmental collaboration), and personal spaces, based on their different functions and uses. Users can select levels in the level list to perform operations. If a level is currently locked for editing, a lock icon will be displayed to ensure that only one person can edit it at a time, preventing tampering. The level menu includes operations such as copying, deleting, and moving. Levels in different partitions have different menu functions. The level paging is used to provide quick page switching and positioning to the currently selected level when there are many levels. In the chessboard editing area, you can single-select, multi-select, edit elements on the chessboard, set collection targets, and perform other operations. The level information area can edit and preview various information of the level. In conjunction with the elements selected in the chessboard editing area, this is also the area for setting specific elements (chess pieces). The brush area provides a brush function. After selecting it, you can add or brush the desired elements (chess pieces) in the chessboard editing area. By operating on the game level editor, you can realize game level design such as editing levels.

[0038] In some embodiments of the present application, the game level editor may be deployed on a mobile terminal or a non-portable mobile device, which is not specifically limited in the embodiments of the present application.

[0039] The following is combined with Figure 2 The implementation process of game level management provided by some embodiments of the present application is exemplified.

[0040] Please see the attached Figure 2 , Figure 2 A flowchart of a method for managing game levels is provided for some embodiments of the present application. The method for managing game levels can be executed by a terminal or a server, or both can be executed interactively, and the present application does not make any specific limitations thereon.

[0041] Specifically, the game level management method may include:

[0042] S210 , sending pre-designed level data to the terminal in response to an operation instruction of the target object.

[0043] For example, in some embodiments of the present application, a terminal (e.g., a mobile phone, tablet, computer, etc.) can establish a socket connection with a game level editor (referred to as editor), and then by selecting the buttons on the editor, the edited and saved level data can be pushed to the terminal (such as a simulator or mobile terminal, etc.) for execution. Among them, the type of operation can be click, double-click, select, etc., which is not specifically limited in this application. Specifically, the terminal opens the game and waits for the level data, and then by clicking the "Run on Mobile Phone" button or menu on the editor, the editor sends the currently edited level data to the terminal via socket. After the terminal receives the new level data, it can be loaded into the new level.

[0044] In some embodiments of the present application, before executing S210, the game level management method may further include:

[0045] S201 : In response to an editing instruction of at least one target object, obtain the level data, and synchronously store the level data in a level database.

[0046] For example, in some embodiments of the present application, an operator (as a specific example of a target object) can edit a level board in the board editing area within the editor, allowing the operator to perform various layouts and settings. The level data generated during this editing process is synchronized and saved to the level database in real time, ensuring the persistence and security of all operations. Multiple operators can edit level partitions and different level categories in the list within the same time period without affecting each other. The data structure of a level (i.e., level data) may include: level name, number of steps, collection objectives, board size, elements per grid, drop probability, and other configurations, as well as basic piece colors, special obstacles, and other configurations. Level data can be stored in any of the following formats, such as FlatBuffers, Protobuf, JSON, XML, and custom binary formats. Levels generated by the editor are synchronized to the level database, with corresponding partition fields set according to level categories. Queries are also filtered based on the partition fields.

[0047] Specifically, the level categories in some embodiments of the present application include: main line level, main line candidate level, comparison test level, special level, activity level, test level, dedicated level and personal space.

[0048] In some embodiments of the present application, S201 may include: after confirming that the account login of each target object in the at least one target object is successful, in response to the editing instructions of each target object, obtaining the personal level data corresponding to the account; and synchronizing the personal level data of each target object to the level database.

[0049] For example, in some embodiments of this application, each operator has their own independent "Personal Space," essentially an isolated data storage area. This design ensures that the operator's edits cannot be viewed or manipulated by others, ensuring data privacy and security. The most unique feature of the level category is the Personal Space. Levels within this Personal Space are only visible to the editor's currently logged-in account; no one else has access to view or modify them. This means that an operator can log in to their own account, edit a level, and obtain and store their own level data.

[0050] Except for levels in other partitions outside the personal space, once the user completes locking the level, others cannot edit it at the same time, but they can view or copy it to their own personal space for editing. Multi-person collaborative level editing is achieved on this basis, which ensures that the levels will not be modified at the same time and cause data corruption. In other words, this application also provides some public data storage areas for all users to view and use. The editing operations in these public areas are controlled by the operator's permissions, and the levels have a locking mechanism. Locked levels cannot be edited by other users at the same time, ensuring security and consistency during collaboration.

