Game data processing method, device, server, and storage medium

By obtaining and storing the move effects in the player's move records and status logs, the problem that the existing technology cannot reflect the player's characteristics is solved, and a comprehensive data reflection of the moves and player's characteristics is achieved, and more accurate rank matching and analysis is supported.

CN114011075BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111355471.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-16
Publication Date
2025-07-29
Estimated Expiration
2041-11-16

AI Technical Summary

Technical Problem

In existing competitive games, the existing technology cannot effectively reflect the player's characteristics, resulting in the lack of real-time and useful reference for rank matching and move analysis.

Method used

By obtaining the move records from the player's move log, determining the move effect after the move time based on the player's status log, and storing the corresponding relationship between the move parameters and effects.

Benefits of technology

It realizes the reflection of the data of the move mechanism itself, and at the same time reflects the player's characteristics, improves the move data, and provides more and more detailed data support for subsequent business.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a game data processing method, apparatus, server, and storage medium, relating to the field of game technologies. The method includes: obtaining at least one move record of a game player from the move log of the player in a preset game, then determining the move effect of the game player after the move time according to the move time and the player status log of the preset game, and storing the move data including the corresponding relationship between the move parameters and the move effect. After such processing, for the obtained move data, the move parameters reflect the characteristics of each move itself, while the move effects reflect the characteristics of the game player. Therefore, the game data processing method of the present application can not only reflect the data of the move machine itself, but also make up for the problem that the current data processing method cannot reflect the player characteristics, improve the move data, and provide more and more perfect data information and business implementation possibilities for the subsequent downstream services based on the move data.
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Description

Technical Field

[0001] The present invention relates to the technical field of games, and more particularly, to a game data processing method, apparatus, server, and storage medium. Background Art

[0002] With the rise of the mobile Internet, more and more people choose games as a way of leisure and entertainment. Competitive games mainly based on confrontation are popular among players due to their unique competition mechanism.

[0003] In existing competitive games, relevant indicators for the moves themselves are usually used to monitor whether a move has an excessive damage value or an excessive consumption value, so as to enable game developers to adjust the numerical attributes of the moves. However, these indicators cannot provide useful references for data analysis such as players' moves and rank matching. Summary of the Invention

[0004] The purpose of the present invention is to provide a game data processing method, apparatus, server, and storage medium for the deficiencies in the above-mentioned existing technologies, so as to provide a new indicator for data analysis related to players' moves, rank matching, etc.

[0005] To achieve the above object, the technical solutions adopted in the embodiments of the present application are as follows:

[0006] In a first aspect, an embodiment of the present application provides a game data processing method, including:

[0007] Obtaining at least one move record of a game player from the move log of a preset game; each move record includes: move time and move parameters;

[0008] Determining the move effect of the game player after the move time according to the move time and the player status log of the preset game;

[0009] Storing the move data of the game player, where the move data includes: the corresponding relationship between the move parameters and the move effect.

[0010] Optionally, the determining the move effect of the game player after the move time according to the move time and the player status log of the preset game includes:

[0011] Obtaining the status change information of the game player after the move time from the player status log according to the move time;

[0012] The move effect includes: the status change information.

[0013] Optionally, determining the move effect of the game player after the move time according to the move time and the player status log of the preset game includes:

[0014] Obtaining the player attribute parameters of each game player at multiple time points associated with the move time from the player status log according to the move time;

[0015] Calculating the player attribute change information of the game player after the move time according to the player attribute parameters of the game player at the multiple time points;

[0016] The move effect includes: the player attribute change information.

[0017] Optionally, obtaining the player attribute parameters of the game player at multiple time points associated with the move time from the player status log according to the move time includes:

[0018] Obtaining the player status record of the game player at the first time point closest to the move time after the move time from the player status log according to the move time, and the player status record of the second time point at a preset time interval before the first time point;

[0019] The player attribute parameters of the game player at the multiple time points include: the player attribute parameter values in the player status record of the first time point, and the player attribute parameter values in the player status record of the second time point.

[0020] Optionally, calculating the player attribute change information of the game player after the move time according to the player attribute parameters of the game player at the multiple time points includes:

[0021] Calculating the player attribute parameter change value according to the player attribute parameters of each game player at the multiple time points;

[0022] Normalizing the player attribute parameter change value according to the attribute type of the player attribute parameter and the preset parameter value corresponding to the attribute type to obtain the player attribute change information.

[0023] Optionally, each move record further includes: the move usage duration; the move data further includes: the correspondence between the move parameters and the move usage duration.

