Game resource display methods and equipment
By combining user behavior data with game resources to dynamically display game rewards, the problem of monotonous game experience caused by players repeatedly performing tasks is solved, and richer ways to obtain game rewards and personalized experiences are achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-09-30
- Publication Date
- 2026-03-10
AI Technical Summary
In the game, players repeatedly perform the same tasks, resulting in a repetitive gaming experience that lacks personalization, and the existing game reward redemption methods are monotonous.
By establishing a communication connection between the first terminal and the second terminal, user behavior data is obtained, and user behavior data corresponding to game resources is recorded in the user account. Based on this data, the corresponding game resources are displayed in the game, realizing the dynamic combination of user behavior data and game resources.
It expands the ways to obtain game rewards, provides a more personalized gaming experience, avoids repetitive player experiences caused by single game tasks, and enriches the content of game tasks.
Smart Images

Figure CN113926184B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method and device for displaying game resources. Background Technology
[0002] In games, if players want to obtain a specific type of game resource, such as a game reward, they usually need to complete corresponding game tasks and accumulate game resources to redeem game rewards based on the results of the task completion.
[0003] In some game reward redemption scenarios, players often need to repeatedly perform the same game tasks. As the number of times the same task is performed gradually increases, the repetitive nature of the task content leads to a monotonous and poor gaming experience for players. Summary of the Invention
[0004] This application provides a method and device for displaying game resources, which can dynamically combine user behavior data with game resources, expand the ways to obtain game rewards, and provide a more personalized gaming experience.
[0005] This application provides a method for displaying game resources, including:
[0006] The first terminal establishes a communication connection with the second terminal;
[0007] User behavior data is obtained from the second terminal side through the communication connection;
[0008] The user behavior data is recorded in the user account bound to the first terminal, wherein the user behavior data corresponds to the game resources in the game to which the user account belongs;
[0009] Display corresponding game resources in the game based on user behavior data.
[0010] This application embodiment also provides a game resource display device, including: a processor and a memory storing a computer program; the processor is used to execute the computer program for:
[0011] The first terminal establishes a communication connection with the second terminal;
[0012] User behavior data is obtained from the second terminal side through the communication connection;
[0013] The user behavior data is recorded in the user account bound to the first terminal, wherein the user behavior data corresponds to the game resources in the game to which the user account belongs;
[0014] Display corresponding game resources in the game based on user behavior data.
[0015] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, enables the processor to implement the steps in the above method embodiments.
[0016] In this embodiment, the first terminal obtains user behavior data from the second terminal and records the user behavior data in the user account bound to the first terminal, thus realizing the recording of user behavior data. Furthermore, based on the user behavior data, corresponding game resources are displayed in the game, achieving a dynamic combination of user behavior data and game resources. Through user behavior data, corresponding game rewards (i.e., game resources) can be obtained, expanding the ways to obtain game rewards and meeting the richer task requirements of the game system. Moreover, user behavior data can also incorporate more personalized user information during the display of game resources, avoiding the problem of repetitive player experience caused by single game tasks, providing users with a more personalized gaming experience, and improving the player experience. Attached Figure Description
[0017] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:
[0018] Figure 1 This is a schematic diagram of the structure of a game resource display system provided in an embodiment of this application;
[0019] Figure 2 A flowchart illustrating a method for displaying game resources provided in an embodiment of this application;
[0020] Figure 3a A schematic diagram illustrating the principle of a game resource display method provided in an embodiment of this application;
[0021] Figure 3b A schematic diagram illustrating the principle of another game resource display method provided in this application embodiment;
[0022] Figure 4 This is a schematic diagram of the structure of the game resource display device provided in the embodiments of this application;
[0023] Figure 5 A block diagram schematically illustrates a computer device / apparatus / system for implementing a method for displaying game resources; and
[0024] Figure 6 A block diagram illustrating a computer program product implementing a game resource display method is shown schematically. Detailed Implementation
[0025] To make the objectives, technical solutions, and advantages of this application clearer, the technical solutions of this application will be clearly and completely described below in conjunction with specific embodiments and corresponding drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of them. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0026] To address the issue of repetitive player experiences in existing game reward redemption scenarios, this application proposes a method and device for displaying game resources. The specific technical solution is described below with reference to specific embodiments.
[0027] This embodiment provides a game resource display system, such as Figure 1 As shown, the game resource display system 100 includes at least: a first terminal 10, a second terminal 20, and a server device 30. The first terminal 10 refers to a terminal device with data storage and communication capabilities, such as a Near Field Communication (NFC) peripheral, Bluetooth peripheral, or other smart peripheral (or smart peripheral device). This application embodiment does not limit the implementation form of the first terminal 10; any device capable of sending and receiving data is applicable to this application embodiment. For example, the first terminal 10 can be implemented as a card, doll, blind box model, etc., with a built-in NFC module. The second terminal 20 refers to a terminal device that can provide user behavior data, such as a smart bracelet, smart speaker, smartphone, smart robot vacuum cleaner, smart home appliance, etc. This application embodiment does not limit the implementation form of the second terminal 20; any device capable of providing user behavior data is applicable to this application embodiment. The server device 30 refers to a device used to process and store user behavior data, such as a standalone server, server cluster, cloud server, or other forms of device.
