A method, device and computer-readable storage medium for dynamic configuration of game buttons

By dividing the operation area and adjusting the key position in the game interface, the problem of unreasonable distribution of game buttons on the mobile side is solved, and the operation efficiency and gaming experience are improved.

CN114247128BActive Publication Date: 2025-08-12NUBIA TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202111469511.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-03
Publication Date
2025-08-12
Estimated Expiration
2041-12-03

AI Technical Summary

Technical Problem

In the prior art, the key distribution of mobile competitive and action games is unreasonable, resulting in operation difficulties, unable to meet the palm size and operating habits of different users, and affecting the game experience.

Method used

Through visual deep learning and key touch data analysis, the operation area is divided into the game interface, and the key distribution status is recognized according to the game process and screen content, and the key position is dynamically adjusted to optimize touch priority.

Benefits of technology

The dynamic configuration of buttons is realized, reducing operation difficulty and improving the operation efficiency and experience of gamers.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a method, device, and computer-readable storage medium for dynamically configuring game buttons, wherein the method includes: dividing a game interface of the current game into multiple operation areas based on the game type information, game screen content, and button touch data of the current game, and determining the first touch priority corresponding to each of the multiple operation areas; identifying the game buttons to be displayed and the distribution status of the game buttons within the game interface based on the game progress of the current game and the game screen content; and adjusting the game buttons to the corresponding operation areas so that the adjusted one or more game buttons reach the first touch priority corresponding to the operation area. This implements a humanized dynamic configuration scheme for game buttons, reduces the operating difficulty for game players, improves the operating efficiency of game players, and greatly enhances the gaming experience.
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Description

Technical Field

[0001] The present invention relates to the field of mobile communications, and in particular to a method and device for dynamically configuring game keys, and a computer-readable storage medium. Background Art

[0002] In the prior art, with the continuous development of smart terminal devices, the scale of the gaming market on devices such as mobile phones is also growing. In particular, in the current adaptation of competitive and action games in the PC market to mobile terminals, due to the excessive number of keys and their wide distribution, it is difficult to press the key position, resulting in operation failure. In addition, since each user's palm size is different, the position of the operation is different. Moreover, the appropriate operation tap area cannot cover all keys, so it is impossible to adjust the key layout appropriately. The user's gaming experience needs to be improved. Summary of the Invention

[0003] In order to solve the above technical defects in the prior art, the present invention proposes a method for dynamically configuring game keys, which includes:

[0004] According to the game type information, game screen content and key touch data of the current game, a plurality of operation areas are divided in the game interface of the current game, and the first touch priorities corresponding to the plurality of operation areas are determined.

[0005] In the game interface, game buttons to be displayed and distribution states of the game buttons in the game interface are identified according to the game progress of the current game and the game screen content.

[0006] A second touch priority level of each of the game buttons is predicted according to the distribution state and the division state of the plurality of operation areas.

[0007] Compare the first touch priority and the second touch priority, and adjust one or more game buttons whose second touch priority is lower than the preset priority to the corresponding operation area according to the comparison result, so that the adjusted one or more game buttons reach the first touch priority corresponding to the operation area.

[0008] Optionally, dividing the game interface of the current game into a plurality of operation areas according to the game type information of the current game, the game screen content, and the button touch data, and determining the first touch priorities corresponding to the plurality of operation areas respectively, includes:

[0009] The game screen content is analyzed based on visual deep learning and comparison material library.

[0010] Predict and identify the buttons in the game screen content and the positions of the buttons.

[0011] Optionally, the dividing the game interface of the current game into a plurality of operation areas according to the game type information of the current game, the game screen content, and the button touch data, and determining the first touch priorities corresponding to the plurality of operation areas, respectively, further includes:

[0012] The game screen content is analyzed based on the visual deep learning and the comparison material library.

[0013] Identify image objects in the game screen content, and determine the game type information based on the image objects.

[0014] Optionally, the dividing the game interface of the current game into a plurality of operation areas according to the game type information of the current game, the game screen content, and the button touch data, and determining the first touch priorities corresponding to the plurality of operation areas, respectively, further includes:

[0015] During one or more game cycles of the current game, the game screen content and the screen touch signal are analyzed.

