Method and device for identifying skill alias, electronic equipment and storage medium

By acquiring game skill input times and chat logs, and using a neural network model to identify game skill nicknames, the problem of communication difficulties between new and veteran players was solved, thus improving the gaming experience.

CN114692627BActive Publication Date: 2025-10-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210351115.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-02
Publication Date
2025-10-17
Estimated Expiration
2042-04-02

AI Technical Summary

Technical Problem

Unofficial skill nicknames created by gamers make communication difficult between new and veteran players, affecting the gaming experience. Existing technology has not been able to effectively assist in understanding these nicknames.

Method used

By receiving the game skill input time, obtaining the target game chat history, using a neural network model to determine the candidate nicknames, and confirming the skill nickname based on emotional expression and frequency judgment.

Benefits of technology

Accurately identifying alternative names for game skills improves communication efficiency between new and veteran players, reduces the learning burden, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a skill nickname identification method and device, electronic equipment and a storage medium. The method comprises the following steps: when a game skill is input, the time when the game skill is input is acquired, and a target game chat record is determined according to the time when the game skill is input; then, a candidate nickname corresponding to the game skill is determined from the target game chat record; after the candidate nickname is determined, the candidate nickname is determined as the skill nickname of the game skill, so that the skill nickname of the game skill can be accurately and timely identified, and the communication between new and old players is facilitated.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of name recognition, and particularly relates to a skill alias recognition method and device, electronic equipment and a storage medium. BACKGROUND

[0002] This section is intended to provide background information to facilitate an understanding of embodiments of the present application as set forth in the claims. The description herein does not constitute admission of prior art.

[0003] In the process of game experience, in order to facilitate and fast communication, players will create some special terms, abbreviations, for example: flat A, slide, slide shovel. These skill aliases are not set by the game official, and are various in form and flexible in expression. However, for some novice players, it is difficult to understand, which may lead to communication difficulties between new and old players, affect the game experience of new and old players, and further cause the loss of players. SUMMARY

[0004] Therefore, the purpose of the present application is to provide a skill alias recognition method and device, electronic equipment and a storage medium.

[0005] To achieve the above purpose, the present application provides a skill alias recognition method, which comprises:

[0006] receiving an input game skill;

[0007] acquiring a time when the game skill is input, and determining a target game chat record based on the time;

[0008] determining a candidate alias corresponding to the game skill from the target game chat record;

[0009] determining that the candidate alias is a skill alias of the game skill.

[0010] In some embodiments, the target game chat record is determined based on the time, specifically comprising:

[0011] determining a target time period based on the time and a preset time length;

[0012] determining a game chat record in the target time period as the target game chat record.

[0013] In some embodiments, the target game chat record is determined based on the time, specifically comprising:

[0014] determining a nearest game chat record to the time;

[0015] determining a game chat record adjacent to the nearest game chat record and the nearest game chat record as the target game chat record.

[0016] In some embodiments, determining the alternative alias corresponding to the game skill from the target game chat record specifically comprises:

[0017] Removing preset stop words in the target game chat record, and dividing the target game chat record after removing the preset stop words into a plurality of word groups;

[0018] Determining the confidence of each word group in the plurality of word groups based on the first neural network model obtained by training, and determining the word group with the highest confidence as the alternative alias.

[0019] In some embodiments, determining the alternative alias as the skill alias of the game skill specifically comprises:

[0020] Determining whether the target game chat record is a positive emotional expression;

[0021] In response to determining that the target game chat record is a positive emotional expression, determining the alternative alias as the skill alias of the game skill.

[0022] In some embodiments, determining whether the target game chat record is a positive emotional expression specifically comprises:

[0023] Determining whether the target game chat record is a positive emotional expression based on a preset positive word group.

[0024] In some embodiments, determining whether the target game chat record is a positive emotional expression specifically comprises:

[0025] Determining whether the target game chat record is a positive emotional expression based on a second neural network model obtained by training.

[0026] In some embodiments, determining whether the target game chat record is a positive emotional expression based on a second neural network model obtained by training specifically comprises:

[0027] Determining a chat record after the time from the target game chat record;

[0028] Inputting the chat record after the time into the second neural network model to determine whether the target game chat record is a positive emotional expression.