[0024] Optionally, the method further includes:

[0025] Obtaining the reaction duration when each game player is hit after the move time from the player status log according to the move time;

[0026] The move data further includes: the corresponding relationship between the move parameters and the reaction duration.

[0027] Optionally, the move parameters include: the move method and / or the move characteristics.

[0028] Optionally, storing the move data of the game player includes:

[0029] Storing the move data of the game player in the form of a data table.

[0030] Optionally, the method further includes:

[0031] Establishing an association relationship between a preset move data query interface and the move data, so as to query the move data using the move data query interface.

[0032] In a second aspect, an embodiment of the present application further provides a game data processing method device, which includes an acquisition module, a processing module, and a storage module;

[0033] The acquisition module is used to obtain at least one move record of a game player from the player move log of a preset game; each move record includes: the move time and the move parameters;

[0034] The processing module is used to determine the move effect of the game player after the move time according to the move time and the player status log of the preset game;

[0035] The storage module is used to store the move data of the game player, and the move data includes: the corresponding relationship between the move parameters and the move effect.

[0036] In a third aspect, an embodiment of the present application further provides a server, which includes: a processor, a storage medium, and a bus. The storage medium stores program instructions executable by the processor. When the server runs, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the game data processing method as described in any one of the first aspects when executed.

[0037] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of the game data processing method as described in any one of the first aspects.

[0038] The beneficial effects of the present application are as follows: The embodiments of the present application provide a game data processing method. At least one move record of a game player is obtained from the move logs of a preset game. Then, according to the move time and the player status logs of the preset game, the move effects after the move time of the game player are determined, and the move data including the corresponding relationship between move parameters and move effects is stored. The move data obtained after such processing not only includes the move parameters of each move, but also includes the move effects after the move. The move parameters reflect the characteristics of each move itself, while the move effects reflect the characteristics of the game player. Therefore, the game data processing method of the present application, by introducing the index of move effects, can not only reflect the data of the move machine itself, but also make up for the problem that the current data processing method cannot reflect the characteristics of the player, improve the move data, and provide more and more complete data information and business implementation possibilities for the subsequent downstream services based on this move data. BRIEF DESCRIPTION OF THE DRAWINGS

[0039] To more clearly illustrate the technical solutions of the embodiments of the present invention, the following will briefly introduce the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present invention, and thus should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can be obtained based on these drawings.

[0040] Figure 1 It is a flowchart of a game data processing method provided by an embodiment of the present application;

[0041] Figure 2 It is a flowchart of determining the move effects after the move time in a game data processing method provided by another embodiment of the present application;

[0042] Figure 3 It is a flowchart of calculating the player attribute change information of a game player in a game data processing method provided by another embodiment of the present application;

[0043] Figure 4 It is a schematic diagram of a game data processing device provided by an embodiment of the present application;

[0044] Figure 5 It is a schematic diagram of a server provided by the embodiments of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0045] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the drawings in the embodiments of the present invention. Obviously, the described embodiments are some, but not all, of the embodiments of the present invention.

[0046] In this application, unless otherwise clearly specified and defined, the terms "first" and "second" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance or implicitly specifying the quantity of the indicated technical features. Thus, features defined with "first" and "second" may explicitly or implicitly include at least one feature. In the description of the present invention, the meaning of "a plurality" is at least two, such as two or three, unless otherwise clearly and specifically defined. The terms "comprise", "include" or any other variant thereof are intended to cover non-exclusive inclusion, such that a process, method, article or device comprising a series of elements not only includes those elements but also includes other elements not expressly listed, or also includes elements inherent to such process, method, article or device. Without further limitation, an element defined by the statement "comprising one..." does not exclude the presence of additional identical elements in the process, method, article or device comprising the element.

[0047] First of all, it should be noted that the game data processing method of this application can be applied to interactive applications, and the types of such interactive applications include but are not limited to turn-based massively multiplayer online role-playing games (MMORPGs), multiplayer online battle arena games (MOBAs), and real-time strategy games (RTSs).

[0048] In existing interactive applications, player move-related metrics are generally used to monitor whether the design of related move operations and damages is reasonable. Since the requirements for timeliness in such application scenarios are not high, the calculation of such metrics generally adopts an offline calculation method. That is, the player move-related metrics are obtained from the player move record logs, and then the damages caused after the move, the blue mana consumption of the move, and other move effects are calculated. Therefore, the existing move-related metrics can only reflect the characteristics of the move design itself for game designers, monitoring whether the move damage is too high or the consumption is too large to adjust the numerical attributes of the move. Thus, it cannot provide timely and useful references for data analysis of player moves, rank matching, etc.