[0051] Furthermore, the editor can set corresponding permissions for different levels. For example, a mainline level can be set to require higher permissions to edit and locked. When an operator edits a mainline level, their permissions must be verified. Test levels within the test partition, on the other hand, require lower permissions, allowing anyone to edit, move, copy, delete, and perform other operations on them. Specifically, the editability level of different levels can be set based on actual circumstances, and the present embodiment is not limited to this.

[0052] S202: Confirm that the level data passes verification.

[0053] For example, in some embodiments of this application, custom conditions can be written in the editor's extended script. The editor will verify the level data based on these written conditions. If there are errors in the level data, an error prompt will pop up after the user edits or saves the level. For example, the editor will check whether elements such as drop ports and collection targets are reasonable, whether certain values ​​exceed set thresholds, etc., to ensure the playability and logic of the level design. The specific content of the conditions can be written according to actual conditions, and this application does not specifically limit them.

[0054] The entire editing process described above is designed to be simple and easy to use. Operators can save, undo, redo, copy, share, and run levels at any time, significantly improving the operator's operating experience and work efficiency.

[0055] S220: Obtaining level-clearing data related to the level data.

[0056] For example, in some embodiments of the present application, after the player completes a level, the relevant level-clearing data will be immediately sent to the server related to the editor. The level-clearing data includes whether the player has passed the level, the number of remaining steps, the use of props, etc.

[0057] Specifically, after a game terminal completes a level, all actions taken during that level (e.g., player actions, game-generated data, and other level-clearing data) are aggregated and sent to the server and stored in a database. A dedicated service then organizes this data, and the resulting level analysis data is stored in a dedicated database table for real-time query within the editor.

[0058] In some embodiments of the present application, S220 may include: obtaining the account and management authority of the level-winning object, wherein the level-winning object includes: a level editing object and a real player object; through the account and the management authority, obtaining the level-winning data after the level-winning character is marked, wherein the level-winning data is stored in different databases according to the level-winning character.

[0059] For example, in some embodiments of the present application, through account and permission management, the editor can distinguish between different levels of players, such as professional level editors (as a specific example of a level editor) and ordinary players (as a specific example of a real player), thereby recording the level completion status of different types of players. For example, if a level editor uses the editor to push a level and then completes the level, the character marked in the data recorded after the level is completed will be the level editor's level. On the other hand, if the player is playing the level normally in the game, the character marked after the level is completed is the ordinary player. Furthermore, to distinguish between the level completion data during the editing and testing phase and the level completion data of real online players, the level completion data is uploaded to different databases depending on the environment. For example, for levels edited in the editor and then immediately pushed to the terminal for testing, the level completion data will be entered into the database table named Editor. Meanwhile, the level completion data of real players will be entered into the database table named Player. This distinction is intended to prevent the different levels of players and the different levels of quality in the two environments from affecting subsequent data analysis. Among them, the level-playing data may include: the data of a player's single level-playing, namely the player type (level planner, AI), the use of pre-level props, the winning streak buff, the use of props in the level, the level-passing result, the remaining number of steps, the target completion amount, the target completion rate, the number of times the chess pieces were rearranged, the number of times +5 steps were used, whether a crash occurred in the level, etc.

[0060] S230 , analyzing the level data using the level-clearing data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of the game level corresponding to the level data.

[0061] For example, in some embodiments of the present application, through the collected level-clearing data, the editor's background can update indicators such as the level-clearing rate in real time and provide the difficulty value of each level (as a specific example of the analysis result).

[0062] In some embodiments of the present application, S230 may include: calculating the personal clearance data of the real player objects in the level-playing data to obtain the personal level difficulty value; calculating the clearance data of all real player objects in the level-playing data to obtain the average level difficulty value; wherein the level difficulty value and the average level difficulty value constitute the analysis result; the higher the level difficulty value and the average level difficulty value, the higher the difficulty level of the level data.

[0063] For example, in some embodiments of the present application, level difficulty can be divided into two dimensions: individual level difficulty and average level difficulty, both of which can be measured by numerical values.

[0064] Specifically, the calculation method of the difficulty value of the individual level is: d i =T i / P i Among them, d i represents the personal level difficulty value of the i-th ordinary player, T i represents the total number of times the i-th player has passed a level (including the number of times he passed, failed, and quit on his own initiative), P i Indicates the number of times the i-th player has passed a level.

[0065] The calculation of the average level difficulty is similar to that of the individual level difficulty, except that the difficulty value d of all players in the level needs to be calculated. The calculation formula is as follows:

[0066]

[0067] in, It represents the total number of times all players have passed the level, and Indicates the total number of times all players have passed the level.