[0016] Acquire key touch data corresponding to the game screen content and the screen touch signal.

[0017] Optionally, the dividing the game interface of the current game into a plurality of operation areas according to the game type information of the current game, the game screen content, and the button touch data, and determining the first touch priorities corresponding to the plurality of operation areas, respectively, further includes:

[0018] The first parameter is determined according to the main visual moving area, the main visual non-moving area, and the non-main visual area in the game screen content, the second parameter is determined according to the distribution discreteness of the screen touch signal of the same instruction in the button touch data, and the third parameter is determined according to the trigger position frequency of the screen touch signal of the same instruction in the button touch data.

[0019] The game interface is divided into a plurality of operation areas according to the first parameter, the second parameter, and the third parameter, and the first touch priorities corresponding to the plurality of operation areas are determined.

[0020] Optionally, the identifying, in the game interface, game buttons to be displayed and distribution states of the game buttons in the game interface according to the game progress of the current game and the game screen content, includes:

[0021] According to the task process, the main control character process in the game process, and the moving position information, target information and related game object information corresponding to the task process and the main control character process in the game screen content.

[0022] The game buttons to be displayed are predicted based on the moving position information, the target object information and the related game object information, and the distribution state of the newly appeared game buttons in the game interface is predicted.

[0023] Optionally, predicting the second touch priority of each of the game buttons according to the distribution state and the division state of the plurality of operation areas includes:

[0024] The operation area where each of the game buttons falls is predicted.

[0025] The second touch priority of each of the game buttons is determined according to the falling state.

[0026] Optionally, the comparing the first touch priority and the second touch priority, and adjusting one or more game keys having a second touch priority lower than a preset priority to the corresponding operation area according to the comparison result, so that the adjusted one or more game keys reach the first touch priority corresponding to the operation area, includes:

[0027] The preset priority corresponding to each of the game buttons is determined according to the number of the game buttons to be displayed and the degree of association between the game buttons and the task process and the main control character process.

[0028] According to the comparison result, one or more game keys whose second touch priority is lower than the preset priority are adjusted to the corresponding operation area.

[0029] The present invention also proposes a game key dynamic configuration device, which includes a memory, a processor, and a computer program stored in the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game key dynamic configuration method as described in any one of the above items are implemented.

[0030] The present invention also proposes a computer-readable storage medium, which stores a game key dynamic configuration program. When the game key dynamic configuration program is executed by a processor, the steps of the game key dynamic configuration method as described in any one of the above are implemented.

[0031] The method, device, and computer-readable storage medium for dynamically configuring game buttons of the present invention are implemented by dividing the game interface of the current game into multiple operation areas based on the game type information, game screen content, and button touch data of the current game, and determining the first touch priority corresponding to each of the multiple operation areas; identifying the game buttons to be displayed and the distribution status of the game buttons in the game interface based on the game progress of the current game and the game screen content; predicting the second touch priority of each game button based on the distribution status and the division status of the multiple operation areas; comparing the first touch priority and the second touch priority, and adjusting one or more game buttons whose second touch priority is lower than the preset priority to the corresponding operation area based on the comparison result, so that the adjusted one or more game buttons reach the first touch priority corresponding to the operation area. A humanized dynamic configuration scheme for game buttons is implemented, which reduces the operating difficulty of game players, improves the operating efficiency of game players, and greatly enhances the gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0032] The present invention will be further described below with reference to the accompanying drawings and embodiments, in which:

[0033] Figure 1 This is a hardware structure diagram of a mobile terminal according to the present invention;

[0034] Figure 2 This is a diagram of a communication network system architecture provided by an embodiment of the present invention;

[0035] Figure 3 is a flowchart of a first embodiment of a method for dynamically configuring game buttons according to the present invention;

[0036] Figure 4 is a flowchart of a second embodiment of the method for dynamically configuring game buttons according to the present invention;

[0037] Figure 5 is a flowchart of a third embodiment of a method for dynamically configuring game buttons according to the present invention;

[0038] Figure 6 is a flowchart of a fourth embodiment of a method for dynamically configuring game buttons according to the present invention;

[0039] Figure 7 is a flowchart of a fifth embodiment of a method for dynamically configuring game buttons according to the present invention;