[0049] Figure 1 It is a flowchart of a game data processing method provided by an embodiment of this application; as Figure 1 shown, the method includes:

[0050] Step 101: Obtain at least one move record of a game player from the player move logs of a preset game; each move record includes: move time and move parameters.

[0051] It should be noted that the player's move log includes at least one move record of a game player. Each move record includes the move time and move parameters. Among them, the move time can be the time when the game player determines the move, or the time when the move is released after the game player determines the move. This application does not limit the specific time value-taking method of the move time, and the user can select the time value-taking method of the move time according to actual needs. In addition, this application does not limit the time format of the move time, as long as it can describe the move time. In this application, the move parameters are the descriptions of the parameters related to the moves made by the player. For example, the move parameters can include: the damage value of the move, the consumed stamina value, the cooldown time, the number of available releases, and the corresponding weapon, move action, etc. This application does not limit the specific content included in the move parameters, and the user can expand the content included in this parameter according to needs, that is, the parameters related to the move and move operation can all belong to this move parameter.

[0052] In a possible implementation manner, the player's move log may further include the player's unique identifier for each move record, such as the server id, account id, character id, etc., to identify the player who made the move.

[0053] Step 102: Determine the move effect of the game player after the move time according to the move time and the player status log of the preset game.

[0054] After clarifying the move time, search for the move effect of the game player after the move time in the player status log, that is, the move effect that is the shortest distance from the move time after the move time. Among them, the move effect is the status of the game player or the status of the virtual object manipulated by the game player. In addition, the move effect can be the move effect brought by the move made by the game player. For example, the move applied by the game player to himself (such as the move of adding blood volume, acceleration, etc.) brings the move effect to the game player himself; the move effect can also be the move effect caused by environmental changes or the moves of the opposing party after the game player makes a move. For example, after the game player makes a move, the move of the opposing party causes the blood volume of the game player to decrease, etc. The above is only an example, and the move effect in this application is the change in the status of the game player after the game player makes a move. This application does not limit the specific form, content, etc. of the move effect.

[0055] In a turn-based massively multiplayer online role-playing game, multiple combat characters on the same side launch skills in turn, and the two combat sides adopt a turn-based attack battle mode. If the current combat character of one side is killed in battle, then it is the turn of another combat character of the side where the character was killed to conduct the next round of battle, and so on, until all combat characters of one side are killed in battle, then the turn-based battle will end. In a specific implementation, at least one move record of a game player is obtained from a certain turn-based massively multiplayer online role-playing game, and according to the move time of this move record, the move effect of the game player after the move time is determined in the player status log. In such games, since the two combat sides adopt a turn-based attack battle mode, if the move corresponding to the move record is launched by the game player against himself / herself, the move effect is the move effect brought by the move issued by the game player himself / herself; if the move corresponding to the move record is launched against the combat opponent, and the move does not cause a change in his / her own status, the move effect is the move effect brought by the move launched by the combat opponent against the game player in the next turn.

[0056] In a possible implementation, the player status log may further include the player uniqueness identifier of each move record, such as the server id, account id, character id, etc., to identify the player to whom the status belongs. After the move record, based on the move time and the player uniqueness identifier, the move effect of the game player after the move time is determined in the player status log of the preset game.

[0057] Step 103: Store the move data of the game player, where the move data includes the correspondence between move parameters and move effects.

[0058] The move data of the game player is stored. When storing, the move parameters are corresponded to the move effects. It should be noted that the storage of the correspondence between move parameters and move effects can be stored in the form of a table. For example, the move parameters and the move effects of the move are stored in the same row or the same column to reflect the correspondence between move parameters and move effects. It can also be stored in the form of an index. For example, an index data item is added to both the move parameters and the move effects. Thus, the unique move effect can be obtained by indexing through the index data item in the move parameters, or the unique move parameters can be obtained by indexing through the index data item in the move effects. The above are only illustrative examples, and there may be other forms for the implementation of the correspondence between move parameters and move effects, and this application does not make any limitations in this regard.

[0059] In summary, the embodiment of the present application provides a game data processing method. At least one move record of a game player is obtained from the move log of the preset game. Then, according to the move time and the player status log of the preset game, the move effect after the move time of the game player is determined, and the move data including the corresponding relationship between the move parameters and the move effect is stored. The move data obtained after such processing not only includes the move parameters of each move, but also includes the move effect after the move. The move parameters reflect the characteristics of each move itself, while the move effect reflects the characteristics of the game player. Therefore, the game data processing method of the present application, by introducing the index of the move effect, can not only reflect the data of the move machine itself, but also make up for the problem that the current data processing method cannot reflect the characteristics of the player, improve the move data, and provide more and more perfect data information and business implementation possibilities for the downstream services based on the move data.