[0068] It's important to note that difficulty calculations can be done in real time. For example, to calculate the difficulty of a particular level for a player, we filter all of that player's records for that level from the database. We then add up the total number of level completions and divide that by the total number of completed levels to obtain a difficulty value. Obviously, given the same total number of level completions, the lower the number of completed levels, the higher the difficulty value.

[0069] Furthermore, level stability is an important indicator for measuring whether a level's difficulty is appropriate. Since players vary in skill level, if the individual level difficulty calculated by top and bottom players differs significantly, it indicates a problem with the level's design, with the actual difficulty not matching the expected level.

[0070] Therefore, in some embodiments of the present application, S230 may include: sorting the personal level difficulty values ​​to obtain a sorting queue; taking the data before the first position in the sorting queue as a first index set, and taking the data after the second position in the sorting queue as a second index set; based on the first index set and the second index set, determining the level difficulty fluctuation multiplier, wherein the level difficulty fluctuation multiplier is the analysis result, and the level difficulty fluctuation multiplier represents the stability of the level data.

[0071] For example, in some embodiments of the present application, first, the level-playing data of all players at a certain level are filtered out from the database, and the individual level difficulty values ​​of all players are calculated. Then, the levels are sorted from low to high according to their individual level difficulty values. The number of players ranked in the top 20% (as a specific example of the first position) is N. 20% , the first index set of these players is I top The number of players in the bottom 20% of the ranking is 20% (as a specific example of the second position), and the second index set of these players is I bottom .

[0072] Use the above formula to calculate the average level difficulty value d of the top 20% of players top :

[0073]

[0074] Calculate the average level difficulty d of the bottom 20% of players by the following formula: bottom :

[0075]

[0076] Level difficulty fluctuation multiplier v=d top / d bottom The stability of a level is represented by the level difficulty fluctuation ratio.

[0077] In other embodiments of the present application, S230 may include: filtering out all level-clearing data corresponding to any level from the level-clearing data; calculating the difficulty variance value of any level through all level-clearing data corresponding to any level, wherein the difficulty variance value is the analysis result, and the larger the difficulty variance value, the lower the stability of the level data.

[0078] For example, in some embodiments of the present application, another method for evaluating stability is provided. This method first retrieves all the records of completing a certain level from a database, then calculates each person's personal level difficulty value and the sample mean, and finally calculates the sample variance (as a specific example of the difficulty variance value).

[0079] Specifically, the sample mean is calculated as follows:

[0080] The sample variance is calculated as:

[0081] Among them, the larger the sample variance value, the greater the difference in the level of users who pass the level. Level designers use this as a reference to determine whether they need to adjust the level design to balance the difficulty.

[0082] S240: Generate and display a statistical analysis graph corresponding to the analysis result.

[0083] For example, in some embodiments of the present application, the difficulty of each level and related data analysis (as a specific example of a statistical analysis chart) are displayed on the editor. Specifically, the operator can select different filtering conditions in the editor, and then combine them into query statements to query the database, and finally display the returned results in the form of a more intuitive statistical analysis chart, such as Figure 3 The statistical analysis graph shown is one form of displaying the analysis results. It is understandable that the display method of the analysis results can be set as needed and is not specifically limited in this application.

[0084] As can be seen from the above examples, after the levels written by the level editor in this application are pushed to the terminal or packaged into a game for online players to play, the difficulty index of each level can be queried in real time through the editor or backend. If a level has excessive variance, then the level designer needs to focus on that level and subsequent improvements.

[0085] The following is combined with Figure 4 The specific process of game level management provided by some embodiments of the present application is exemplified.

[0086] Please see the attached Figure 4 , Figure 4 A flowchart of a method for managing game levels is provided for some embodiments of the present application. Figure 4It can be seen that the operator's first step is to edit the level, and the level data generated in the process of editing the level will be synchronously stored in the level database. Among them, the level database also contains the operator's personal level data for editing levels in the personal space, as well as data of different level categories such as main line levels, main line candidate levels and ABTest levels. The number of personal spaces can be n, and the value of n can be set according to actual conditions. After the card editing is completed, the editor can automatically verify the validity of the level data. After confirming that it is valid, the editor can push the level to the terminal after establishing a connection with the terminal. Players at the terminal can play the level, and the level-playing data such as the behavior during the level-playing will be stored in the level-playing statistics database. The editor can query the data in the level-playing statistics database for real-time calculation and analysis, and update the difficulty index in real time, so that game designers can pay attention to the level situation in a timely manner and make adjustments and improvements when necessary. It should be understood that Figure 4 The specific implementation process can refer to the method embodiment provided above. To avoid repetition, detailed description is appropriately omitted here.