[0040] Figure 8 is a flowchart of a sixth embodiment of a method for dynamically configuring game buttons according to the present invention;

[0041] Figure 9is a flowchart of a seventh embodiment of the method for dynamically configuring game buttons according to the present invention;

[0042] Figure 10 is a flowchart of an eighth embodiment of the method for dynamically configuring game buttons according to the present invention;

[0043] Figure 11 This is a schematic diagram of the first game interface of the first embodiment of the method for dynamically configuring game buttons of the present invention;

[0044] Figure 12 This is a schematic diagram of the second game interface of the first embodiment of the game button dynamic configuration method of the present invention. DETAILED DESCRIPTION

[0045] It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.

[0046] In the subsequent description, suffixes such as "module," "component," or "unit" used to represent elements are only used to facilitate the description of the present invention and have no specific meaning. Therefore, "module," "component," or "unit" can be used interchangeably.

[0047] The terminal can be implemented in various forms. For example, the terminal described in the present invention may include mobile terminals such as mobile phones, tablet computers, laptop computers, PDAs, portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., as well as fixed terminals such as digital TVs and desktop computers.

[0048] The following description will be made by taking a mobile terminal as an example. It will be understood by those skilled in the art that, in addition to components specifically used for mobile purposes, the configuration according to the embodiments of the present invention can also be applied to fixed type terminals.

[0049] See also Figure 1 , which is a schematic diagram of the hardware structure of a mobile terminal for implementing various embodiments of the present invention. The mobile terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (audio / video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111. Those skilled in the art will understand that Figure 1The structure of the mobile terminal shown in the figure does not constitute a limitation to the mobile terminal. The mobile terminal may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0050] The following combination Figure 1 A detailed introduction to the various components of the mobile terminal:

[0051] The RF unit 101 can be used to send and receive information or receive signals during calls. Specifically, it receives downlink information from the base station and transmits it to the processor 110 for processing. It also transmits uplink data to the base station. Typically, the RF unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, and more. Furthermore, the RF unit 101 can communicate with the network and other devices via wireless communication. The above-mentioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution) and TDD-LTE (Time Division Duplexing-Long Term Evolution), etc.

[0052] WiFi is a short-range wireless transmission technology. Mobile terminals can help users send and receive emails, browse web pages, and access streaming media through the WiFi module 102. It provides users with wireless broadband Internet access. Figure 1 The WiFi module 102 is shown, but it is understandable that it is not an essential component of the mobile terminal and can be omitted as needed without changing the essence of the invention.

[0053] The audio output unit 103 can convert audio data received by the RF unit 101 or the WiFi module 102 or stored in the memory 109 into an audio signal and output it as sound when the mobile terminal 100 is in a call signal reception mode, a talk mode, a recording mode, a voice recognition mode, a broadcast reception mode, or the like. Furthermore, the audio output unit 103 can also provide audio output related to a specific function performed by the mobile terminal 100 (e.g., a call signal reception sound, a message reception sound, etc.). The audio output unit 103 may include a speaker, a buzzer, or the like.

[0054] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos captured by an image capture device (e.g., a camera) in video capture mode or image capture mode. The processed image frames may be displayed on the display unit 106. The image frames processed by the GPU 1041 may be stored in the memory 109 (or other storage medium) or transmitted via the RF unit 101 or the WiFi module 102. The microphone 1042 may receive sound (audio data) in operating modes such as a phone call mode, a recording mode, and a voice recognition mode, and may process such sound into audio data. In the phone call mode, the processed audio (voice) data may be converted into a format that can be transmitted to a mobile communication base station via the RF unit 101. The microphone 1042 may implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.

[0055] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 1061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 1061 and / or the backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that can be configured in the mobile phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be described here.

[0056] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.

[0057] The user input unit 107 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the mobile terminal. Specifically, the user input unit 107 may include a touch panel 1071 and other input devices 1072. The touch panel 1071, also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using a finger, stylus, or any other suitable object or accessory on or near the touch panel 1071) and drive the corresponding connection device according to a pre-set program. The touch panel 1071 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction and detects the signal caused by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 110. It can also receive commands sent by the processor 110 and execute them. In addition, the touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may further include other input devices 1072. Specifically, the other input devices 1072 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, power keys, etc.), a trackball, a mouse, a joystick, etc., and are not specifically limited here.