[0060] system, it can be added to the player matching system of PC battle royale games to improve the matching algorithm (for example, a player with a very high rank has not played the game for a long time, and his operation becomes very unfamiliar when he logs in again next time, so he will be matched with an opponent with a slightly weaker operation in the same rank), and it has certain reference significance in the subsequent research on data analysis related to player moves and ranks.

[0061] Optionally, on the basis of the above Figure 1 a possible implementation manner for determining the move effect of a game player after the move time in the game data processing method provided by the present application is also provided. The above step 102 includes: obtaining the status change information of the game player after the move time from the player status log according to the move time. Among them, the move effect includes: status change information.

[0062] It should be noted that the status change information in the move effect refers to the status change of the game player after being attacked, and this status change information can be obtained from the player status log. In a possible implementation manner, the status change information can be, for example: petrification, stiffness, movement speed change, etc. Each piece of status change information can include: status change representation, status duration, movement speed, etc. For example, the status change information can be: petrification, duration 20 seconds; movement speed reduced to 0.5 times the default movement speed, duration 10 seconds, etc.

[0063] According to the move time, obtain the status change information of the game player after the move time from the player status log, so as to obtain the status change of the game player after the move in response to the attack received. Collecting this information can reflect the damage received by the game player or the response to the received damage.

[0064] Optionally, on the basis of the above Figure 1Based on this, the present application further provides a possible implementation manner for determining the move effect after the move release time in a game data processing method. Figure 2 This is a flowchart for determining the move effect after the move release time in a game data processing method provided by another embodiment of the present application; as Figure 2 shown, the method for determining the move effect after the move release time of a game player includes:

[0065] Step 201: According to the move release time, obtain the player attribute parameters of each game player at multiple time points associated with the move release time from the player status log.

[0066] The attribute parameters represent the self - state of each game player. For example, the attribute parameters can be: resistance change, blood volume change, defense change, movement speed change, etc. In the present application, when obtaining the player attribute parameters of each game player at multiple time points associated with the move release time, it should be noted that when collecting the player attribute parameters in the player status log, the player attribute parameters may be collected at fixed time intervals, or the player attribute parameters may be collected according to the changes in the player attribute parameters. Thus, there may be multiple time points for the player attribute parameters associated with the move release time. The specific number of time points, association method, etc. can be set according to actual needs, and the present application does not make any limitations in this regard. For example, in the player status log obtained by collecting the player attribute parameters at fixed time intervals, the player attribute parameters associated with the move release time can be the preset number of player attribute parameters before and after the closest time point to the move release time; for another example, in the player status log obtained by collecting the player attribute parameters according to the changes in the player attribute parameters, the player attribute parameters associated with the move release time can be the closest player attribute parameter to the move release time and the first player attribute parameter different from this player attribute parameter after this player attribute parameter.

[0067] Step 202: Calculate the player attribute change information of the game player after the move release time according to the player attribute parameters of the game player at multiple time points. Among them, the move effect includes: player attribute change information.

[0068] According to the player attribute parameters of the game player at multiple time points obtained in step 201, the player attribute change information of the game player after the move release time is obtained by calculating multiple pieces of player attribute information.

[0069] By obtaining the player attribute parameters of each game player at multiple time points associated with the move release time from the player status log according to the move release time, calculating the player attribute change information of the game player after the move release time, the state change of the game player before and after the move is obtained, and it is quantitatively represented, making the data intuitive.

[0070] Optionally, based on the above Figure 2 , the present application further provides a possible implementation manner for obtaining player attribute parameters of a game player at multiple time points in a game data processing method. The method includes:

[0071] According to the move time, obtain the player status record of the game player at the first time point closest to the move time after the move time and the player status record of the second time point with a preset time interval before the first time point from the player status log;

[0072] The player attribute parameters of the game player at multiple time points include: the player attribute parameter value in the player status record at the first time point and the player attribute parameter value in the player status record at the second time point.

[0073] Obtain the player status record of the game player at the first time point closest to the move time after the move time and the player status record of the second time point with a preset time interval before the first time point from the player status log, obtain the player attribute parameter value from the player status record at the first time point, and obtain another player attribute parameter value from the player status record at the second time point, thereby obtaining the player attribute parameters of the game player before and after the move time.