[0087] Please refer to Figure 5 , Figure 5 The following is a block diagram illustrating the components of a game level management apparatus provided in some embodiments of the present application. It should be understood that this game level management apparatus corresponds to the aforementioned method embodiments and is capable of executing each of the steps involved in the aforementioned method embodiments. The specific functions of this game level management apparatus can be found in the description above, and a detailed description is omitted here to avoid repetition.

[0088] Figure 5 The game level management device includes at least one software functional module that can be stored in a memory or fixed in the game level management device in the form of software or firmware. The game level management device includes: a sending module 510, which is used to send pre-designed level data to a terminal in response to an operation instruction of a target object; an acquisition module 520, which is used to obtain level completion data related to the level data; an analysis module 530, which is used to analyze the level data using the level completion data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of the game level corresponding to the level data; and a display module 540, which is used to generate and display a statistical analysis chart corresponding to the analysis result.

[0089] In some embodiments of the present application, before sending module 510, the game level management device also includes an editing module (not shown in the figure), which is used to respond to an editing instruction of at least one of the target objects, obtain the level data, and synchronously store the level data in the level database; and confirm that the level data passes the verification.

[0090] In some embodiments of the present application, the level categories corresponding to the level data include: main line level, main line candidate level, comparative test level, special level, activity level, test level, dedicated level and personal space.

[0091] In some embodiments of the present application, when the level category is personal space, an editing module (not shown in the figure) is used to confirm that the account login of each target object in the at least one target object is successful, and then respond to the editing instructions of each target object to obtain the personal level data corresponding to the account; and synchronize the personal level data of each target object to the level database.

[0092] In some embodiments of the present application, the acquisition module 520 is used to obtain the account and management authority of the level-winning object, wherein the level-winning object includes: a level editing object and a real player object; through the account and the management authority, the level-winning data after the level-winning character is marked is obtained, wherein the level-winning data is stored in different databases according to the level-winning character.

[0093] In some embodiments of the present application, the analysis module 530 is used to calculate the personal clearance data of the real player objects in the level-playing data to obtain the personal level difficulty value; and calculate the clearance data of all real player objects in the level-playing data to obtain the average level difficulty value; wherein the level difficulty value and the average level difficulty value constitute the analysis result; the higher the level difficulty value and the average level difficulty value, the higher the difficulty level of the level data.

[0094] In some embodiments of the present application, the analysis module 530 is used to sort the personal level difficulty values ​​to obtain a sorting queue; use the data before the first position in the sorting queue as a first index set, and use the data after the second position in the sorting queue as a second index set; based on the first index set and the second index set, determine the level difficulty fluctuation multiplier, wherein the level difficulty fluctuation multiplier is the analysis result, and the level difficulty fluctuation multiplier represents the stability of the level data.

[0095] In some embodiments of the present application, the analysis module 530 is used to filter out all the level-clearing data corresponding to any level from the level-clearing data; and calculate the difficulty variance value of any level through all the level-clearing data corresponding to any level, wherein the difficulty variance value is the analysis result, and the larger the difficulty variance value, the lower the stability of the level data.

[0096] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working process of the device described above can refer to the corresponding process in the aforementioned method, and will not be described in detail here.

[0097] Some embodiments of the present application further provide a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, can implement the operations corresponding to any of the above methods provided in the above embodiments.

[0098] Some embodiments of the present application further provide a computer program product, which includes a computer program, wherein when the computer program is executed by a processor, it can implement the operations corresponding to any of the above methods provided in the above embodiments.

[0099] like Figure 6 As shown, some embodiments of the present application provide an electronic device 600, which includes: a memory 610, a processor 620, and a computer program stored in the memory 610 and executable on the processor 620, wherein the processor 620 can implement a method as described in any of the above embodiments when reading the program from the memory 610 through the bus 630 and executing the program.

[0100] Processor 620 can process digital signals and can include various computing architectures, such as a complex instruction set computer architecture, a reduced instruction set computer architecture, or an architecture that implements a combination of multiple instruction sets. In some examples, processor 620 can be a microprocessor.

[0101] The memory 610 can be used to store instructions executed by the processor 620 or data related to the execution of instructions. These instructions and / or data may include code for implementing some or all functions of one or more modules described in the embodiments of this application. The processor 620 of the embodiment of the present disclosure can be used to execute the instructions in the memory 610 to implement the method shown above. The memory 610 includes dynamic random access memory, static random access memory, flash memory, optical storage, or other memory known to those skilled in the art.