[0028] In this embodiment, user behavior data refers to data used to represent user behavior characteristics. In practical applications, user behavior data includes, but is not limited to, one or more of user motion data, user audio data, location data, environmental data, and operation data. User motion data includes, for example, walking data, running data, and fitness data. Taking walking data as an example, walking data refers to data on a user's walking state. Walking data can be collected and processed by various sensors in the second terminal 20. Specifically, the user's step count is collected through a gravity sensor and an accelerometer, the user's heart rate is calculated through an optical heart rate sensor, and the user's walking distance and location are obtained through a positioning system. The above collection methods are merely examples and are not limited in this application.
[0029] In this embodiment, specifically, one or more of the aforementioned user behavior data can be collected through a second terminal 20. For example, a smart bracelet can collect the user's location data, walking distance, steps, heart rate, exercise consumption, walking route, and other walking data while the user is walking. Alternatively, a smart speaker can collect the user's audio data and location data. Other data collection methods may also be used in this embodiment, and are not limited here.
[0030] However, this user behavior data is data that cannot be directly used by the game system in this embodiment. Therefore, the system 100 in this embodiment also provides a server device 30, which is communicatively connected to the first terminal 10. The server device 30 then obtains one or more user behavior data sets from the second terminal 20 through the first terminal 10, and can transform each user behavior data set to obtain game resources executable by the game system. Of course, in some embodiments, the transformation and processing of user behavior data can also be implemented by the first terminal 10, and this application is not limited to this.
[0031] In this embodiment, the implementation method of the first terminal 10 obtaining user behavior data from the second terminal 20 is not limited. In an optional embodiment, the first terminal 10 may actively send a data acquisition request to the second terminal 20, and the second terminal 20 may return user behavior data to the first terminal 10 according to the data acquisition request. For example, the first terminal 10 may be a toy model with a built-in communication module, and the second terminal 20 may be a smart bracelet with a communication module. When the toy model enters the scanning range of the smart bracelet, it actively sends a communication connection request to the smart bracelet to establish a communication connection. After the communication connection is established, it actively sends a data acquisition request to the smart bracelet, and the smart bracelet returns user behavior data to the toy model according to the data acquisition request. Specifically, after receiving the user behavior data, the toy model may upload it to the server device 30. In another optional embodiment, if the first terminal 10 enters the scanning range of the second terminal 20, the first terminal 10 can register a push service with the second terminal 20. Based on this, when the first terminal 10 is within the aforementioned scanning range, the second terminal 20 can periodically push newly emerging user behavior data to the first terminal 10, or it can proactively push newly emerging user behavior data to the first terminal 10 when it appears. The first terminal 10 then uploads the user behavior data to the server device 30. In yet another optional embodiment, the first terminal 10 can also proactively obtain user behavior data from the second terminal 20 using a dedicated data interface. Finally, the first terminal 10 can also upload the user behavior data to the server device 30.
[0032] Optionally, in the system 100 of this embodiment, the server device 30 can manage user behavior data, game resources executable by the game system, and the correspondence between user behavior data and game resources. Based on this, after obtaining user behavior data, the server device 30 can store the user behavior data in a database for storing user data, thereby continuously enriching the various user data resources in the game system, enabling the game system to implement richer game tasks and meet the diverse needs of users for game tasks. The database for storing user data can be an independent database, such as a cloud database installed on a cloud server, or it can be implemented internally within the server device 30; there is no limitation on this. Specifically, the database stores the correspondence between user behavior data and game resources in the user account bound to the first terminal. This embodiment does not limit the method of establishing the binding relationship between the first terminal 10 and the user account. Specifically, it can be that the first terminal 10 is bound to a corresponding user account through registration, or the user actively specifies a user account when uploading user behavior data to the server device 30, or the user account can be bound based on the user account on the second terminal 20 and the corresponding user behavior data. Regardless of the method used, the key is to transfer user behavior data into the corresponding user account, thus laying the foundation for the subsequent binding relationship between user behavior data and game resources.
[0033] In this embodiment, the server-side device 30 is mainly used to transform and process user behavior data, thereby accumulating corresponding user behavior data in user accounts. In this way, by accumulating user behavior data for each user account in the game system, a richer and more personalized gaming experience can be provided to each user. Based on this, after receiving user behavior data, the server-side device 30 further identifies and transforms the user behavior data to establish a correspondence between this user behavior data and the game resources possessed by each user account in the game system. Thus, corresponding game resources are accumulated for each user account in the game system through user behavior data.
[0034] In this embodiment, regardless of the implementation form of each device in the game resource display system 100, the process of recording user behavior data is the same or similar. For details, please refer to [link / reference needed]. Figure 2 The method embodiment shown below. In the following embodiments of this application, the process of the game resource display method provided by the embodiments of this application will be described in detail, taking the verification end as an example.