[0029] In some embodiments, obtaining the time when the game skill is input specifically comprises:

[0030] In response to determining that the frequency of the game skill appearing in the game log data is greater than a preset frequency, obtaining the time when the game skill is input.

[0031] In some embodiments, the time when the game skill is input is acquired, specifically comprising:

[0032] The target skill with an occurrence frequency greater than a preset frequency is acquired from the game log data.

[0033] The preset skill is determined based on the target skill and a preset maximum skill length.

[0034] In response to determining that the game skill is the preset skill, the time when the game skill is input is acquired.

[0035] In some embodiments, the method further comprises:

[0036] In response to determining that a skill alias appears in the game chat, the game skill corresponding to the skill alias is displayed.

[0037] Based on the same inventive concept, the example embodiments of the present application further provide a skill alias identification device, comprising:

[0038] The first determination module acquires the time when the input game skill is input in response to determining that the input game skill is a preset skill, and determines a target game chat record based on the time.

[0039] The second determination module determines a candidate alias corresponding to the game skill from the target game chat record based on a first neural network model obtained through training.

[0040] The third determination module determines that the candidate alias is a skill alias of the game skill in response to determining that the target game chat record is a positive emotional expression.

[0041] Based on the same inventive concept, the example embodiments of the present application further provide an electronic device, comprising a memory, a processor, and a computer program stored in the memory and executable by the processor, wherein the processor executes the program to implement the skill alias identification method as described above.

[0042] Based on the same inventive concept, the example embodiments of the present application further provide a non-transitory computer readable storage medium, which stores computer instructions for causing a computer to execute the skill alias identification method as described above.

[0043] From the above, it can be seen that the skill nickname identification method provided in the application can acquire the time when the input game skill is input, and determine the target game chat record according to the time when the game skill is input. Then, the alternative nickname corresponding to the game skill is determined from the target game chat record. After the alternative nickname is determined, the alternative nickname is determined as the skill nickname of the game skill, so that the skill nickname of the game skill can be accurately and timely identified, and the communication between new and old players is facilitated. BRIEF DESCRIPTION OF DRAWINGS

[0044] In order to more clearly illustrate the technical solutions in the application or related art, the drawings needed to be used in the embodiments or related art description will be briefly introduced. Obviously, the drawings in the following description are only embodiments of the application, and other drawings can be obtained by those skilled in the art without creative labor.

[0045] Figure 1 A flowchart of a skill nickname identification method according to an embodiment of the application;

[0046] Figure 2 A schematic diagram of a preset skill combination according to an embodiment of the application;

[0047] Figure 3 A flowchart of another skill nickname identification method according to an embodiment of the application;

[0048] Figure 4 A structural schematic diagram of a skill nickname identification device according to an embodiment of the application;

[0049] Figure 5 A structural schematic diagram of a specific electronic device according to an embodiment of the application. DETAILED DESCRIPTION

[0050] The principles and spirits of the application will be described below with reference to several exemplary embodiments. It should be understood that these embodiments are given only to enable those skilled in the art to better understand and implement the application, and do not limit the scope of the application in any way. On the contrary, these embodiments are provided to make the application more thorough and complete, and to fully convey the scope of the application to those skilled in the art.

[0051] According to the embodiments of the application, a skill nickname identification method, device, electronic device and storage medium are provided.

[0052] In this document, it should be understood that any number of elements in the drawings is used for example and not limitation, and any naming is only used for distinction and does not have any limiting meaning.

[0053] The principles and spirits of the present application will be explained in detail below with reference to several representative embodiments of the present application. SUMMARY

[0055] In the prior art, for some unofficial skill nicknames created by game players, the game system does not provide auxiliary understanding function for these unofficial skill nicknames, so the players need to rely on external platforms (game anchor technology teaching, strategy sharing, etc.) to learn by themselves. This not only requires players to spend a lot of effort, but also is not conducive to the exchange of new and old players in the game.

[0056] In order to solve the above problems, the present application provides a skill nickname recognition method, which specifically includes: first judging whether the input game skill is a preset skill, when it is determined that the input game skill is a preset skill, the time when the game skill is input is obtained, and the target game chat record is determined according to the time when the game skill is input; Then determine the alternative nickname corresponding to the game skill from the target game chat record; After determining the alternative nickname, it is determined that the alternative nickname is the skill nickname of the game skill, so that the skill nickname of the game skill can be accurately and timely recognized, and the exchange of new and old players is facilitated.