[0058] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of touch event. Figure 1 In the embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal, which is not limited here.

[0059] The interface unit 108 serves as an interface through which at least one external device can be connected to the mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, etc. The interface unit 108 may be used to receive input (e.g., data information, power, etc.) from an external device and transmit the received input to one or more elements within the mobile terminal 100 or may be used to transmit data between the mobile terminal 100 and an external device.

[0060] Memory 109 can be used to store software programs and various data. Memory 109 may primarily include a program storage area and a data storage area. The program storage area may store an operating system and at least one application required for a function (such as a sound playback function or an image playback function); the data storage area may store data generated based on the use of the mobile phone (such as audio data, a phone book, etc.). Furthermore, memory 109 may include high-speed random access memory and non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0061] Processor 110 is the control center of the mobile terminal, connecting all components of the mobile terminal using various interfaces and circuits. By running or executing software programs and / or modules stored in memory 109 and accessing data stored in memory 109, it executes various functions of the mobile terminal and processes data, thereby providing overall monitoring of the mobile terminal. Processor 110 may include one or more processing units; preferably, processor 110 may integrate an application processor and a modem processor. The application processor primarily handles the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 110.

[0062] The mobile terminal 100 may also include a power supply 111 (such as a battery) for supplying power to various components. Preferably, the power supply 111 may be logically connected to the processor 110 through a power management system, thereby managing functions such as charging, discharging, and power consumption through the power management system.

[0063] although Figure 1 Not shown, the mobile terminal 100 may further include a Bluetooth module, etc., which will not be described in detail here.

[0064] To facilitate understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based is described below.

[0065] See also Figure 2 , Figure 2 A communication network system architecture diagram is provided for an embodiment of the present invention. The communication network system is an LTE system of universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an Evolved UMTS Terrestrial Radio Access Network (E-UTRAN) 202, an Evolved Packet Core (EPC) 203, and an operator's IP service 204, which are sequentially connected in communication.

[0066] Specifically, UE201 may be the above-mentioned terminal 100, which will not be described in detail here.

[0067] E-UTRAN 202 includes eNodeB 2021 and other eNodeBs 2022 , etc. Among them, eNodeB 2021 can be connected to other eNodeBs 2022 via a backhaul (eg, an X2 interface), and eNodeB 2021 is connected to EPC 203 , and eNodeB 2021 can provide UE 201 with access to EPC 203 .

[0068] EPC 203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gate Way) 2034, PGW (PDN Gate Way) 2035, and PCRF (Policy and Charging Rules Function) 2036. MME 2031 is the control node that handles signaling between UE 201 and EPC 203, providing bearer and connection management. HSS 2032 provides registers for managing functions such as the Home Location Register (not shown) and stores user-specific information such as service features and data rates. All user data can be sent through SGW2034, PGW2035 can provide IP address allocation and other functions for UE 201, PCRF2036 is the policy and charging control policy decision point for service data flow and IP bearer resources, and it selects and provides available policy and charging control decisions for the policy and charging execution function unit (not shown in the figure).

[0069] The IP service 204 may include the Internet, an intranet, an IMS (IP Multimedia Subsystem), or other IP services.

[0070] Although the above description is based on the LTE system as an example, those skilled in the art should know that the present invention is not only applicable to the LTE system, but also to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, and is not limited here.

[0071] Based on the above-mentioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0072] Example 1

[0073] Figure 3 Flowchart of the first embodiment of the method for dynamically configuring game buttons of the present invention. A method for dynamically configuring game buttons, the method comprising:

[0074] S1. Divide the game interface of the current game into multiple operation areas according to the game type information, game screen content, and button touch data of the current game, and determine the first touch priorities corresponding to the multiple operation areas.

[0075] S2. Identify, within the game interface, game buttons to be displayed and distribution states of the game buttons within the game interface based on the game progress of the current game and the game screen content.

[0076] S3. Predicting a second touch priority of each of the game buttons according to the distribution state and the division state of the plurality of operation areas.