[0035] Figure 2 A flowchart illustrating a game resource display method provided in this application embodiment is shown below. Figure 2 As shown, the method includes:
[0036] S1. The first terminal establishes a communication connection with the second terminal;
[0037] S2. Obtain user behavior data from the second terminal side through a communication connection;
[0038] S3. Record user behavior data in the user account bound to the first terminal, wherein the user behavior data corresponds to the game resources in the game to which the user account belongs;
[0039] S4. Display corresponding game resources in the game based on user behavior data.
[0040] In this embodiment, the first terminal is bound to a user account; the specific binding method can be found in the context of the previous embodiment. After binding, the first terminal can act as a relay point for user behavior data, displaying the user's game resources based on their behavior to the corresponding user account. This allows game tasks or player settings to better align with player preferences, providing a personalized gaming experience. Simultaneously, user behavior data can also accumulate game resources for players to complete game tasks, avoiding the monotony of repetitive tasks and further enriching the game's content.
[0041] In step S1, the method of establishing the communication connection is not limited. For example, but not limited to the following methods, they can be used: Method 1: After the first terminal enters the communication range of the second terminal, the first terminal can initiate a communication connection request with the second terminal, thereby triggering the communication connection establishment process between the first terminal and the second terminal. For example, the communication connection can be established by triggering a smart bracelet with NFC communication (i.e., the second terminal) through an NFC doll (i.e., the first terminal); Method 2: After the first terminal enters the communication range of the second terminal, the second terminal actively initiates the communication connection establishment process between the first terminal and the second terminal. For example, after the user enters a game in the smart bracelet (i.e., the second terminal), the smart bracelet actively scans for available NFC dolls (i.e., the first terminal) in the vicinity.
[0042] In step S2, the method of obtaining user behavior data is not limited; for example, but not limited to the following methods:
[0043] Method 1: The first terminal actively sends a data acquisition request to the second terminal that provides user behavior data, and the second terminal returns the user behavior data based on the data acquisition request. Specifically, the first terminal determines the device type of the second terminal; generates a data acquisition request based on the device type and sends the data acquisition request to the second terminal; and receives user behavior data from the second terminal, wherein the user behavior data matches the device type. For example, after the first terminal connects to the second terminal, it can determine that the second terminal is a smart bracelet. The first terminal generates a corresponding data acquisition request based on the user behavior data type authorized by the smart bracelet, sends the data acquisition request to the second terminal, and the second terminal returns the user behavior data based on the data acquisition request.
[0044] Understandably, different types of devices are typically used to collect different types of user behavior data. For example, wearable devices like smart bracelets can collect user activity data, sleep data, and so on. In practical applications, the matching relationships between user behavior data and device types include, but are not limited to, the following: user activity data matching with activity monitoring terminals; user audio data matching with audio acquisition terminals; location data matching with positioning terminals; and environmental data matching with environmental acquisition terminals. Further, alternatively, different types of user behavior data can be combined with different types of games. For example, user activity data can be used to trigger maps or quests in MMORPG games. Specifically, if a user runs through a certain location, it can trigger the corresponding game map area; for example, passing through a park can trigger the corresponding garden area.
[0045] Method 2: The first terminal pre-registers for push services with the second terminal, and the second terminal pushes user behavior data to the first terminal either periodically or when new user behavior data appears, according to a pre-agreed push strategy.
[0046] Method three: The first terminal actively obtains authorized user behavior data from the second terminal by accessing a dedicated data interface of the second terminal. For example, a doll with a built-in Bluetooth module can connect to the Bluetooth communication interface of a game terminal to obtain user behavior data through Bluetooth. Similarly, a doll with a built-in Wi-Fi module can connect to the Wi-Fi interface of a smart speaker to obtain user behavior data authorized by the smart speaker. Finally, a doll with a built-in communication module can obtain user behavior data from authorized applications on a smartphone.
[0047] In fact, the second terminal can be a terminal device, website, client, application, mini-program, or plugin that can provide user behavior data.
[0048] Regardless of the method used to obtain user behavior data, the user behavior data in this embodiment includes, but is not limited to, one or more of the following: user movement data, user audio data, location data, environmental data, and operation data. Among these, user movement data includes, for example, walking data, running data, and fitness data. Taking running data as an example, running data refers to data collected when the user is running. Specifically, while the user is running, the system collects the user's location data, running distance, steps, heart rate, energy expenditure, running route, etc. The first terminal can obtain the running distance and location data from the second terminal and upload it to the server device. Based on the running distance and location data, the server device triggers the game system to open the corresponding game map for the user-controlled virtual character. Optionally, the game map can be constructed based on location data.
[0049] User audio data, such as user voice information, can be used as a starting point. For example, a user can input voice commands via a second terminal, which are then uploaded to a server via a first terminal to trigger corresponding game events or obtain relevant game resources. Alternatively, the second terminal can collect user-preferred voice characteristics (such as the voice of a virtual character or a streamer), or the second terminal can collect the user's own voice characteristics, which are then uploaded to the server via the first terminal. The server then uses these voice characteristics to optimize the system voice of the user-controlled virtual character or pet in the game system, for example, controlling the user-controlled virtual character or pet to play sounds (e.g., engage in dialogue) based on these voice characteristics.