[0074] Optionally, based on the above Figure 2 , the present application further provides a possible implementation manner for calculating the player attribute change information of a game player in a game data processing method. Figure 3 It is a flowchart of a game data processing method for calculating the player attribute change information provided by another embodiment of the present application; as Figure 3 shown, the method includes:

[0075] Step 301: Calculate the player attribute parameter change value according to the player attribute parameters of each game player at multiple time points.

[0076] In a possible implementation manner, obtain the player attribute parameters of each game player at two time points. Denote the player attribute parameter with an earlier time as player attribute parameter a and the player attribute parameter with a later time as player attribute parameter b. Subtract each item of data in player attribute parameter a from the corresponding item of data in player attribute parameter b to obtain the player attribute parameter change value.

[0077] In another possible implementation, the player attribute parameters of each gamer at five time points are obtained and sorted in chronological order. The first player attribute parameter in terms of time is the player attribute parameter 1, followed by the player attribute parameter 2, the player attribute parameter 3, the player attribute parameter 4, and the player attribute parameter 5 in sequence. The corresponding data of the latter player attribute parameter is subtracted from the corresponding data of the previous player attribute parameter in turn to obtain the difference between adjacent player attribute parameters. The average value of all the obtained differences is calculated to obtain the change value of the player attribute parameter.

[0078] The above is only an example. In actual implementation, there may be other implementation forms for calculating the change value of the player attribute parameter, and this application does not make any limitations in this regard.

[0079] Step 302: According to the attribute type of the player attribute parameter and the preset parameter value corresponding to the attribute type, the change value of the player attribute parameter is normalized to obtain the player attribute change information.

[0080] In one possible implementation, a maximum interval of the attribute change value can be set for each item of data in the player attribute parameter, and then the change value of the player attribute parameter calculated each time is divided by the maximum interval for conversion to obtain the change ratio of the change value of the player attribute parameter, that is, the change value of the player attribute parameter is normalized, and this ratio is the player attribute change information. For example, if the change range of a certain player attribute parameter is from 0 to 100, the maximum interval of the change value of this player attribute parameter is 100. If the calculated change value of this player attribute is 23, then through calculation, 23 divided by 100 is used for conversion, and the obtained player attribute change information is 23%.

[0081] By normalizing the change value of the player attribute parameter, the player attribute change information is obtained, and the numerical data is converted into amplitude data, thus realizing a clearer expression of the player attribute change information.

[0082] Optionally, on the basis of the above Figure 1 This application also provides a possible implementation of a game data processing method. Each move record further includes: the move usage duration; the move data further includes: the corresponding relationship between the move parameters and the move usage duration.

[0083] It should be noted that the move usage duration is the duration of the move when the gamer issues the move. In one possible implementation, for some attacks issued by the gamer, the attack time can be extended or secondary damage can be released in a specific manner or in a specific scenario, such as critical damage or multi-stage damage, etc. For these moves, the move usage duration can be obtained and analyzed.

[0084] Thus, the correspondence between move parameters and move usage duration is included in the move data, further expanding the types of move data, and thus further expanding the application scope of the move data.

[0085] Optionally, based on the above Figure 1 , the present application further provides a possible implementation manner of a game data processing method, where the method further includes:

[0086] According to the move time, obtain the reaction duration of each game player when being hit after the move time from the player status log; the move data further includes: the correspondence between move parameters and reaction duration.

[0087] It should be noted that the reaction duration when being hit is the time length for a game player to respond to an attack after being attacked, and this data can be obtained from the game status log. In a possible implementation manner, the reaction duration of a game player when being hit can reflect the operation level, agility, reaction ability, etc. of the game player in a data form.

[0088] Thus, including the correspondence between move parameters and reaction duration in the move data further expands the data types of the move data, and this set of correspondence can provide a data basis for evaluating the operation level of game players in subsequent downstream services.

[0089] Optionally, based on the above embodiments, the present application further provides a possible implementation manner of a game data processing method, where the move parameters include: move methods and / or move characteristics.

[0090] It should be noted that the move parameters in the player move log can include move methods and / or move characteristics. Among them, the move method is the way for the player to input the move. It should be noted that by inputting moves in different ways, there may be differences in the damage value, accuracy of the move, and movement speed, etc. For example, there may be differences in the combo speed between moves input using a mouse and moves input using shortcut keys. In the present application, the move method can be, for example, mouse operation, shortcut key operation, combined key operation, touch operation, etc. The move characteristic is the specific characteristic of each move, such as move trajectory, the weapon it belongs to, the number of segments of damage caused, etc.