[0077] S4. Compare the first touch priority and the second touch priority, and adjust one or more game buttons whose second touch priority is lower than the preset priority to the corresponding operation area according to the comparison result, so that the adjusted one or more game buttons reach the first touch priority corresponding to the operation area.

[0078] In this embodiment, the game scene image is identified, and the keys and positions that may appear at present are predicted based on the game type and key positions.

[0079] In this embodiment, through machine vision deep learning, the game screen is analyzed by comparing the material library, and the game screen and buttons are recognized. The comparison material library and AI recognition accuracy are continuously improved.

[0080] In this embodiment, for example, when identifying MOBA real-time battle type, FPS shooting type, and ACT action type games, the game screen can contain special objects. For example, if there is a car-shaped object, it is identified as a racing game; if there is a first-person gun object, it is identified as an FPS shooting game; if there is a character's health bar in the center of the screen, it is identified as a MOBA real-time battle game.

[0081] In this embodiment, by accumulating the recognition conditions of each round of the same game, it is possible to pre-judge a certain time period or a certain game mode, such as the special buttons that will appear when the game content is identified as a battle or team battle mode, thereby improving the accuracy of recognition.

[0082] In this embodiment, the main moving objects of the game, for example, the main visual, or the moving area of the main visual, the main distribution of buttons, etc.

[0083] In this embodiment, the activity range of the main visual object is calculated by the distribution of the game buttons, including the distribution of the user's finger touches, and the area division is performed.

[0084] In this embodiment, the difficult operation area is divided. For example, first, the moving area of the main vision is mainly used for viewing and is a difficult-to-click position; second, the user touches the position, and the position that the user clicks less is more difficult to click; third, the degree of change of the screen button becomes shorter, and the more the position of the same button changes, the more difficult it is to click the area.

[0085] In this embodiment, convenient operation areas are divided, for example, first, the part where the user's finger clicks on the common operation; second, the clickable area in the grip state is calculated by judging the length of the user's finger.

[0086] In this embodiment, the optimal operation area is divided, for example, the non-primary visual movement area, but with fewer buttons and larger spaces, and is within the specific range of the user's finger holding state, is the optimal operation area.

[0087] In this embodiment, according to the above calculation rules, dynamic calculation is performed through AI artificial intelligence, and corrections are continuously made through user touch feedback.

[0088] In this embodiment, the game screen is intelligently divided according to the game type and the current screen situation to find the "inconvenient operation area" and "optimal operation area" of the game.

[0089] In this embodiment, keys that are currently difficult to click are identified and dynamically displayed in the user's optimal operation area. The key priorities are calculated and optimally positioned, and the keys are dynamically arranged. Specifically, the process includes: placing the highest-priority keys closer to the center of the optimal operation area; prioritizing keys based on frequency, size, and other dimensions; calculating the number of available key positions within the current optimal operation area to determine the positions available for the current keys; and determining and arranging the keys based on priority.

[0090] Please refer to Figure 11 and Figure 12 In this embodiment, players can perform key operations in the optimal operation area. For example, in the popular mobile game League of Legends, when leveling up in the game, some temporary key operations are required, such as the "Select Jungle Skill" button. However, since the key appears suddenly and is located near the center of the screen, it is difficult to operate. In this case, after the system recognizes the key, it generates a virtual key in the optimal operation area, and the player can perform the operation on the virtual key.

[0091] In this embodiment, through AI recognition of game scenes, AI recognition of game screen buttons, free space on the intelligent computing device screen, intelligent arrangement of virtual buttons and virtual button mapping, the position of virtual buttons is dynamically adjusted to achieve the best gaming experience.

[0092] It can be seen that in this embodiment, the player's button positions are adjusted according to the game scene to reduce the difficulty of operation; the buttons can be dynamically arranged in the button area to maximize the use of the player's optimal operation area; and the interference of screen obstruction during finger operation of mobile devices can be reduced.