[0050] In step S3, user behavior data is recorded in the user account bound to the first terminal, wherein the user behavior data corresponds to game resources in the game to which the user account belongs. In this embodiment, the method of corresponding user behavior data to game resources in the game to which the user account belongs is not limited. Specifically, the correspondence between user behavior data and game resources includes one or more of the following methods:
[0051] Method one involves mapping user movement data to the movement data of the game's virtual character. Simply put, this converts user movement data into accumulated movement data for the virtual character in the game. For example, if the user takes a few steps, the virtual character also takes a few steps; or if the user passes a certain location, the virtual character can enter the corresponding game map area. Optionally, the more times the user moves, the more times the virtual character moves. For example, the more times a player runs, the more times the virtual character runs, and thus, game resources can be exchanged based on the number of times the virtual character runs.
[0052] The second approach involves correlating user activity data with the skill levels of the game's virtual characters. For example, the number of times a user exercises can be linked to the character's development system. Thus, the more times a user exercises, the more times the virtual character exercises, resulting in stronger skills for that character. For instance, the more times a user participates in boxing training, the higher the virtual character's boxing score, leading to higher damage values in boxing skills.
[0053] The third corresponding method is to correlate user exercise data with the development data of game pets; taking boxing training as an example again, the more times a user participates in boxing training, the higher the boxing exercise score of the corresponding game pet, which leads to a higher development value of the game pet.
[0054] The fourth approach involves matching location data with the game's virtual character's location within a specific scene. Optionally, a virtual scene matching the location data can be constructed within the game. For example, if the user's location is Hangzhou, a game map area matching Hangzhou, such as the Jiangnan water town area, can be opened. Similarly, if the user runs from the riverbank to the grass, the virtual character can be switched from the riverbank to the grass in the game.
[0055] The fifth approach involves matching environmental data with the scene in which the virtual character is located. Environmental data includes, but is not limited to, the climate, streetscape, architectural features, local products, local festivals, and special events of the location. Optionally, a virtual scene matching the environmental data can be constructed within the game. For example, if the user's location is Hangzhou, a game map area matching Hangzhou's weather and streetscape can be dynamically constructed, such as a Jiangnan water town area during the plum rain season.
[0056] The sixth approach involves correlating operational data with the actions performed by the game's virtual character. For example, suppose the operation is an image editing action in a beauty app, and this corresponds to character customization in a game system. Based on this, the operational information for the image editing action can be converted into character customization parameters in the game system, resulting in a more user-preferred character customization effect. Another example is playing music through a smart speaker, and the corresponding game resource is the virtual character's singing task points. Therefore, the more times music is played, the higher the singing task points, thus accelerating the task completion process. Thus, by operating the smart speaker, game resources can be accumulated for the virtual character to complete game tasks, expanding the game experience and meeting the needs of more game systems.
[0057] Regardless of the method used, the actual intention is to convert user behavior data into instructions that the game system can recognize, as well as the corresponding data objects, and store them in the user's account so that the game system can perform corresponding operations based on the instructions or on the relevant data objects.
[0058] Specifically, in step S3, the first terminal determines its bound user account and sends the user account and user behavior data to the server device, so that the server device stores the user behavior data according to the user account. Optionally, the first terminal can also extract key data from the user behavior data and send the key data and the user account to the server device, so that the server device stores the key data in the user account. For example, step count and starting point location data can be extracted from walking data, and the step count, starting point location data, and the corresponding user account can be sent to the server device. Then, after receiving the user behavior data, the server device can determine the account used to store this user behavior data based on the user account, and thus record this user behavior data in the corresponding user account.
[0059] Optionally, in step S3, the first terminal can directly convert user behavior data into commands and corresponding data objects that the game system can recognize by identifying action keywords in the user behavior data. This allows the game system to perform corresponding operations based on the commands or on the relevant data objects. For example, by recognizing keywords such as "teleport," "attack," and "skill" in the user's voice data, the corresponding voice command can be determined based on the keywords and a pre-set voice command table. The voice command is then sent to the server to trigger corresponding game events. For instance, if the keyword "skill A" is recognized in the user's voice data, the voice trigger command for "skill A" can be uploaded to the server to trigger the virtual character controlled by the user in the game system to use skill A. Of course, in practical applications, considering the implementation form and actual needs of the first terminal, such as the need for miniaturization and low power consumption leading to insufficient processing power, the server can, in addition to storing user behavior data, also convert the user behavior data into commands and corresponding data objects that the game system can recognize.
[0060] The following describes several specific implementation methods of step S4 with reference to specific embodiments.
[0061] In an optional embodiment, in step S4, one possible implementation of displaying corresponding game resources in the game based on user behavior data is to identify user commands from the user behavior data and send the user commands to a server device or a third terminal to control the game virtual character to perform game actions corresponding to the user commands. The execution device in this embodiment can be either a first terminal or a server device.