[0057] After introducing the basic principles of the present application, the various non-limiting embodiments of the present application will be introduced in detail below.

[0058] OVERVIEW OF APPLICATION SCENARIOS

[0059] In some specific application scenarios, the skill nickname recognition method of the present application can be applied to various game systems, which can be controlled through a touch screen, or through a handle, a mouse or other control components, which are not limited here.

[0060] In some specific application scenarios, the skill nickname recognition method of the present application can be directly applied in local running, or can be run in a cloud server. When running in a cloud server, the obtained to-be-processed data is sent to the cloud server through the network, and the to-be-processed data is processed by the server through the skill nickname recognition method of the present application, and the processing result is sent to the local through the network.

[0061] The skill nickname recognition method according to the exemplary embodiments of the present application will be described below in combination with specific application scenarios. It should be noted that the above application scenarios are only shown for the purpose of facilitating the understanding of the spirit and principles of the present application, and the embodiments of the present application are not limited in this respect. On the contrary, the embodiments of the present application can be applied to any applicable scenario.

[0062] EXEMPLARY METHOD

[0063] Reference Figure 1 A method for identifying a skill nickname is provided for the embodiments of the present application, comprising the following steps:

[0064] S101, receiving an input game skill.

[0065] S102, obtaining a time when the game skill is input, and determining a target game chat record based on the time.

[0066] In specific implementation, when the input game skill is received, the time when the game skill is input is obtained, and then the target game chat record is determined according to the input time. Optionally, the target game chat record can be a chat record before the input time, a chat record after the input time, or a chat record composed of the chat records before and after the input time.

[0067] It should be noted that the inventors of the present application find that when a user inputs some game skills, there are often some chat records related to the game skills in the game chat, for example, the chat record can be that game player one makes a request to game player two to release a certain game skill, and then game player two releases the game skill according to the request; or the chat record can be that game player one evaluates a certain game skill just released by game player two. Therefore, when identifying the game nickname created by the game player, the target game chat record related to the game skill is determined according to the time when the game skill is input. Here, the game skill can be a single game skill or a skill combination composed of multiple game skills, which is not limited here.

[0068] In order to improve the efficiency of game skill identification and avoid identifying some game skills that are not easy to have a nickname, in some embodiments, the time when the game skill is input is obtained, specifically comprising:

[0069] In response to determining that the frequency of occurrence of the game skill in the game log data is greater than a preset frequency, the time when the game skill is input is obtained.

[0070] Since not all skills will have a skill nickname agreed by the players, in order to improve the efficiency of identifying the skill nickname and the user experience, in some embodiments, the time when the game skill is input is obtained, specifically comprising:

[0071] Obtaining a target skill with a frequency of occurrence greater than a preset frequency from game log data;

[0072] Determining the preset skill based on the target skill and a preset maximum skill length;

[0073] In response to determining that the game skill is the preset skill, an input time of the game skill is acquired.

[0074] In implementation, a target skill with an occurrence frequency greater than a preset frequency is acquired from game log data. The preset frequency can be set as needed and is not limited in specific value. The game log data can be game log data in daily game or game log data in a game practice field, which is not limited herein. Skill combinations with higher occurrence frequency can be commonly used by game players, and thus these game skills can generate skill nicknames. In order to more accurately determine the preset skill, the length of the game skill also needs to be limited. When the length of the target skill is less than or equal to a preset maximum skill length, the target skill is determined as the preset skill. When the length of the target skill is greater than the preset maximum skill length, the length of the target skill is split into the preset maximum skill length. For example, a target skill is “AAAB” and the preset maximum skill length is 3, and then the target skill is split into “AAA”. Optionally, the preset maximum skill length can be set as needed and is not limited herein. After the preset skill is determined, it is judged whether the input game skill is the preset skill. If yes, the input time of the game skill is acquired and subsequent steps are continued. If not, the input time of the game skill is not acquired.

