Game behavior data processing method, non-volatile storage medium and electronic device
By analyzing the game behavior data of multiple virtual characters, determining the game events associated with the target virtual characters, and pushing personalized battle guidance, the lack of relevance and targeting reminder messages sent by gamers in game battles by relying on subjective consciousness is solved. The problem has improved the game players' game comprehension and experience.
Patent Information
- Application Number
- CN202111131994.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-09-26
- Publication Date
- 2025-02-21
- Estimated Expiration
- 2041-09-26
AI Technical Summary
In multiplayer online battle types, gamers rely on subjective consciousness to send reminders lack relevance and targeting with specific virtual characters, resulting in failure of the battle.
By obtaining game behavior data for multiple virtual characters, game events associated with the target virtual characters are determined, and prompt information to be displayed is determined based on these events to provide combat guidance.
It has achieved personalized combat guidance for different game players, improved game players' game understanding ability, reduced game operation complexity, and improved game experience.
Smart Images

Figure CN113941149B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computers, and in particular to a method for processing game behavior data, a non-volatile storage medium and an electronic device. Background Art
[0002] At present, in multiplayer online battle games, gamers are usually affected by many factors such as operation proficiency, operation awareness, teamwork, etc., especially when multiple gamers in the same game camp are strangers to each other, the battle will fail to a large extent due to the lack of tacit cooperation between each other. Therefore, in order to improve the winning rate of the game, gamers with rich game experience may provide specific marks on the small map of the game scene screen based on their subjective consciousness, or send text and / or voice messages through the pre-set message templates in the game (for example: beware of the grass, the enemy disappears, the state is not good, etc.).
[0003] However, although the above processing method can play a reminder role to a certain extent, it lacks relevance and pertinence to the specific virtual characters controlled by the game players. For example: the virtual character A controlled by game player A, the virtual character B controlled by game player B, the virtual character C controlled by game player C, the virtual character D controlled by game player D, and the virtual character E controlled by game player E belong to the same game camp. Game player A judges based on game experience that the virtual character F controlled by the enemy game player F may be hidden in the bushes. For this reason, game player A marks the location of the bushes on the minimap and sends a reminder message of "Beware of the bushes" to game players B, game players C, game players D, and game players E. However, since virtual characters B, virtual characters C, virtual characters D, and virtual characters E are all located far away from the bushes and no virtual characters are close to the bushes, the reminder message sent by game player A lacks relevance and pertinence to the specific virtual characters controlled by the other game players.
[0004] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention
[0005] At least some embodiments of the present invention provide a method for processing game behavior data, a non-volatile storage medium and an electronic device, so as to at least solve the technical problem in the related art that game players rely on subjective consciousness to send reminder messages during the game process, which, although they can serve as reminders to a certain extent, lack relevance and pertinence to specific virtual characters.
[0006] According to one embodiment of the present invention, a method for processing game behavior data is provided, comprising:
[0007] Obtaining game behavior data of multiple virtual characters, wherein the multiple virtual characters are some or all of the virtual characters participating in a current game match; determining a game event associated with a target virtual character based on the game behavior data; determining prompt information to be displayed through the game event, wherein the prompt information is used to provide combat guidance for a target game behavior to be performed by the target virtual character; and displaying the prompt information.
[0008] Optionally, obtaining game behavior data of multiple virtual characters includes: obtaining historical data generated by each of the multiple virtual characters performing multiple types of game behaviors from the start time of the current game match to a preset time, wherein the multiple types of game behaviors include: attacking behavior, defending behavior, moving behavior, and hiding behavior.
[0009] Optionally, determining a game event associated with a target virtual character based on the game behavior data includes: obtaining attribute information of the target virtual character, wherein the attribute information includes at least one of the following: a role type of the target virtual character, a role skill of the target virtual character; and determining a game event based on the game behavior data and the attribute information.
[0010] Optionally, determining a game event based on the game behavior data and the attribute information includes: determining a movement route of the target virtual character in the game scene based on the game behavior data and the character type of the target virtual character.