[0062] Specifically, taking voice commands as an example, suppose the first terminal is a toy model corresponding to a certain game character, and this model has a built-in communication module. Suppose the first terminal is linked to the user account using that game character in the game. Suppose the second terminal is a smart speaker customized for that game character. That is, the second terminal has a pre-set mapping between keywords and voice commands.
[0063] Based on this, a toy model is bound to a smart speaker, for example, by placing the toy model into a preset slot in the smart speaker, thereby establishing a communication connection between the toy model's communication module and the smart speaker. After the toy model is bound to the smart speaker, the user inputs voice data through the smart speaker. The smart speaker then performs keyword recognition on the input voice data and determines the corresponding voice command as user behavior data. After receiving the voice command, the toy model sends the voice command to a server device or a game terminal, so that the server device or game terminal (i.e., a third terminal) can control the game character bound to the first terminal to perform the game behavior corresponding to the voice command. For example, the voice command can be used to trigger the game character to automatically perform daily tasks.
[0064] In this embodiment, user commands from user behavior data can improve the efficiency of game task execution and trigger richer game behaviors. Furthermore, in addition to smart speakers, other data collection devices can be used to acquire user commands, expanding the game system's access methods.
[0065] In another optional embodiment, in step S4, one possible implementation of displaying corresponding game resources in the game based on user behavior data is to obtain environmental data of the user's environment from the user behavior data and send the environmental data to a server device or a third terminal to construct a virtual scene in the game that matches the environmental data. The execution device in this embodiment can be either a first terminal or a server device.
[0066] Specifically, to enhance game realism, users can choose whether to use a real-world mode. Assume user behavior data includes user location data. Based on this, in real-world mode, the first terminal obtains environmental data about the user's environment from the user's location data. Specifically, the first terminal can determine the weather at the user's location by combining the user's location data with weather information, and then send the user's location and weather to the server device or game terminal (i.e., the third terminal). This allows the server device or game terminal to construct a virtual scene in the game that matches the user's location and weather. Further, the server device or game terminal constructs a dynamic copy in the game corresponding to the user's location and weather, allowing the user-controlled virtual character and virtual pet to enter this dynamic copy for gameplay. Optionally, after constructing the dynamic copy, the server device can publish it to the user's account terminal or to a cloud server for the user to download to their game terminal. For example, based on the user's city and weather, real-world elements such as street views, sky, plants, and buildings can be constructed to form a corresponding dynamic real-world scene.
[0067] In another embodiment, in step S4, an optional implementation of displaying corresponding game resources in the game based on user behavior data is to obtain the user's location and / or time period from the user behavior data, and send the location and / or time period to the server device or third terminal to trigger game tasks matching the location and / or time period in the game. Continuing with the example of a dynamic copy in the real-world model, a city check-in function or a festival activity check-in function can also be added. For example, by scanning the first terminal to trigger the game terminal to enter the dynamic copy in the real-world mode, it can detect whether the current location is in a certain city or festival period, and trigger a game task matching the city or festival period in the dynamic copy to perform game task check-in. Corresponding rewards are then issued to the user based on the check-in results of the game tasks. For example, passing through Beijing can trigger a game task matching Beijing in the game for check-in.
[0068] For example, such as Figure 3a As shown, the first terminal obtains user location data and the current time period from the second terminal and uploads the user location data and the current time period to the server device. With the uploaded data stored in the user account bound to the first terminal, the server device obtains the user's location and weather from the user location data, and can also simultaneously obtain limited-time game activities matching the current time period. Therefore, based on the user's location, weather, and limited-time game activities, a corresponding virtual scene is constructed and pushed to the game client logged into the user's account.
[0069] In the above embodiments, constructing virtual scenes using user behavior data can enhance the realism of game scenes and tasks, providing players with a richer gaming experience. Furthermore, the virtual scene environment can be constructed by combining the user's location and time of day to further increase the realism of game scenes and tasks, providing a more personalized gaming experience.
[0070] In another optional embodiment, in step S4, one possible implementation of displaying corresponding game resources in the game based on user behavior data is to extract user behavior features from the user behavior data, obtain interaction strategies that match the user behavior features, and then control the game's virtual character to provide game interaction services to the user. The game interaction services provided to the user may include guidance services, companionship services, or clue services. The execution device in this embodiment can be either a first terminal or a server device.
[0071] Specifically, the first terminal obtains user behavior data from the second terminal and uploads it to the server device. When stored in a user account bound to the first terminal, the server device uses the user behavior data from each user account to guide and remind the user during gameplay through the virtual character corresponding to that account. Specifically, the server device can determine the user's operating habits and personality traits (i.e., user behavior characteristics) based on the user behavior data, and then optimize the virtual character's interaction strategy accordingly.