[0075] Reference Figure 2 In scenario 1, the skill combination with an occurrence frequency greater than a preset frequency is “AB”. If it is assumed that the preset maximum skill combination length is 3, “AB” is determined as the preset skill. In scenario 2, the skill combination with an occurrence frequency greater than a preset frequency is “AAA”. If it is assumed that the preset maximum skill combination length is 3, “AAA” is determined as the preset skill. In scenario 3, the skill combination with an occurrence frequency greater than a preset frequency is “AAAA”. If it is assumed that the preset maximum skill combination length is 3, “AAAA” needs to be split and “AAA” is determined as the preset skill. It should be noted that in scenario 1, “BB” and “CB” do not have an occurrence frequency reaching the preset frequency, and thus “BB” and “CB” are considered as misoperations and are not determined as the preset skill.

[0076] In some embodiments, a target game chat record is determined based on the time, specifically including:

[0077] A target time period is determined based on the time and a preset time length.

[0078] A game chat record in the target time period is determined as the target game chat record.

[0079] In actual implementation, when determining the target game chat record, a target time period can be determined according to the time and a preset time length. The preset time length can be set as required, for example, the preset time length can be set as 1 minute, and the target time period can be the time before or after the time when the game skill is input, or the time before or after the time when the game skill is input, or the time before or after the time when the game skill is input. In the target time period, the game chat record is determined as the target game chat record.

[0080] In some embodiments, the target game chat record is determined based on the time, specifically including:

[0081] determining a game chat record closest to the time;

[0082] determining the game chat record closest to the time and the game chat records adjacent to the game chat record closest to the time as the target game chat record.

[0083] In actual implementation, considering that the frequency of player chatting in different games is different, some games can generate a large number of chat records in a short time, and some games can have a low chatting frequency, and therefore, when determining the target game chat record, the game chat record closest to the time when the game skill is input can be determined first, and then the game chat record closest to the time and the game chat records adjacent to the game chat record closest to the time are determined as the target game chat record. For example, the time when a certain game skill is input is 10:00 am, the game chat record closest to 10:00 am is determined first, and then the two game chat records adjacent to the game chat record closest to the time are determined according to the game chat record closest to the time, and the three chat records are determined as the target game chat record.

[0084] S103, determining a candidate alias corresponding to the game skill from the target game chat record.

[0085] In specific implementations, a variety of methods can be used to determine alternative nicknames corresponding to the game skill from the target game chat records. For example, alternative nicknames corresponding to the game skill can be determined from the target game chat records through keyword matching, or alternative nicknames corresponding to the game skill can be determined by the frequency of occurrence of each phrase in the target game chat records, or a baseline model can be first determined and then trained with a large amount of game chat sample data to obtain a first neural network model. Optionally, the baseline model can be any publicly available neural network model, which is not limited here. In some embodiments, the baseline model of the first neural network can be a HAN (Hierarchical Attention Network). After obtaining the first neural network model, the first neural network model can be used to determine alternative nicknames corresponding to the game skill from the target game chat records. It should be noted that the alternative nickname is not the final result, but rather the result determined from the chat record that is most likely to be the skill nickname, and the final result still needs to be further determined in step S103.

[0086] In some embodiments, determining an alternative nickname corresponding to the game skill from the target game chat record specifically includes:

[0087] Removing preset stop words from the target game chat record, and dividing the target game chat record after removing the preset stop words into multiple phrases;

[0088] The confidence of each of the multiple phrases is determined based on the first neural network model obtained through training, and the phrase with the highest confidence is determined as the candidate nickname.

[0089] During specific implementation, the preset stop words in the target game chat record are first removed. The preset stop words are words that appear frequently but have no clear meaning. The specific preset stop words can be set as needed, for example, words such as 了, 的, 我, etc. After removing the stop words in the target game chat record, the target game chat record can be divided into multiple phrases. Optionally, the target game chat record can be divided into multiple phrases by the jieba algorithm. Optionally, the target game chat record can also be divided into multiple phrases by other word segmentation algorithms. The specific word segmentation algorithm is not limited. For example, an NLP word segmentation algorithm can be selected. After the target game chat record is divided into multiple phrases, the confidence of each phrase in the multiple phrases is determined by the first neural network model obtained through training. The higher the confidence, the more likely it is that it is an alternative nickname corresponding to the game skill. Therefore, the phrase with the highest confidence is determined as the alternative nickname.