[0011] Optionally, determining a game event based on the game behavior data and the attribute information includes: determining a skill release method of the target virtual character in the game scene based on the game behavior data and the character skills of the target virtual character.
[0012] Optionally, determining a game event associated with a target virtual character based on the game behavior data includes: obtaining position information of the target virtual character, wherein the position information includes at least one of the following: a current position of the target virtual character in a game scene, a position of the target virtual character during a battle; and determining a game event based on the game behavior data and the position information.
[0013] Optionally, determining a game event based on the game behavior data and the position information includes: determining, based on the game behavior data and the current position of the target virtual character in the game scene, that there is a virtual character to be focused on or an area to be focused on within a preset range of the current position.
[0014] Optionally, determining a game event based on the game behavior data and the position information includes: determining a position adjustment method of the target virtual character in the battle area based on the game behavior data and the position of the target virtual character during the battle.
[0015] Optionally, the above-mentioned method for processing game behavior data also includes: providing a graphical user interface through an electronic device, and the content displayed by the graphical user interface includes: identification information and target controls of some virtual characters among multiple virtual characters; in response to a sliding touch operation starting from the target control, determining the target identification information from the identification information of some virtual characters.
[0016] Optionally, determining a game event associated with the target virtual character based on the game behavior data includes: determining a game event associated with the target virtual character based on the game behavior data and target identification information.
[0017] According to one embodiment of the present invention, there is also provided a device for processing game behavior data, comprising:
[0018] An acquisition module is used to acquire game behavior data of multiple virtual characters, wherein the multiple virtual characters are some or all of the virtual characters participating in the current game; a first determination module is used to determine a game event associated with a target virtual character based on the game behavior data; a second determination module is used to determine prompt information to be displayed through the game event, wherein the prompt information is used to provide combat guidance for the target game behavior to be executed by the target virtual character; and a display module is used to display the prompt information.
[0019] Optionally, the acquisition module is used to obtain historical data generated by each of the multiple virtual characters performing multiple types of game behaviors from the start time of the current game match to a preset time, wherein the multiple types of game behaviors include: attacking behavior, defending behavior, moving behavior, and hiding behavior.
[0020] Optionally, the first determination module is used to obtain attribute information of the target virtual character, wherein the attribute information includes at least one of the following: role type of the target virtual character, role skills of the target virtual character; and determine a game event based on the game behavior data and the attribute information.
[0021] Optionally, the first determination module is used to determine a moving route of the target virtual character in the game scene based on the game behavior data and the role type of the target virtual character.
[0022] Optionally, the first determination module is used to determine a skill release method of the target virtual character in the game scene based on the game behavior data and the character skills of the target virtual character.
[0023] Optionally, the first determination module is used to obtain position information of the target virtual character, wherein the position information includes at least one of the following: the current position of the target virtual character in the game scene, the position of the target virtual character during the battle; and determine the game event based on the game behavior data and the position information.
[0024] Optionally, the first determination module is used to determine whether there is a virtual character to be paid attention to or an area to be paid attention to within a preset range of the current position based on the game behavior data and the current position of the target virtual character in the game scene.
[0025] Optionally, the first determination module is used to determine a position adjustment method of the target virtual character in the battle area based on the game behavior data and the position of the target virtual character during the battle.
[0026] Optionally, the above-mentioned game behavior data processing device also includes: a third determination module, used to provide a graphical user interface through an electronic device, and the content displayed by the graphical user interface includes: identification information and target controls of some virtual characters among multiple virtual characters; in response to a sliding touch operation starting from the target control, determining the target identification information from the identification information of some virtual characters.
[0027] Optionally, the first determination module is used to determine a game event associated with the target virtual character based on the game behavior data and the target identification information.
[0028] According to one embodiment of the present invention, a non-volatile storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute any of the above-mentioned methods for processing game behavior data when running.
[0029] According to one embodiment of the present invention, a processor is further provided, the processor being used to run a program, wherein the program is configured to execute any of the above-mentioned methods for processing game behavior data during runtime.
[0030] According to one embodiment of the present invention, there is also provided an electronic device, comprising a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above-mentioned methods for processing gaming behavior data.