[0091] By defining the content included in the move parameters in the present application, the content of the move parameters is further enriched, thereby enriching the types of move data stored.

[0092] Optionally, based on the above embodiments, the present application further provides a possible implementation manner of a game data processing method, where storing the move data of game players includes: storing the move data of game players in the form of a data table.

[0093] A data table is established based on the move data items, so as to store the move data of game players in the data table. In a possible implementation, the user can set information such as the naming, storage format, value range, and meaning of each move data item in the data table as needed, so as to standardize the data format and form of the stored data and facilitate subsequent processing.

[0094] In a specific implementation, the move method in the move parameters can be saved in the move log in the form of an id. By reading the move method id in the player's move log and according to the corresponding relationship between the move method id and the move method, the id is converted into text and stored in the data table, or the id of the move method can be directly stored in the data table. For example, the move method id is 01, representing the move method as mouse operation; the move method id is 02, representing the move method as shortcut key operation; the move method id is 03, representing the move method as combined key operation; the move method id is 04, representing the move method as touch operation. Thus, if the read move method id is 03, the move method stored in the move data is combined key operation or 03.

[0095] In another specific implementation, the move characteristics in the move parameters can be obtained by querying a preset move configuration table. For example, all move characteristics are stored in the move configuration table, which includes at least one move characteristic and at least one index field. Each move characteristic can be indexed by a unique index field. The index field of the move characteristic is recorded in the player's move log, and by querying the move configuration table through this index field, the specific move characteristic can be obtained and stored in the data table.

[0096] In yet another specific implementation, the state change in the move effect can be obtained from the player state change log and the obtained state change is saved in the data table; the attribute change in the move effect is calculated and normalized, and the processed result is saved in the data table; the move duration can be obtained from the move record and saved under the corresponding move data item; the reaction duration can be obtained from the player state log and saved under the corresponding move data item.

[0097] It should be noted that the data table can also include a player uniqueness identifier, such as information that can identify a unique character, such as server id, account id, character id, etc. Thus, the data table of a certain player can be obtained by summarizing the data of the player.

[0098] It should also be noted that the above information such as move effects, move usage duration, reaction duration, etc. all correspond to move parameters. When there are multiple move effects, and / or multiple move usage durations, and / or reaction durations corresponding to the same move parameter, the multiple data are merged and processed, and merged into the same column in the data table, so as to achieve the aggregation of multiple data corresponding to the same move parameter.

[0099] In addition, before storing the move data of game players, the move data can be cleaned. For example, eliminate the move log records or player status log records that do not conform to the preset storage format and value range of the move data items. For example, the server uploads the move log in json format. If the content cannot be recognized by the script due to network transmission, too long log text, incorrect format (such as missing a right bracket), etc., then the log record is eliminated. Another example is to filter out abnormal data. Some logs are data for program debugging logs, which can be identified through the records of some fields. For example, if there is no account id, the abnormal data can be eliminated according to these characteristics. Another example is to adjust missing values. Some logs may miss some common attributes. For example, if there is no player level, it can be filled with default values according to business experience. The above are only illustrative examples, and there may be other ways to clean the move data, which are not limited in this application.

[0100] Storing the move data of game players in the form of a data table can facilitate sorting calculations, summarizing and classifying the data in the table, with rich usage scenarios, simple operation, high speed and strong practicability.

[0101] Optionally, based on the above embodiments, the present application also provides a possible implementation of a game data processing method, wherein the method further includes:

[0102] Establish the association relationship between the preset move data query interface and the move data, so as to query the move data by using the move data query interface.

[0103] It should be noted that the game data processing method of the present application can process various game data, store the processed move data, and multiple downstream services can query the move data through the move data query interface to implement downstream services.

[0104] In a possible implementation, in some interactive applications with a matching system, the matching between players usually adopts methods such as rank matching, level matching, and historical record matching. However, these matching methods cannot reflect the operation level of players. For example, a player may reach a high rank through a period of game experience accumulation. However, if the player does not play the game for a period of time, their operation level may decline. However, if the matching is based on the rank, the matched players will still be those with a high operation level. Therefore, the current matching methods cannot reflect the operation level of players in real time and match according to the operation level of players, which is not conducive to the game experience of players. In addition, in some matching systems, there is also a situation where the rank drops due to insufficient game operation level or insufficient game time, so as to achieve adaptive matching of players. This matching method has a certain degree of delay, that is, the player's rank will not directly drop based on their operation level, but through the accumulation of wins and losses in several games or several days, their operation level will be equivalent to the rank level, which is also not conducive to the game experience of players.