[0072] For example, such as Figure 3b As shown, the first terminal obtains user behavior data from the second terminal and uploads it to the server device. When the uploaded data is stored in the user account bound to the first terminal, the server device extracts user behavior characteristics from the user behavior data. Based on these characteristics, the interaction strategy for story NPCs is optimized. For example, topics reflecting user preferences, or news, weather, and local customs of the user's city can be added to the dialogue. The optimized interaction strategy can be sent to the game client logged into by the user account, or published to other game clients or the internet for use by other users. For example, in online scenarios, the interaction strategies corresponding to each user account can be retrieved from the database to implement game scenarios in multi-user online environments.
[0073] This embodiment allows for more personalized interaction strategies, further enhancing the realism of the game process and providing a more personalized gaming experience.
[0074] In this embodiment, the first terminal obtains user behavior data from the second terminal and records the user behavior data in the user account bound to the first terminal, thus realizing the recording of user behavior data. Furthermore, based on the user behavior data, corresponding game resources are displayed in the game, achieving a dynamic combination of user behavior data and game resources. Through user behavior data, corresponding game rewards (i.e., game resources) can be obtained, expanding the ways to obtain game rewards and meeting the richer task requirements of the game system. Moreover, user behavior data can also incorporate more personalized user information during the display of game resources, avoiding the problem of repetitive player experience caused by single game tasks, providing users with a more personalized gaming experience, and improving the player experience.
[0075] It should be noted that the execution subject of each step of the method provided in the above embodiments can be the same device, or the method can be executed by different devices. For example, the execution subject of steps S1 to S3 can be device A; or the execution subject of steps S1 and S2 can be device A, and the execution subject of step S3 can be device B; and so on.
[0076] Furthermore, in some of the processes described in the above embodiments and accompanying drawings, multiple operations appear in a specific order. However, it should be clearly understood that these operations may not be executed in the order they appear herein, or they may be executed in parallel. The operation numbers, such as S1, S2, etc., are merely used to distinguish different operations and do not represent any execution order. Additionally, these processes may include more or fewer operations, and these operations may be executed sequentially or in parallel. It should be noted that the descriptions such as "first" and "second" in this document are used to distinguish different messages, devices, modules, etc., and do not represent a sequential order, nor do they limit "first" and "second" to different types.
[0077] This application also provides a game resource display device. Figure 4 This is a structural diagram of an embodiment of this application, as shown below. Figure 4 As shown, the game resource display device includes: a processor 41 and a memory 42 storing computer programs; wherein, the processor 41 and the memory 42 may be one or more.
[0078] Memory 42 is primarily used to store computer programs that can be executed by processor 41, causing processor 41 to control the game resource display device to perform corresponding functions, actions, or tasks. In addition to storing computer programs, memory 42 can also be configured to store various other data to support operation on the game resource display device. Examples of this data include instructions for any application or method used to operate on the game resource display device.
[0079] The memory 42 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk or optical disk.
[0080] In this embodiment, the implementation of processor 41 is not limited; it may be, but is not limited to, a CPU, GPU, or MCU. Processor 41 can be considered a control system for the game resource display device, capable of executing computer programs stored in memory 42 to control the game resource display device to perform corresponding functions, actions, or tasks. It is worth noting that, depending on the implementation of the game resource display device and the specific scenario, the required functions, actions, or tasks will vary; correspondingly, the computer programs stored in memory 42 will also differ, and processor 41 can control the game resource display device to perform different functions and complete different actions or tasks by executing different computer programs.
[0081] In some alternative embodiments, such as Figure 4 As shown, the game resource display device may also include other components such as a communication component 43, a display 44, an audio component 45, and a power supply component 46. Figure 4 The image only shows a portion of the components and does not imply that the game resource display device only includes... Figure 4 The components shown may include other components to meet different application needs, depending on the product form of the game resource display device.
[0082] In this embodiment of the application, when the processor 41 executes the computer program in the memory 42, it is used to: establish a communication connection between the first terminal and the second terminal; obtain user behavior data from the second terminal through the communication connection; record user behavior data in the user account bound to the first terminal, wherein the user behavior data corresponds to the game resources in the game to which the user account belongs; and display the corresponding game resources in the game based on the user behavior data.
[0083] In an optional embodiment, when the processor 41 acquires user behavior data from the second terminal side via the communication connection, it is configured to:
[0084] Determine the device type of the second terminal; generate a data acquisition request based on the device type and send the data acquisition request to the second terminal; receive the user behavior data from the second terminal, wherein the user behavior data matches the device type.
[0085] In one alternative embodiment, the matching of user behavior data with the device type includes one or a combination of the following: matching user motion data with a motion monitoring terminal; matching user audio data with an audio acquisition terminal; matching location data with a positioning terminal; and matching environmental data with an environmental acquisition terminal.
[0086] In an optional embodiment, when the processor 41 records the user behavior data in the user account bound to the first terminal, it is used to:
[0087] The user account bound to the first terminal is determined; the user account and the user behavior data are sent to the server device so that the server device stores the user behavior data according to the user account.
[0088] In one optional embodiment, the user behavior data includes one or more of the following: user motion data, user audio data, location data, environmental data, and operation data.