[0093] The beneficial effects of this embodiment are as follows: by dividing the game interface of the current game into multiple operation areas according to the game type information, game screen content, and button touch data of the current game, and determining the first touch priorities corresponding to the multiple operation areas; identifying the game buttons to be displayed and the distribution status of the game buttons in the game interface according to the game progress of the current game and the game screen content; predicting the second touch priority of each game button based on the distribution status and the division status of the multiple operation areas; comparing the first touch priority and the second touch priority, and adjusting one or more game buttons whose second touch priority is lower than the preset priority to the corresponding operation area according to the comparison result, so that the adjusted one or more game buttons reach the first touch priority corresponding to the operation area. A humanized dynamic configuration scheme for game buttons is realized, which reduces the operation difficulty of game players, improves the operation efficiency of game players, and greatly enhances the gaming experience.

[0094] Example 2

[0095] Figure 4 This is a flow chart of a second embodiment of the method for dynamically configuring game buttons of the present invention. Based on the above embodiment, the method divides the game interface of the current game into multiple operation areas according to the game type information, game screen content, and button touch data of the current game, and determines the first touch priority corresponding to each of the multiple operation areas, including:

[0096] S11. Analyze the game screen content based on visual deep learning and comparison material library.

[0097] S12: predict and identify the buttons in the game screen content and the positions of the buttons.

[0098] The beneficial effect of this embodiment is that, through deep visual learning and comparison with a resource library, the game screen content is analyzed; the buttons and their locations in the game screen content are predicted and identified. This implements a user-friendly dynamic configuration scheme for game buttons, reduces the operating difficulty for gamers, improves their operating efficiency, and greatly enhances the gaming experience.

[0099] Example 3

[0100] Figure 5 This is a flow chart of a third embodiment of the method for dynamically configuring game buttons according to the present invention. Based on the above embodiment, the method further includes: dividing the game interface of the current game into multiple operation areas according to the game type information, game screen content, and button touch data of the current game, and determining the first touch priority corresponding to each of the multiple operation areas.

[0101] S13. Analyze the game screen content based on the visual deep learning and the comparison material library.

[0102] S14: Identify image objects in the game screen content, and determine the game type information according to the image objects.

[0103] The beneficial effect of this embodiment is that, through the visual deep learning and the comparison material library, the game screen content is analyzed; image objects in the game screen content are identified, and the game type information is determined based on the image objects. This implements a user-friendly dynamic configuration scheme for game buttons, reduces the operating difficulty for gamers, improves the operating efficiency of gamers, and greatly enhances the gaming experience.

[0104] Example 4

[0105] Figure 6This is a flowchart of a fourth embodiment of the method for dynamically configuring game buttons according to the present invention. Based on the above embodiment, the method further includes: dividing the game interface of the current game into multiple operation areas according to the game type information, game screen content, and button touch data of the current game, and determining the first touch priority corresponding to each of the multiple operation areas.

[0106] S15. Analyze the game screen content and screen touch signals within one or more current game cycles.

[0107] S16: Acquire key touch data corresponding to the game screen content and the screen touch signal.

[0108] The beneficial effect of this embodiment is that by analyzing the game screen content and screen touch signals during one or more current game cycles and obtaining key touch data corresponding to the game screen content and screen touch signals, a humanized dynamic configuration scheme for game keys is implemented, which reduces the operating difficulty for gamers, improves their operating efficiency, and greatly enhances the gaming experience.

[0109] Example 5

[0110] Figure 7 This is a flowchart of a fifth embodiment of the method for dynamically configuring game buttons of the present invention. Based on the above embodiment, the method further includes: dividing the game interface of the current game into multiple operation areas based on the game type information, game screen content, and button touch data of the current game, and determining the first touch priority corresponding to each of the multiple operation areas.

[0111] S17. Determine a first parameter based on the main visual moving area, the main visual non-moving area, and the non-main visual area in the game screen content, determine a second parameter based on the distribution discreteness of the screen touch signal of the same instruction in the button touch data, and determine a third parameter based on the trigger position frequency of the screen touch signal of the same instruction in the button touch data.

[0112] S18. Divide the game interface into a plurality of operation areas according to the first parameter, the second parameter, and the third parameter, and determine the first touch priorities corresponding to the plurality of operation areas.