[0031] In at least some embodiments of the present invention, the game behavior data of multiple virtual characters are obtained, and the multiple virtual characters are some or all of the virtual characters participating in the current game. The game event associated with the target virtual character is determined through the game behavior data, and the prompt information to be displayed is determined through the game event. The prompt information is used to provide battle guidance for the target game behavior to be executed by the target virtual character, and the prompt information is displayed, thereby achieving the purpose of providing personalized battle guidance for different game players to effectively improve the game understanding ability of the game players, thereby achieving the technical effect of analyzing the game behavior of the virtual characters so as to intelligently push personalized battle guidance prompts in the game scene in a timely manner, reducing the complexity of the game operation of the game players and improving the game experience of the game players, thereby solving the technical problem that the reminder messages sent by the game players in the game battle process relying on subjective consciousness in the related technology can play a reminder role to a certain extent, but lack the relevance and pertinence between the specific virtual characters. BRIEF DESCRIPTION OF THE DRAWINGS
[0032] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:
[0033] Figure 1 It is a hardware structure block diagram of a mobile terminal of a method for processing game behavior data according to an embodiment of the present invention;
[0034] Figure 2 is a flowchart of a method for processing game behavior data according to one embodiment of the present invention;
[0035] Figure 3 is a schematic diagram of prompt information associated with a region to be concerned according to one optional embodiment of the present invention;
[0036] Figure 4 is a schematic diagram of prompt information associated with a virtual character to be followed according to one optional embodiment of the present invention;
[0037] Figure 5 is a schematic diagram of selecting a virtual character and prompting the virtual character to appear according to one optional embodiment of the present invention;
[0038] Figure 6 is a structural block diagram of a device for processing game behavior data according to one embodiment of the present invention;
[0039] Figure 7 It is a structural block diagram of a device for processing game behavior data according to one optional embodiment of the present invention. DETAILED DESCRIPTION
[0040] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.
[0041] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0042] According to one embodiment of the present invention, an embodiment of a method for processing game behavior data is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0043] The method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID for short), a PAD, a game console and other terminal devices. Figure 1 FIG. 1 is a hardware structure block diagram of a mobile terminal of a method for processing game behavior data according to an embodiment of the present invention. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1Only one is shown in the figure) processor 102 (processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may also include a transmission device 106 for communication functions, an input and output device 108, and a display device 110. It can be understood by those skilled in the art that Figure 1 The structure shown is for illustration only and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.
[0044] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as computer programs corresponding to the processing method of game behavior data in the embodiment of the present invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, the processing method of the game behavior data described above is realized. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the mobile terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
[0045] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0046] The inputs in the input / output device 108 may come from a plurality of human interface devices (HIDs), such as keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, remote controls, etc.). In addition to providing input functions, some human interface devices may also provide output functions, such as force feedback and vibration of game controllers, audio output of controllers, etc.
[0047] The display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and a user may interact with the GUI by finger contacts and / or gestures on a touch-sensitive surface, wherein the human-computer interaction functions here may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or a readable storage medium executable by one or more processors.
[0048] In this embodiment, a method for processing game behavior data running on the above mobile terminal is provided. Figure 2 FIG. 1 is a flowchart of a method for processing game behavior data according to one embodiment of the present invention. Figure 2 As shown, the method comprises the following steps:
[0049] Step S20, obtaining game behavior data of multiple virtual characters, wherein the multiple virtual characters are some or all of the virtual characters participating in the current game;
[0050] The above-mentioned multiple virtual characters may be some or all of the virtual characters participating in the current game match, which may include virtual characters of the first game camp and virtual characters of the second game camp. The first game camp and the second game camp are hostile camps. For example: in a 5V5 game match, 5 virtual characters belong to the first game camp and 5 virtual characters belong to the second game camp. Some or all of these 10 virtual characters are the analysis objects of game behavior data.