[0089] The correspondence between user behavior data and game resources includes one or more of the following: user movement data corresponds to the movement data of game virtual characters; user movement data corresponds to the skill level of game virtual characters; user movement data corresponds to the development data of game pets; location data corresponds to the scene where game virtual characters are located; environmental data corresponds to the scene where game virtual characters are located; and operation data corresponds to the actions performed by game virtual characters.
[0090] In an optional embodiment, when the processor 41 displays corresponding game resources in the game based on user behavior data, it is configured to: identify user instructions from the user behavior data; and send the user instructions to a server device or a third terminal to control the game virtual character to perform game behaviors corresponding to the user instructions.
[0091] In an optional embodiment, when the processor 41 displays corresponding game resources in the game based on user behavior data, it is configured to: obtain environmental data of the user's environment from the user behavior data; and send the environmental data to a server device or a third terminal to construct a virtual scene in the game that matches the environmental data.
[0092] In an optional embodiment, when the processor 41 displays corresponding game resources in the game based on user behavior data, it is configured to: obtain the user's location and / or time period from the user behavior data; send the location and / or time period to the server device or a third terminal to trigger a game task matching the location and / or time period in the game.
[0093] In an optional embodiment, when the processor 41 displays corresponding game resources in the game based on user behavior data, it is configured to: extract user behavior features from the user behavior data; obtain an interaction strategy matching the user behavior features, so as to control the game virtual character to use the interaction strategy to provide game interaction services to the user.
[0094] Accordingly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed, can perform the steps that can be executed by the game resource display device in the above method embodiments.
[0095] The above Figure 4 The communication component is configured to facilitate wired or wireless communication between the device containing the communication component and other devices. The device containing the communication component can access wireless networks based on communication standards, such as WiFi, 2G, 3G, 4G / LTE, 5G, or combinations thereof. In one exemplary embodiment, the communication component receives broadcast signals or broadcast-related information from an external broadcast management system via a broadcast channel. In one exemplary embodiment, the communication component further includes a Near Field Communication (NFC) module to facilitate short-range communication. For example, the NFC module may be implemented based on Radio Frequency Identification (RFID), Infrared Data Association (IrDA) technology, Ultra-Wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.
[0096] The above Figure 4 The display includes a screen, which may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen can be implemented as a touchscreen to receive input signals from the user. The touch panel includes one or more touch sensors to sense touches, swipes, and gestures on the touch panel. The touch sensors can sense not only the boundaries of the touch or swipe action, but also the duration and pressure associated with the touch or swipe operation.
[0097] The above Figure 4 The power supply component provides power to the various components of the device in which it resides. The power supply component may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power to the device in which it resides.
[0098] The above Figure 4The audio component can be configured to output and / or input audio signals. For example, the audio component includes a microphone (MIC) configured to receive external audio signals when the device containing the audio component is in an operating mode, such as call mode, recording mode, or voice recognition mode. The received audio signals can be further stored in memory or transmitted via a communication component. In some embodiments, the audio component also includes a speaker for outputting audio signals.
[0099] The device embodiments described above are merely illustrative. The modules described as separate components may or may not be physically separate. Some or all of the modules can be selected to achieve the purpose of this embodiment according to actual needs. Those skilled in the art can understand and implement this without any creative effort.
[0100] As needed, the systems, methods, and apparatuses of the various embodiments of the present invention can be implemented as pure software (e.g., software programs written in Java), or as pure hardware (e.g., dedicated ASIC chips or FPGA chips), or as a system combining software and hardware (e.g., a firmware system storing fixed code or a system with general-purpose memory and processor).
[0101] Another aspect of the present invention is a computer-readable medium having stored computer-readable instructions thereon, which, when executed, can implement the game resource display method of various embodiments of the present invention.
[0102] The various component embodiments of the present invention can be implemented in hardware, or as software modules running on one or more processors, or a combination thereof. Those skilled in the art will understand that microprocessors or digital signal processors (DSPs) can be used in practice to implement some or all of the functions of some or all of the components in the game resource display device according to embodiments of the present invention. The present invention can also be implemented as a program / instruction (e.g., a computer program / instruction and a computer program product) for performing part or all of the methods described herein. Such programs / instructions implementing the present invention can be stored on a computer-readable medium, or can exist in the form of one or more signals that can be downloaded from an Internet website, provided on a carrier signal, or provided in any other form.
[0103] Computer-readable media, including both permanent and non-permanent, removable and non-removable media, can store information using any method or technology. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random-access memory (SRAM), dynamic random-access memory (DRAM), other types of random-access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, disk storage, quantum memory, graphene-based storage media or other magnetic storage devices, or any other non-transfer medium that can be used to store information accessible by a computing device.
[0104] Figure 5 A computer apparatus / device / system schematically illustrates a method for displaying game resources according to the present invention, comprising a processor 510 and a computer-readable medium in the form of a memory 520. The memory 520 is an example of a computer-readable medium having storage space 530 for storing a computer program / instructions 531. When the computer program / instructions 531 are executed by the processor 510, the various steps of the game resource display method described above can be implemented.