[0113] The beneficial effects of this embodiment are as follows: a first parameter is determined by the main visual moving area, the main visual non-moving area, and the non-main visual area in the game screen content; a second parameter is determined according to the distribution discreteness of the screen touch signal for the same instruction in the key touch data; and a third parameter is determined according to the trigger position frequency of the screen touch signal for the same instruction in the key touch data; the game interface is divided into multiple operation areas according to the first parameter, the second parameter, and the third parameter, and the first touch priority corresponding to each of the multiple operation areas is determined. This implements a humanized dynamic configuration scheme for game buttons, reduces the operating difficulty for game players, improves the operating efficiency of game players, and greatly enhances the gaming experience.

[0114] Example 6

[0115] Figure 8 4 is a flowchart of a sixth embodiment of the method for dynamically configuring game buttons according to the present invention. Based on the above embodiment, the method for identifying the game buttons to be displayed and the distribution status of the game buttons in the game interface according to the game progress of the current game and the game screen content in the game interface includes:

[0116] S21, according to the task process, the main control character process in the game process, and the movement position information, target information and related game object information corresponding to the task process and the main control character process in the game screen content.

[0117] S22: predicting the game buttons to be displayed based on the mobile position information, the target object information, and the related game object information, and predicting the distribution status of the newly-appeared game buttons in the game interface.

[0118] The beneficial effect of this embodiment is that, by using the task progress and main character progress in the game process, as well as the movement position information, target object information, and related game object information corresponding to the task progress and the main character progress in the game screen content, the upcoming game buttons are predicted based on the movement position information, the target object information, and the related game object information, as well as the distribution state of the newly appeared game buttons within the game interface. This achieves a humanized dynamic configuration scheme for game buttons, reduces the operating difficulty for gamers, improves the operating efficiency of gamers, and greatly enhances the gaming experience.

[0119] Example 7

[0120] Figure 9is a flow chart of a seventh embodiment of the method for dynamically configuring game buttons according to the present invention. Based on the above embodiment, predicting the second touch priority of each game button according to the distribution state and the division state of the plurality of operation areas includes:

[0121] S31. Predicting the operation area where each of the game buttons falls.

[0122] S32: Determine a second touch priority level of each of the game buttons according to the falling state.

[0123] The beneficial effect of this embodiment is that by predicting the operation area where each game button falls and determining the second touch priority of each game button according to the falling state, a humanized game button dynamic configuration solution is implemented, which reduces the operation difficulty of game players, improves the operation efficiency of game players, and greatly enhances the gaming experience.

[0124] Example 8

[0125] Figure 10 is a flowchart of an eighth embodiment of the method for dynamically configuring game buttons according to the present invention. Based on the above embodiment, the step of comparing the first touch priority and the second touch priority, and adjusting one or more game buttons having a second touch priority lower than a preset priority to the corresponding operation area according to the comparison result, so that the adjusted one or more game buttons reach the first touch priority corresponding to the operation area, includes:

[0126] S41. Determine a preset priority corresponding to each of the game buttons according to the number of the game buttons to be displayed and the degree of association between the game buttons and the task process and the main control character process.

[0127] S42: Adjust one or more game buttons whose second touch priority is lower than the preset priority to the corresponding operation area according to the comparison result.

[0128] The beneficial effect of this embodiment is that the preset priority corresponding to each game button is determined based on the number of game buttons to be displayed and the degree of association between the game button and the task progress and the main character progress; based on the comparison result, one or more game buttons whose second touch priority is lower than the preset priority are adjusted to the corresponding operation area. This realizes a humanized dynamic configuration scheme for game buttons, reduces the operating difficulty for gamers, improves the operating efficiency of gamers, and greatly enhances the gaming experience.

[0129] Embodiment 9

[0130] Based on the above embodiments, the present invention also proposes a game key dynamic configuration device, which includes a memory, a processor, and a computer program stored on the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game key dynamic configuration method as described in any one of the above items are implemented.

[0131] It should be noted that the above-mentioned device embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are applicable to the device embodiment, which will not be repeated here.

[0132] Example 10

[0133] Based on the above embodiments, the present invention also proposes a computer-readable storage medium, which stores a game button dynamic configuration program. When the game button dynamic configuration program is executed by a processor, the steps of the game button dynamic configuration method as described in any one of the above items are implemented.