[0051] The above-mentioned multiple virtual characters can perform various types of game behaviors in the current game match, which may include but are not limited to: attacking behaviors (for example: killing enemy virtual characters), defensive behaviors (for example: resisting attacks from enemy virtual characters), moving behaviors (for example: moving to the confrontation road, moving to the development road, moving to the middle road, etc.), hiding behaviors (for example: hiding in the virtual grass and waiting for the opportunity). The above-mentioned game behavior data can be obtained by obtaining the historical data generated by each of the multiple virtual characters performing various types of game behaviors from the start time of the current game match to the preset time. The preset time can be any time in the current game match. For example: the current latest time determined according to the game progress of the current game match.
[0052] Step S21, determining a game event associated with the target virtual character based on the game behavior data;
[0053] The above-mentioned game behavior data is the basic data source for determining the game events associated with the target virtual character. The target virtual character is any virtual character among the above-mentioned multiple virtual characters. For example: the virtual character controlled by the game player himself. The above-mentioned game events are events that are directly related to the above-mentioned target virtual character and require the target virtual character to pay special attention to, which may include but are not limited to: location events within the game scene, character events within the game scene, battle events within the game scene, etc.
[0054] Step S22, determining prompt information to be displayed through the game event, wherein the prompt information is used to provide combat guidance for the target game behavior to be performed by the target virtual character;
[0055] After determining the game event associated with the target virtual character based on the game behavior data, the prompt information to be displayed can be determined by the game event. The prompt information is used to provide combat guidance for the target game behavior (i.e., subsequent game behavior) to be performed by the target virtual character. The display method of the prompt information may include but is not limited to: text prompts, digital prompts, voice prompts, special effect prompts, etc.
[0056] For example: when the above-mentioned game event is a location event within the game scene, the location event indicates that in the virtual grass at a specific location in the game scene, our virtual character has been attacked and killed by the enemy virtual character many times. Therefore, when our virtual character passes by and approaches the virtual grass, he can receive a prompt message automatically pushed by the game system saying "Be careful when approaching the grass" to prevent our virtual character from being attacked and killed again.
[0057] Step S23, display prompt information.
[0058] Different from the related art in which game players provide specific marks in the small map of the game scene screen based on their subjective consciousness, or send text and / or voice messages through pre-set message templates in the game, the embodiments of the present invention analyze the game behavior data of some or all virtual characters participating in the current game to determine the game events associated with the target virtual character, thereby automatically and intelligently pushing prompt information determined by the game events to the target virtual character, so as to provide combat guidance for the target game behavior to be executed by the target virtual character.
[0059] Through the above steps, the game behavior data of multiple virtual characters can be obtained, and the multiple virtual characters are some or all of the virtual characters participating in the current game. The game event associated with the target virtual character is determined through the game behavior data, and the prompt information to be displayed is determined through the game event. The prompt information is used to provide battle guidance for the target game behavior to be executed by the target virtual character, and the prompt information is displayed, thereby achieving the purpose of providing personalized battle guidance for different game players to effectively improve the game understanding ability of the game players, thereby achieving the technical effect of analyzing the game behavior of the virtual characters so as to intelligently push personalized battle guidance prompts in the game scene in time, reducing the complexity of the game operation of the game players and improving the game experience of the game players, thereby solving the technical problem that the reminder messages sent by the game players in the game battle process relying on subjective consciousness in the related technology can play a reminder role to a certain extent, but lack the relevance and pertinence between the specific virtual characters.
[0060] Optionally, in step S21, determining the game event associated with the target virtual character based on the game behavior data may include the following execution steps:
[0061] Step S210, acquiring attribute information of the target virtual character, wherein the attribute information includes at least one of the following: a role type of the target virtual character, a role skill of the target virtual character;
[0062] Step S211, determining a game event based on the game behavior data and attribute information.
[0063] On the basis of obtaining the game behavior data of multiple virtual characters, the attribute information of the target virtual character can also be obtained so as to determine the game event based on the game behavior data and the attribute information. The attribute information may include but is not limited to at least one of the following: the role type of the target virtual character (e.g., mage, warrior, archer, etc.), the role skill of the target virtual character (e.g., freezing skill, flame skill, archery skill, etc.).