[0105] Figure 6 A block diagram schematically illustrates a computer program product implementing the method according to the invention. The computer program product includes a computer program / instructions 610, which, when the computer program / instructions 610 are executed by, for example... Figure 5 When a processor such as the processor 510 shown is executed, it can perform the various steps in the game resource display method described above.
[0106] The foregoing description has described specific embodiments, which, along with other embodiments, are covered within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than those shown in the embodiments and may still achieve the desired results. Furthermore, the processes depicted in the drawings do not necessarily follow the specific or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also feasible or advantageous.
[0107] It should also be noted that the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.
[0108] It should be understood that the above-described embodiments are merely illustrative of the purpose of this invention and are not intended to limit the invention. Those skilled in the art can implement this invention in other ways without departing from its basic spirit and characteristics. The scope of this invention is defined by the appended claims, and any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of one or more embodiments of this specification should be covered herein.
Claims
1. A game resource display method, characterized in that, The method comprises: a first terminal and a second terminal establish a communication connection; user behavior data is obtained from the second terminal side through the communication connection, and the user behavior data is uploaded to a server device; the user behavior data is recorded in a user account bound to the first terminal, wherein the first terminal bound to the user account is used as a transfer terminal of the user behavior data; the user behavior data corresponds to game resources in a game to which the user account belongs; based on the user behavior data, corresponding game resources are displayed in the game, which comprises: the server device extracts user behavior features and user positioning data from the user behavior data; an interaction strategy matched with the user behavior features and user positioning data of a user is obtained, so as to control a game virtual character to provide game interaction services for the user by using the interaction strategy in the game, and a virtual scene matched with the position and environment of the user is constructed according to the position and environment of the user; wherein the interaction strategy is sent to a game client logged in by the user account, and the virtual scene is published to a terminal of the user account in the form of a dynamic copy or downloaded to the game client by the user.
2. The method of claim 1, wherein, The user behavior data is obtained from the second terminal side through the communication connection, which comprises: determining a device type to which the second terminal belongs; generating a data acquisition request according to the device type, and sending the data acquisition request to the second terminal; receiving the user behavior data from the second terminal, wherein the user behavior data is matched with the device type.
3. The method of claim 2, wherein, The user behavior data is matched with the device type, which comprises one or a combination of the following: user motion data is matched with a motion monitoring terminal; user audio data is matched with an audio acquisition terminal; position data is matched with a positioning terminal; and environment data is matched with an environment acquisition terminal.
4. The method of claim 1, wherein, The user behavior data is recorded in the user account bound to the first terminal, which comprises: determining a user account bound to the first terminal; sending the user account and the user behavior data to a server device, so that the server device stores the user behavior data according to the user account.
5. The method of claim 4, wherein, The user behavior data comprises one or more of user motion data, user audio data, position data, environment data and operation data; The user behavior data corresponds to the game resources, which comprises one or more of the following: user motion data corresponds to movement data of a game virtual character; user motion data corresponds to skill levels of a game virtual character; user motion data corresponds to raising data of a game pet; position data corresponds to a scene in which a game virtual character is located; environment data corresponds to a scene in which a game virtual character is located; and operation data corresponds to actions performed by a game virtual character.
6. The method of claim 1, wherein, The user behavior data is recorded in the user account bound to the first terminal, which comprises: identifying a user instruction from the user behavior data; sending the user instruction to a server device or a third terminal, so as to control a game virtual character to perform a game behavior corresponding to the user instruction.
7. The method of claim 1, wherein, The corresponding game resource is displayed in the game based on the user behavior data, including: Obtaining environment data of the environment where the user is located from the user behavior data; The environment data is sent to the server device or the third terminal to construct a virtual scene matching the environment data in the game.
8. The method of claim 1, wherein, The corresponding game resource is displayed in the game based on the user behavior data, including: Obtaining the location and / or time period where the user is located from the user behavior data; The location and / or time period are sent to the server device or the third terminal to trigger a game task matching the location and / or time period in the game.
9. A game resource display device, characterized by, It includes: A processor and a memory storing a computer program; The processor is used to execute the computer program, including: The first terminal and the second terminal establish a communication connection; Obtain user behavior data from the second terminal side through the communication connection, and upload the user behavior data to the server device; Record the user behavior data in the user account bound to the first terminal, wherein the first terminal bound to the user account is used as the transfer terminal of the user behavior data; the user behavior data corresponds to the game resource in the game to which the user account belongs; The corresponding game resource is displayed in the game based on the user behavior data, including: the server device extracts user behavior features and user positioning data from the user behavior data; obtains the interaction strategy matching the user behavior features and the location and environment data of the user to control the game virtual character to provide game interaction service for the user by using the interaction strategy in the game, and constructs a virtual scene matching the location and environment of the user according to the location and environment data of the user; wherein the interaction strategy is sent to the game client logged in by the user account, and the virtual scene is published to the terminal where the user account is located or the server device for the user to download to the game client in the form of dynamic copy.
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