[0090] In some embodiments, the confidence of each of the plurality of word groups can be determined by the first neural network model first, and then the word groups ranked in the top N (N is a positive integer) of the confidence are taken as the colloquial name results to be screened, and then the candidate nickname is determined according to the frequency of occurrence of each of the colloquial name results to be screened in the historical chat data.

[0091] In S104, the candidate nickname is determined as the skill nickname of the game skill.

[0092] In specific implementation, after the candidate nickname is determined, the candidate nickname can be directly determined as the skill nickname of the game skill, or the candidate nickname is further judged first, and then whether the candidate nickname is the skill nickname of the game skill is determined according to the judgment result. For example, whether the candidate nickname is a word without substantive meaning can be determined by stop word matching. Optionally, the frequency of occurrence of the candidate nickname in the game chat record can be counted, and in response to determining that the frequency of occurrence of the candidate nickname in the game chat record is greater than a preset frequency, the candidate nickname is determined as the skill nickname of the game skill.

[0093] In some embodiments, in order to more accurately determine whether the candidate nickname is the skill nickname of the input game skill, the emotional expression of the target game chat record also needs to be further judged. Generally, when a player user correctly performs a game skill, the player user will be praised by other player users, so the chat record at this time is generally positive emotional expression, and when the player user does not accurately perform the game skill mentioned in the game chat record, the player user will be blamed or even insulted by teammates, so the chat record at this time is generally negative emotional expression. Therefore, after the candidate nickname is obtained, it is necessary to determine whether the target game chat record is positive emotional expression. When the target game chat record is positive emotional expression, the candidate nickname is determined as the skill nickname of the game skill.

[0094] In some embodiments, determining the candidate nickname as the skill nickname of the game skill specifically includes:

[0095] determining whether the target game chat record is positive emotional expression;

[0096] in response to determining that the target game chat record is positive emotional expression, determining the candidate nickname as the skill nickname of the game skill.

[0097] In some embodiments, determining whether the target game chat record is positive emotional expression specifically includes:

[0098] determining whether the target game chat record is positive emotional expression based on a preset positive word group.

[0099] In a specific implementation, whether the target game chat record is a positive emotional expression can be determined by whether the target game chat record contains preset positive word groups. When the target game chat record contains some words such as "666", "beautiful", and "perfect operation", it indicates that the target game chat record is a positive emotional expression. Optionally, the preset positive word groups can be set and adjusted as needed, which is not limited herein.

[0100] In some embodiments, determining whether the target game chat record is a positive emotional expression specifically includes:

[0101] Determining whether the target game chat record is a positive emotional expression based on a second neural network model obtained through training.

[0102] In a specific implementation, in order to comprehensively determine whether the target game chat record is a positive emotional expression, the second neural network model obtained through training can be used to determine whether the target game chat record is a positive emotional expression. The second neural network model can use a neural network model in the prior art as a benchmark model. Optionally, GCN (graph convolutional neural network model) can be selected as the benchmark model of the second neural network model. GCN can aggregate the features of neighbor nodes of each node to obtain the aggregated features of the node, and further analyze the influence of the emotional expression of the speaker on the conversation text emotional analysis, so that the emotional expression of the target game chat record identified by the second neural network model is more accurate. After determining the benchmark model, the selected benchmark model is trained by a large number of game chat sample records, and finally the second neural network model is obtained. After obtaining the second neural network model, the target game chat record is input into the second neural network model, and whether the current target game chat record is a positive emotional expression can be determined.

[0103] In some embodiments, in response to determining that the target game chat record is not a positive emotional expression, the alternative nickname is rejected as the skill nickname of the game skill.

[0104] In order to further improve the accuracy of skill nickname recognition, in some embodiments, whether the target game chat record is a positive emotional expression is determined based on a second neural network model obtained through training, specifically including:

[0105] Determining, from the target game chat record, a chat record after the time point;

[0106] Inputting the chat record after the time point into the second neural network model to determine whether the target game chat record is a positive emotional expression.

[0107] In a specific implementation, since the evaluation of the input game skill in the target game chat record is generally after the time when the game skill is input, in order to improve the accuracy of emotional expression judgment and avoid the interference of previous chat records on the judgment result, when determining whether the target game chat record is positive emotional expression by using the second neural network model, chat records after the time are first determined from the target game chat record, and then the chat records after the time are input into the second neural network model to determine whether the target game chat record is positive emotional expression.