[0064] In an optional embodiment, the movement route of the target virtual character in the game scene can be determined based on the game behavior data and the character type of the target virtual character. That is, the above-mentioned game behavior data is the movement behavior data, the above-mentioned attribute information is the character type of the target virtual character, and the above-mentioned game event is the movement route of the target virtual character in the game scene. For example: when the character type of the target virtual character is a mage type, the movement route of the target virtual character in the game scene should move along the middle road; when the character type of the target virtual character is a warrior type, the movement route of the target virtual character in the game scene should move along the confrontation road; when the character type of the target virtual character is a shooter type, the movement route of the target virtual character in the game scene should move along the development road.
[0065] In an optional embodiment, the skill release mode of the target virtual character in the game scene can be determined based on the game behavior data and the character skills of the target virtual character. That is, the above-mentioned game behavior data is the attack behavior data, the above-mentioned attribute information is the character skills of the target virtual character, and the above-mentioned game event is the skill release mode of the target virtual character in the game scene (which may include but is not limited to: release timing, release direction). For example: although the target virtual character continuously releases the freezing skill in the game scene, there are major operational defects in the release timing of the freezing skill (failed to freeze the enemy virtual character within the range of the skill indicator for many consecutive times) or the release direction of the freezing skill (released the freezing skill in a direction completely different from the moving direction of the enemy virtual character for many consecutive times). For this reason, it is necessary to automatically prompt the target virtual character with the skill release mode of the freezing skill.
[0066] Optionally, in step S21, determining the game event associated with the target virtual character based on the game behavior data may include the following execution steps:
[0067] Step S212, obtaining the position information of the target virtual character, wherein the position information includes at least one of the following: the current position of the target virtual character in the game scene, the position of the target virtual character during the battle;
[0068] Step S213, determining a game event based on the game behavior data and the location information.
[0069] On the basis of obtaining the game behavior data of multiple virtual characters, the position information of the target virtual character can also be obtained to determine the game event based on the game behavior data and the position information. The position information may include but is not limited to at least one of the following: the current position of the target virtual character in the game scene (for example: the latest stop position of the target virtual character on the moving path), the position of the target virtual character during the battle (for example: the position of the target virtual character during a multiplayer team battle, etc.).
[0070] In an optional embodiment, it can be determined that there is a virtual character to be concerned or an area to be concerned within a preset range of the current position based on the game behavior data and the current position of the target virtual character in the game scene. That is, the game behavior data is attack behavior data, the position information is the current position of the target virtual character in the game scene, and the game event is the existence of a virtual character to be concerned (for example, the enemy virtual character that has killed the target virtual character the most times, the enemy virtual character that has killed the most virtual characters on our side, etc.) or an area to be concerned (for example, virtual grass) within the preset range of the current position.
[0071] Figure 3 is a schematic diagram of prompt information associated with the area to be concerned according to one optional embodiment of the present invention, such as Figure 3 As shown, there is a virtual bush to the left of the current position of the target virtual character in the game scene. By analyzing the attack behavior data, it is found that the target virtual character has been killed by the enemy virtual character 7 times in the virtual bush, or our virtual character has been killed by the enemy virtual character 7 times in total in the virtual bush. Therefore, when the target virtual character approaches the virtual bush, it will receive a prompt message automatically pushed by the game system, which may include: "Please pay attention to the bush on the left!" Text and / or voice prompts, digital prompts of the number "7", flashing light effects prompts in the virtual bush, etc.
[0072] Figure 4 is a schematic diagram of prompt information associated with a virtual character to be followed according to one optional embodiment of the present invention, such as Figure 4 As shown, there is a virtual character 1 in front of the left of the current position of the target virtual character in the game scene. By analyzing the attack behavior data, it is found that the target virtual character has been killed by virtual character 1 many times, or our virtual character has been killed by virtual character 1 many times in total. Therefore, when the target virtual character approaches virtual character 1, it will receive a prompt message automatically pushed by the game system, which may include: "Please note that virtual character 1 is in front!" Text and / or voice prompts, etc.