[0134] It should be noted that the above-mentioned medium embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are applicable to the medium embodiment, which will not be repeated here.

[0135] It should be noted that, in this document, the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or apparatus comprising the element.

[0136] The serial numbers of the above embodiments of the present invention are for description only and do not represent the advantages or disadvantages of the embodiments.

[0137] Through the description of the above embodiments, those skilled in the art can clearly understand that the above-mentioned embodiment methods can be implemented by means of software plus the necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better embodiment. Based on this 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, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal (which can be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in each embodiment of the present invention.

[0138] The embodiments of the present invention are described above in conjunction with the accompanying drawings, but the present invention is not limited to the above-mentioned specific implementation methods. The above-mentioned specific implementation methods are merely illustrative and not restrictive. Under the guidance of the present invention, ordinary technicians in this field can also make many forms without departing from the scope of protection of the present invention and the claims, all of which are protected by the present invention.

Claims

1. A method for dynamically configuring game buttons, characterized in that: The method comprises: Dividing a game interface of the current game into a plurality of operation areas according to game type information of the current game, game screen content, and key touch data, and determining first touch priorities corresponding to each of the plurality of operation areas; Identifying, within the game interface, game buttons to be displayed and distribution states of the game buttons within the game interface based on the game progress of the current game and the game screen content; predicting a second touch priority of each of the game buttons according to the distribution state and the division state of the plurality of operation areas; Comparing the first touch priority and the second touch priority, and adjusting one or more game keys whose second touch priority is lower than the preset priority to the corresponding operation area according to the comparison result, so that the adjusted one or more game keys reach the first touch priority corresponding to the operation area; The step of dividing a game interface of the current game into a plurality of operation areas according to the game type information of the current game, the game screen content, and the button touch data, and determining first touch priorities corresponding to the plurality of operation areas, respectively, includes: Analyze the game screen content based on visual deep learning and comparison material library; Predicting and identifying buttons in the game screen content and the positions of the buttons; Analyzing the game screen content based on the visual deep learning and the comparison material library; Identifying an image object in the game screen content, and determining the game type information according to the image object; Analyzing the game screen content and screen touch signals during one or more current game cycles; Acquire key touch data corresponding to the game screen content and the screen touch signal; Determining a first parameter based on a primary visual moving area, a primary visual non-moving area, and a non-primary visual area in the game screen content, determining a second parameter based on a distribution discreteness of the screen touch signal for the same instruction in the key touch data, and determining a third parameter based on a trigger position frequency of the screen touch signal for the same instruction in the key touch data; Dividing the game interface into a plurality of operation areas according to the first parameter, the second parameter, and the third parameter, and determining the first touch priority corresponding to each of the plurality of operation areas; The identifying, in the game interface, game buttons to be displayed and distribution states of the game buttons in the game interface according to the game progress of the current game and the game screen content, includes: Determining, based on the task progress and the main control character progress in the game process, movement position information, target information, and related game object information corresponding to the task progress and the main control character progress in the game screen content; Predicting the game buttons that will be displayed based on the mobile position information, the target object information, and the related game object information, and predicting the distribution state of the newly displayed game buttons within the game interface; The predicting the second touch priority of each of the game buttons according to the distribution state and the division state of the plurality of operation areas includes: Predicting the operation area where each of the game buttons falls; Determining a second touch priority level for each of the game buttons according to the falling state; The comparing the first touch priority and the second touch priority, and adjusting one or more game keys having a second touch priority lower than a preset priority to the corresponding operation area according to the comparison result, so that the adjusted one or more game keys reach the first touch priority corresponding to the operation area, includes: Determining a preset priority corresponding to each of the game buttons according to the number of the game buttons to be displayed and the degree of association between the game buttons and the task progress and the main control character progress; According to the comparison result, one or more game keys whose second touch priority is lower than the preset priority are adjusted to the corresponding operation area.

2. A game button dynamic configuration device, characterized in that: The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, the steps of the method for dynamically configuring game keys as claimed in claim 1 are implemented.

3. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a game button dynamic configuration program, and when the game button dynamic configuration program is executed by the processor, the steps of the game button dynamic configuration method according to claim 1 are implemented.

Citation Information

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