[0108] In some embodiments, the method further includes:

[0109] In response to determining that the skill nickname appears in the game chat, the game skill corresponding to the skill nickname is displayed.

[0110] In a specific implementation, in order to further facilitate the communication between new and old players, after determining that the alternative nickname is the skill nickname of the game skill, when the skill nickname appears in the game chat, the game skill corresponding to the skill nickname is displayed, so that the novice player can well understand the skill nickname. Optionally, the step of displaying the game skill corresponding to the skill nickname can be determined according to the selection of the user whether to display all the time, so as to ensure the experience of some old players. In some embodiments, in response to receiving a skill nickname translation instruction of the user, the game skill corresponding to the skill nickname is displayed.

[0111] Reference Figure 3 For another flowchart of the skill nickname recognition method of the embodiments of the present application, the following steps are included:

[0112] S201, start executing the skill nickname recognition method of the present application.

[0113] S202, determine whether the function of assisting the player to understand the game skill nickname is started, if yes, execute S203, if not, execute S207.

[0114] S203, determine whether the game skill nickname database construction task is started, if yes, execute S204, if not, execute S205. It should be noted that each time the game is played, it can be necessary to select whether to construct the game skill nickname database, which is used to store the recognized skill nickname.

[0115] S204, construct the game skill nickname database. Optionally, the step of constructing the game skill nickname mainly includes game skill extraction and skill nickname matching. Among them, the game skill extraction is used to filter out the game skills belonging to the preset skill, and the skill nickname matching is used to associate the game skill nickname in the chat record with the input game skill.

[0116] S205, determining whether the game skill alias prompt function is turned on, if yes, executing S206, if not, executing S207.

[0117] S206, game skill alias prompt, optionally, after the game skill alias prompt function is turned on, when the game skill alias appears in the game, the name of the game skill corresponding to the game skill alias is found from the game skill alias database, and the name of the game skill is prompted to the user.

[0118] S207, end.

[0119] It should be noted that the specific steps about identifying the game skill alias in the above steps are the same as the content mentioned in the above embodiments, and will not be repeated here.

[0120] The skill alias identification method provided in the application can accurately and timely identify the skill alias of the game skill, and further facilitate the communication between new and old players. In addition, the application can automatically determine the skill alias corresponding to the game skill from the game chat record of the player, which can effectively identify some newly emerging skill aliases in time, and is conducive to the promotion of some skill aliases. At the same time, when some skill aliases change, the skill alias identification method of the application can automatically update the identified skill alias.

[0121] EXEMPLARY DEVICE

[0122] Based on the same inventive concept, the application also provides a skill alias identification device corresponding to any of the above-mentioned embodiment methods.

[0123] Reference Figure 4 The skill alias identification device comprises:

[0124] The first determination module 301 acquires the time when the input game skill is inputted in response to determining that the input game skill is a preset skill, and determines a target game chat record based on the time;

[0125] The second determination module 302 determines a candidate alias corresponding to the game skill from the target game chat record based on the first neural network model obtained by training;

[0126] The third determining module 303 determines that the alternative nickname is the skill nickname of the game skill in response to determining that the target game chat record is a positive emotional expression.

[0127] For the convenience of description, the above apparatus is described in various modules in terms of functions. Of course, the functions of the modules can be implemented in one or more software and / or hardware in the implementation of the present application.

[0128] The apparatus of the above embodiments is used to implement the identification method of the corresponding skill nickname in any of the above embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be described here.

[0129] Based on the same inventive concept, the present application also provides an electronic device corresponding to the method of any of the above embodiments, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the identification method of the skill nickname according to any of the above embodiments when executing the program.

[0130] Figure 5 A more specific hardware structure of an electronic device provided by the present embodiment is shown, which can include a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040 and a bus 1050. The processor 1010, the memory 1020, the input / output interface 1030 and the communication interface 1040 are connected to each other through the bus 1050 for communication within the device.