[0073] In an optional embodiment, the position adjustment mode of the target virtual character in the battle area can be determined based on the game behavior data and the position of the target virtual character in the battle process. That is, the above-mentioned game behavior data is the attack behavior data, the above-mentioned position information is the position of the target virtual character in the battle process, and the above-mentioned game event is the position adjustment mode of the target virtual character in the battle area (which may include but is not limited to: adjusting from the front row position in the game scene to the back row position). For example: the role type of the target virtual character is a mage or a shooter, and the role type of the teammate virtual character is a warrior or a tank, but the position of the target virtual character in the group battle process is prior to the position of the teammate virtual character in the group battle process, resulting in the inability to be protected by the warrior or the tank, so that the group battle fails. For this reason, it is necessary to automatically prompt the target virtual character that the position adjustment mode of the target virtual character in the battle area needs to be adjusted from the front row position in the group battle process to the back row position.
[0074] Optionally, the above-mentioned method for processing game behavior data may further include the following execution steps:
[0075] Step S24, providing a graphical user interface through an electronic device, wherein the contents displayed by the graphical user interface include: identification information and target controls of some virtual characters among the multiple virtual characters;
[0076] Step S25, in response to the sliding touch operation starting from the target control, determining the target identification information from the identification information of the part of the virtual characters.
[0077] The identification information of some of the virtual characters may be avatar identifications of multiple enemy virtual characters, and the target control may be a prompt control. The prompt control may be used to further limit the scope of objects for obtaining game behavior data. By responding to a sliding touch operation starting from the target control, the target identification information may be determined from the identification information of some of the virtual characters. For example, when the enemy virtual characters include virtual character 1, virtual character 2, virtual character 3, and virtual character 4, the avatar identification of virtual character 1 may be determined from virtual character 1, virtual character 2, virtual character 3, and virtual character 4 by responding to a sliding touch operation starting from the prompt control.
[0078] It should be noted that the above sliding touch operation can select at least one virtual character in one sliding process, or can be divided into multiple sliding processes and select one virtual character in each sliding process.
[0079] Optionally, in step S21, determining the game event associated with the target virtual character based on the game behavior data may include the following execution steps:
[0080] Step S214, determining a game event associated with the target virtual character based on the game behavior data and the target identification information.
[0081] On the basis of obtaining the game behavior data of multiple virtual characters, the target identification information can also be obtained by a sliding touch operation starting from the target control, so as to determine the game event associated with the target virtual character based on the game behavior data and the target identification information. For example: although it is found through analysis of the attack behavior data that our virtual character has been killed many times by virtual character 1 and virtual character 2, the target virtual character can obviously restrain virtual character 2, but cannot restrain virtual character 1. To this end, the avatar identification of virtual character 1 is selected in the graphical user interface through a sliding touch operation starting from the target control. As a result, when the target virtual character approaches virtual character 1, it will receive a prompt message automatically pushed by the game system.
[0082] Figure 5 is a schematic diagram of selecting a virtual character and prompting the virtual character to appear according to one optional embodiment of the present invention, such as Figure 5 As shown, when the enemy virtual characters include virtual character 1, virtual character 2, virtual character 3 and virtual character 4, the content displayed by the graphical user interface includes the avatar logo of virtual character 1, the avatar logo of virtual character 2, the avatar logo of virtual character 3, the avatar logo of virtual character 4 and the prompt control. By responding to the sliding touch operation starting from the prompt control, the avatar logo of virtual character 1 can be determined from the avatar logo of virtual character 1, the avatar logo of virtual character 2, the avatar logo of virtual character 3 and the avatar logo of virtual character 4. When virtual character 1 exists in the right front of the current position of the target virtual character in the game scene, it is found through analysis of the attack behavior data that the target virtual character has been killed many times by virtual character 1, or the virtual character of our side has been killed many times by virtual character 1 in total. Therefore, when the target virtual character approaches virtual character 1, it will receive a prompt message automatically pushed by the game system, which may include: "Virtual character 1 appears!" text and / or voice prompts, etc.
[0083] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a magnetic disk, or an optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods described in each embodiment of the present invention.