[0105] In the present application, the move data can be queried through a query interface, and the operation level of the player can be evaluated by processing the move data. For example, sort the maintenance time of states such as petrification and stiffness during state changes. The longer the time, the lower the operation level of the player. The longer the duration of using a move, the higher the operation level of the player; the longer the reaction duration when being hit, the lower the operation level of the player, etc.

[0106] In addition to the downstream services of the matching type, the game data processing method of the present application can also be used in a recommendation system, such as providing data support for the recommendation of players' moves (skill releases); or used in an operation index monitoring platform to provide calculation data support for monitoring the damage and trigger effects of each move. The above are only illustrative examples, and the present application can also be used in other downstream services, and the present application does not make any limitations in this regard.

[0107] The following describes the game data processing device, server, computer-readable storage medium, etc. used to execute the present application. For the specific implementation process and technical effects, refer to the above, and the following will not be repeated.

[0108] An exemplary possible implementation of a game data processing device provided by an embodiment of the present application can execute the game data processing method provided by the above embodiment. Figure 4 The following is a schematic diagram of a game data processing device provided by an embodiment of the present application. As Figure 4 shown, the above game data processing device 100 includes:

[0109] An acquisition module 41, a processing module 43, and a storage module 45;

[0110] An acquisition module 41, configured to acquire at least one move record of a game player from the move logs of players in a preset game; each move record includes: a move time and move parameters;

[0111] A processing module 43, configured to determine the move effect of the game player after the move time according to the move time and the player status logs of the preset game;

[0112] A storage module 45, configured to store the move data of the game player, where the move data includes: the corresponding relationship between the move parameters and the move effect.

[0113] Optionally, the processing module 43 is specifically configured to obtain, according to the move time, the status change information of the game player after the move time from the player status logs; the move effect includes: the status change information.

[0114] Optionally, the processing module 43 is specifically configured to obtain, according to the move time, the player attribute parameters of each game player at multiple time points associated with the move time from the player status logs; calculate the player attribute change information of the game player after the move time according to the player attribute parameters of the game player at multiple time points; the move effect includes: the player attribute change information.

[0115] Optionally, the processing module 43 is specifically configured to obtain, according to the move time, the player status record of the game player at the first time point closest to the move time after the move time from the player status logs, and the player status record of the second time point at a preset time interval before the first time point; the player attribute parameters of the game player at multiple time points include: the player attribute parameter values in the player status record of the first time point, and the player attribute parameter values in the player status record of the second time point.

[0116] Optionally, the processing module 43 is specifically configured to calculate the player attribute parameter change value according to the player attribute parameters of each game player at multiple time points; perform normalization processing on the player attribute parameter change value according to the attribute type of the player attribute parameter and the preset parameter value corresponding to the attribute type to obtain the player attribute change information.

[0117] Optionally, the acquisition module 41 is specifically configured to obtain, according to the move time, the reaction duration when each game player is hit after the move time from the player status logs; the move data further includes: the corresponding relationship between the move parameters and the reaction duration.

[0118] The above device is used to execute the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and will not be described in detail here.

[0119] The above-mentioned modules may be one or more integrated circuits configured to implement the above methods. For example: one or more Application Specific Integrated Circuits (ASICs), or, one or more digital signal processors (DSPs), or, one or more Field Programmable Gate Arrays (FPGAs), etc. For another example, when a certain module above is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processors that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0120] An exemplary implementation of a server provided by an embodiment of this application can execute the game data processing method provided by the above embodiment. Figure 5 It is a schematic diagram of a server provided by an embodiment of this application.

[0121] The server includes: a processor 501, a storage medium 502, and a bus. The storage medium stores program instructions executable by the processor. When the server runs, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the above game data processing method. The specific implementation manners and technical effects are similar and will not be elaborated here.

[0122] An exemplary implementation of a computer-readable storage medium provided by an embodiment of this application can execute the game data processing method provided by the above embodiment. A computer program is stored on the storage medium, and when the computer program is run by the processor, it performs the steps of the above game data processing method.

[0123] A computer program stored in a storage medium may include several instructions to enable a server, a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods of various embodiments of the present invention. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, Read-Only Memories (ROMs), Random Access Memories (RAMs), magnetic disks, or optical discs that can store program codes.

[0124] In several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of units is only a logical function division. In actual implementation, there can be other division methods. 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 displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces. The indirect couplings or communication connections of devices or units can be in electrical, mechanical or other forms.

[0125] The units described as separate components may or may not be physically separated. The components shown as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0126] In addition, in each embodiment of the present invention, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware or in the form of a combination of hardware and software functional units.