[0102] The foregoing is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Various modifications and variations are possible for those skilled in the art. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included within the scope of protection of the present application. It should be noted that similar reference numerals and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined or explained in subsequent figures.

[0103] The above description is merely a specific embodiment of the present application, but the scope of protection of the present application is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this application should be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.

[0104] It should be noted that, in this document, relational terms such as first and second, etc., are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply the existence of any such actual relationship or order between these entities or operations. Moreover, the terms "comprises," "comprising," or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article, or device comprising a series of elements includes not only those elements, but also other elements not explicitly listed, or elements inherent to such process, method, article, or device. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or device comprising the element.

Claims

1. A method for managing game levels, characterized in that: include: In response to an operation instruction of a target object, pre-designed level data is sent to the terminal; Acquire level-clearing data related to the level data; Analyzing the level data using the level-clearing data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of the game level corresponding to the level data; Generate and display a statistical analysis graph corresponding to the analysis results.

2. The method according to claim 1, wherein Before sending pre-designed level data to the terminal in response to the operation instruction of the target object, the method includes: In response to an editing instruction of at least one of the target objects, acquiring the level data, and synchronously storing the level data in a level database; Confirm that the level data passes verification.

3. The method according to claim 2, wherein The level categories corresponding to the level data include: main line level, main line candidate level, comparative test level, special level, activity level, test level, dedicated level and personal space.

4. The method according to claim 3, wherein When the level category is the personal space, the acquiring the level data in response to an edit instruction of at least one of the target objects includes: After confirming that the account login of each target object among the at least one target object is successful, in response to the editing instruction of each target object, obtaining personal level data corresponding to the account; The step of synchronously storing the level data in the level database includes: The personal level data of each target object is synchronized to the level database.

5. The method according to any one of claims 1 to 4, wherein The obtaining of the level-clearing data related to the level data includes: Obtaining the account and management authority of the level-playing object, wherein the level-playing object includes: a level editing object and a real player object; The level-playing data marked with the level-playing role is obtained through the account and the management authority, wherein the level-playing data is stored in different databases according to the level-playing role.

6. The method according to any one of claims 1 to 4, wherein The step of analyzing the level data using the level-clearing data to obtain an analysis result includes: Calculating the personal clearance data of the real player object in the level-clearing data to obtain a personal level difficulty value; Calculating the clearance data of all real player objects in the level-playing data to obtain an average level difficulty value; The level difficulty value and the level average difficulty value constitute the analysis result; the higher the level difficulty value and the level average difficulty value are, the higher the difficulty level of the level data is.

7. The method according to claim 6, wherein The step of analyzing the level data using the level-clearing data to obtain an analysis result includes: Sorting the individual level difficulty values ​​to obtain a sorting queue; The data before the first position in the sorting queue is used as a first index set, and the data after the second position in the sorting queue is used as a second index set; A level difficulty fluctuation magnification is determined based on the first index set and the second index set, wherein the level difficulty fluctuation magnification is the analysis result, and the level difficulty fluctuation magnification represents the stability of the level data.

8. The method according to any one of claims 1 to 4, wherein The step of analyzing the level data using the level-clearing data to obtain an analysis result includes: Filtering all the level-clearing data corresponding to any level from the level-clearing data; The difficulty variance value of any level is calculated using all the level-clearing data corresponding to the any level, wherein the difficulty variance value is the analysis result, and the larger the difficulty variance value is, the lower the stability of the level data is.

9. A device for managing game levels, characterized in that: include: A sending module, configured to send pre-designed level data to a terminal in response to an operation instruction of a target object; An acquisition module, configured to acquire level-clearing data related to the level data; an analysis module, configured to analyze the level data using the level-clearing data to obtain an analysis result, wherein the analysis result represents the difficulty and / or stability of the game level corresponding to the level data; The display module is used to generate and display statistical analysis graphs corresponding to the analysis results.

10. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, wherein the computer program is executed by a processor to perform the method according to any one of claims 1 to 8.

11. An electronic device, characterized in that: The method comprises a memory, a processor, and a computer program stored in the memory and running on the processor, wherein the computer program executes the method according to any one of claims 1 to 8 when run by the processor.

12. A computer program product, characterized in that The computer program product comprises a computer program, wherein the computer program is executed by a processor to perform the method according to any one of claims 1 to 8.

Citation Information

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