[0084] In the present embodiment, a processing device for game behavior data is also provided, and the device is used to implement the above-mentioned embodiment and preferred implementation mode, and the description has been made no further. As used below, the term "module" can realize the combination of software and / or hardware of the predetermined function. Although the device described in the following embodiments is preferably realized with software, the realization of hardware, or the combination of software and hardware is also possible and conceived.
[0085] Figure 6 is a structural block diagram of a device for processing game behavior data according to one embodiment of the present invention. Figure 6 As shown, the device includes: an acquisition module 10, used to acquire game behavior data of multiple virtual characters, wherein the multiple virtual characters are some or all of the virtual characters participating in the current game; a first determination module 20, used to determine a game event associated with a target virtual character based on the game behavior data; a second determination module 30, used to determine prompt information to be displayed through the game event, wherein the prompt information is used to provide combat guidance for the target game behavior to be executed by the target virtual character; and a display module 40, used to display the prompt information.
[0086] Optionally, the acquisition module 10 is used to obtain historical data generated by each of the multiple virtual characters performing multiple types of game behaviors from the start time of the current game to a preset time, wherein the multiple types of game behaviors include: attacking behavior, defending behavior, moving behavior, and hiding behavior.
[0087] Optionally, the first determination module 20 is used to obtain attribute information of the target virtual character, wherein the attribute information includes at least one of the following: the role type of the target virtual character, the role skill of the target virtual character; and determine the game event based on the game behavior data and the attribute information.
[0088] Optionally, the first determination module 20 is used to determine a moving route of the target virtual character in the game scene based on the game behavior data and the character type of the target virtual character.
[0089] Optionally, the first determination module 20 is used to determine a skill release mode of the target virtual character in the game scene based on the game behavior data and the character skills of the target virtual character.
[0090] Optionally, the first determination module 20 is used to obtain position information of the target virtual character, wherein the position information includes at least one of the following: the current position of the target virtual character in the game scene, the position of the target virtual character during the battle; and determine the game event based on the game behavior data and the position information.
[0091] Optionally, the first determining module 20 is used to determine whether there is a virtual character to be paid attention to or an area to be paid attention to within a preset range of the current position based on the game behavior data and the current position of the target virtual character in the game scene.
[0092] Optionally, the first determination module 20 is used to determine a position adjustment method of the target virtual character in the battle area based on the game behavior data and the position of the target virtual character during the battle.
[0093] Optionally, Figure 7 is a structural block diagram of a device for processing game behavior data according to one optional embodiment of the present invention, such as Figure 7 As shown, the device includes Figure 6 In addition to all the modules shown, the above-mentioned game behavior data processing device also includes: a third determination module 50, which is used to provide a graphical user interface through an electronic device, and the content displayed by the graphical user interface includes: identification information and target controls of some virtual characters among multiple virtual characters; in response to a sliding touch operation starting from the target control, determining the target identification information from the identification information of some virtual characters.
[0094] Optionally, the first determination module 20 is used to determine a game event associated with the target virtual character based on the game behavior data and the target identification information.
[0095] It should be noted that the above modules can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to: the above modules are all located in the same processor; or the above modules are located in different processors in any combination.
[0096] An embodiment of the present invention further provides a non-volatile storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps of any of the above method embodiments when running.
[0097] Optionally, in this embodiment, the non-volatile storage medium may be configured to store a computer program for performing the following steps:
[0098] S1, obtaining game behavior data of multiple virtual characters, wherein the multiple virtual characters are some or all of the virtual characters participating in the current game;
[0099] S2, determining a game event associated with the target virtual character based on the game behavior data;
[0100] S3, determining prompt information to be displayed through the game event, wherein the prompt information is used to provide combat guidance for the target game behavior to be executed by the target virtual character;
[0101] S4, display prompt information.
[0102] Optionally, in this embodiment, the above-mentioned non-volatile storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.
[0103] An embodiment of the present invention further provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.
[0104] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.