[0127] The above integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium. The above software functional units stored in a storage medium include several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods in each embodiment of the present invention. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (English: Read-Only Memory, abbreviated as: ROM), random access memories (English: Random Access Memory, abbreviated as: RAM), magnetic disks or optical discs that can store program codes.

[0128] The above is only the specific implementation manner of this application, but the protection scope of this application is not limited thereto. Any person skilled in the art within the technical scope disclosed in this application can easily think of changes or substitutions, which should all be covered within the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.

Claims

1. A method for processing game data, characterized in that, Including: Obtaining at least one move record of a game player from the move log of the player in a preset game; Each of the move records includes: move time and move parameters; Determining, according to the move time and the player status log of the preset game, the move effect of the game player after the move time, where the move effect indicates the move effect brought by the move made by the game player, or the move effect caused by environmental changes or the moves of the opposing party after the game player makes a move; Storing the move data of the game player, where the move data includes: the correspondence between the move parameters and the move effect; The determining, according to the move time and the player status log of the preset game, the move effect of the game player after the move time includes: Obtaining, according to the move time, the player attribute parameters of each game player at multiple time points associated with the move time from the player status log; Calculating, according to the player attribute parameters of the game player at the multiple time points, the player attribute change information of the game player after the move time; The move effect includes: the player attribute change information.

2. The method according to claim 1, wherein The determining, according to the move time and the player status log of the preset game, the move effect of the game player after the move time includes: Obtaining, according to the move time, the status change information of the game player after the move time from the player status log; The move effect includes: the status change information.

3. The method according to claim 1, wherein The obtaining, according to the move time, the player attribute parameters of the game player at multiple time points associated with the move time from the player status log includes: Obtaining, according to the move time, the player status record of the game player at the first time point closest to the move time after the move time and the player status record of the second time point at a preset time interval before the first time point from the player status log; The player attribute parameters of the game player at the multiple time points include: the player attribute parameter values in the player status record of the first time point and the player attribute parameter values in the player status record of the second time point.

4. The method according to claim 1, characterized in that, The calculating, according to the player attribute parameters of the game player at the multiple time points, the player attribute change information of the game player after the move time includes: Calculating the change value of the player attribute parameter according to the player attribute parameters of each game player at the multiple time points; Normalizing the change value of the player attribute parameter according to the attribute type of the player attribute parameter and the preset parameter value corresponding to the attribute type to obtain the player attribute change information.

5. The method according to claim 1, wherein Each of the move records further includes: move usage duration; the move data further includes: the correspondence between the move parameters and the move usage duration.

6. The method according to claim 1, wherein The method further includes: Obtaining, according to the move time, the reaction duration when each game player is hit after the move time from the player status log; The move data further includes: the correspondence between the move parameters and the reaction duration.

7. According to the method described in any one of claims 1-6, characterized in that, The move parameters include: the move method and / or move characteristics.

8. The method according to any one of claims 1-6, characterized in that, Storing the move data of the gamer includes: Storing the move data of the gamer in the form of a data table.

9. The method according to any one of claims 1-6, characterized in that, The method further includes: Establishing an association relationship between a preset move data query interface and the move data, so as to query the move data using the move data query interface.

10. A game data processing method and apparatus, characterized in that, The device includes an acquisition module, a processing module, and a storage module; The acquisition module is configured to obtain at least one move record of a gamer from the move log of a preset game; Each move record includes: the move time and the move parameters; The processing module is configured to determine the move effect of the gamer after the move time according to the move time and the gamer status log of the preset game, where the move effect indicates the move effect brought by the move of the gamer, or the move effect caused by environmental changes or the moves of the opposing party after the gamer makes a move; The storage module is configured to store the move data of the gamer, and the move data includes: the correspondence between the move parameters and the move effect; The processing module is specifically configured to obtain the player attribute parameters of each gamer at multiple time points associated with the move time from the player status log according to the move time; calculate the player attribute change information of the gamer after the move time according to the player attribute parameters of the gamer at the multiple time points; the move effect includes: the player attribute change information.

11. A server, characterized in that, including: A processor, a storage medium, and a bus. The storage medium stores program instructions executable by the processor. When the server runs, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the game data processing method according to any one of claims 1 to 9 when executed.

12. A computer-readable storage medium, characterized in that, A computer program is stored on the storage medium, and when the computer program is run by the processor, it performs the steps of the game data processing method according to any one of claims 1 to 9.

Citation Information

Patent Citations

  • KR20210000181A