[0105] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:
[0106] S1, obtaining game behavior data of multiple virtual characters, wherein the multiple virtual characters are some or all of the virtual characters participating in the current game;
[0107] S2, determining a game event associated with the target virtual character based on the game behavior data;
[0108] S3, determining prompt information to be displayed through the game event, wherein the prompt information is used to provide combat guidance for the target game behavior to be executed by the target virtual character;
[0109] S4, display prompt information.
[0110] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.
[0111] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.
[0112] In the above embodiments of the present invention, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0113] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units can be a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0114] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.
[0115] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.
[0116] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program codes.
[0117] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.
Claims
1. A method for processing game behavior data, characterized in that: include: Acquire game behavior data of multiple virtual characters and attribute information of a target virtual character, wherein the multiple virtual characters are some or all of the virtual characters participating in the current game match, and the attribute information includes at least one of the following: the role type of the target virtual character, and the role skill of the target virtual character; Determining a game event associated with a target virtual character based on the game behavior data and the attribute information; Determining prompt information to be displayed through the game event, wherein the prompt information is used to provide combat guidance for the target game behavior to be performed by the target virtual character; The prompt information is displayed.
2. The method for processing game behavior data according to claim 1, characterized in that: Acquiring the game behavior data of the multiple virtual characters includes: Obtain historical data generated by each of the multiple virtual characters performing multiple types of game behaviors from the start time of the current game to a preset time, wherein the multiple types of game behaviors include: attacking behavior, defending behavior, moving behavior, and hiding behavior.
3. The method for processing game behavior data according to claim 1, characterized in that: Determining the game event based on the game behavior data and the attribute information includes: The moving route of the target virtual character in the game scene is determined based on the game behavior data and the role type of the target virtual character.
4. The method for processing game behavior data according to claim 1, characterized in that: Determining the game event based on the game behavior data and the attribute information includes: The skill release mode of the target virtual character in the game scene is determined based on the game behavior data and the character skills of the target virtual character.
5. The method for processing game behavior data according to claim 1, characterized in that: Determining the game event associated with the target virtual character based on the game behavior data includes: Acquire the position information of the target virtual character, wherein the position information includes at least one of the following: the current position of the target virtual character in the game scene, the position of the target virtual character during the battle; The gaming event is determined based on the gaming activity data and the location information.
6. The method for processing game behavior data according to claim 5, characterized in that: Determining the game event based on the game behavior data and the location information includes: Based on the game behavior data and the current position of the target virtual character in the game scene, it is determined that there is a virtual character to be paid attention to or an area to be paid attention to within a preset range of the current position.
7. The method for processing game behavior data according to claim 5, characterized in that: Determining the game event based on the game behavior data and the location information includes: The position adjustment method of the target virtual character in the battle area is determined based on the game behavior data and the position of the target virtual character during the battle.
8. The method for processing game behavior data according to claim 1, characterized in that: The method for processing game behavior data also includes: Providing a graphical user interface through an electronic device, wherein the content displayed by the graphical user interface includes: identification information and target controls of some virtual characters among the multiple virtual characters; In response to a sliding touch operation initiated from the target control, target identification information is determined from identification information of a portion of the virtual characters.
9. The method for processing game behavior data according to claim 8, characterized in that: Determining the game event associated with the target virtual character based on the game behavior data includes: The game event associated with the target virtual character is determined based on the game behavior data and the target identification information.
10. A device for processing game behavior data, characterized in that: include: An acquisition module, used to acquire game behavior data of multiple virtual characters and attribute information of a target virtual character, wherein the multiple virtual characters are some or all of the virtual characters participating in the current game match, and the attribute information includes at least one of the following: the role type of the target virtual character, and the role skill of the target virtual character; A first determination module, configured to determine a game event associated with a target virtual character based on the game behavior data and the attribute information; A second determination module is used to determine prompt information to be displayed through the game event, wherein the prompt information is used to provide combat guidance for the target game behavior to be executed by the target virtual character; The display module is used to display the prompt information.
11. A non-volatile storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program is configured to execute the method for processing game behavior data described in any one of claims 1 to 9 when running.
12. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to execute the method for processing game behavior data described in any one of claims 1 to 9.
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