[0131] The processor 1010 can be implemented in the form of a general-purpose CPU (Central Processing Unit), a microprocessor, an ASIC (Application Specific Integrated Circuit), or one or more integrated circuits, etc., for executing related programs to implement the technical solutions provided by the present embodiment.

[0132] The memory 1020 can be implemented in the form of a ROM (Read Only Memory), a RAM (Random Access Memory), a static storage device, a dynamic storage device, etc. The memory 1020 can store an operating system and other application programs, and when the technical solutions provided by the present embodiment are implemented by software or firmware, the related program codes are stored in the memory 1020 and executed by the processor 1010.

[0133] The input / output interface 1030 is configured to connect an input / output module to realize information input and output. The input / output module can be configured in the device (not shown in the figure) or externally connected to the device to provide corresponding functions. The input device can include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device can include a display, a speaker, a vibrator, an indicator light, etc.

[0134] The communication interface 1040 is configured to connect a communication module (not shown in the figure) to realize communication interaction between the device and other devices. The communication module can realize communication through a wired manner (such as a USB, a network cable, etc.) or a wireless manner (such as a mobile network, WIFI, Bluetooth, etc.).

[0135] The bus 1050 includes a channel to transmit information between various components (such as the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040) of the device.

[0136] It should be noted that although the above device only shows the processor 1010, the memory 1020, the input / output interface 1030, the communication interface 1040, and the bus 1050, in the specific implementation process, the device can also include other components necessary for normal operation. In addition, those skilled in the art can understand that the above device can also only include components necessary for the implementation of the embodiments of the present specification, and does not necessarily include all the components shown in the figure.

[0137] The electronic device of the above embodiments is used to implement the identification method of the corresponding skill nickname in any of the above embodiments, and has the beneficial effects of the corresponding method embodiments, which are not described here.

[0138] EXEMPLARY PROGRAM PRODUCT

[0139] Based on the same inventive concept, corresponding to the method of any of the above embodiments, the present application also provides a non-transitory computer-readable storage medium storing computer instructions for causing the computer to execute the skill nickname identification method of any of the above embodiments.

[0140] The computer readable media of the embodiments can include permanent and non-permanent, removable and non-removable media, which can be implemented by any method or technology to store information. The information can be computer readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette, magnetic tape disk storage or other magnetic storage device, or any other non-transmission medium that can be used to store information accessible by a computing device.

[0141] The storage medium of the above embodiments stores computer instructions for causing the computer to perform the skill alias identification method as described in any of the above embodiments, and has the beneficial effects of the corresponding method embodiments, which are not described here.

[0142] Those skilled in the art should understand that the discussion of any of the above embodiments is only exemplary, and is not intended to imply that the scope of the present application (including claims) is limited to these examples; the above embodiments or technical features between different embodiments can also be combined, the steps can be implemented in any order, and there are many other changes of the different aspects of the embodiments of the present application as described above. In order to be brief, they are not provided in detail.

[0143] In addition, in order to simplify the description and discussion, and so as not to make the embodiments of the present application difficult to understand, the well-known power / ground connections of integrated circuit (IC) chips and other components can or can not be shown in the provided drawings. In addition, the devices can be shown in the form of block diagrams in order to avoid making the embodiments of the present application difficult to understand, and this also takes into account the fact that the details of the implementation of these block diagram devices are highly dependent on the platform to be implemented the embodiments of the present application (i.e. these details should be fully within the understanding of those skilled in the art). Where specific details (e.g. circuits) are set forth in order to describe the exemplary embodiments of the present application, it will be apparent to those skilled in the art that the embodiments of the present application can be implemented without these specific details or with variations of these specific details. Therefore, these descriptions should be considered illustrative rather than limiting.

[0144] While the present application has been described in connection with certain embodiments thereof, many modifications, substitutions, changes, and of forms will be apparent to those of ordinary skill in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) can use the embodiments discussed.

[0145] Embodiments of the present application are intended to cover all such alterations, modifications, and variations as they can come within the scope of the appended claims. Accordingly, although specific embodiments have been furthered in connection with the present application, any omission, substitution, change, improvement, etc. made by one of ordinary skill in the art to the disclosed embodiments should be considered to be within the scope of the present application.

Claims

1. A method for identifying a skill nickname, characterized in that: include: Gaming skills that receive input; Obtaining a time when the game skill is input, and determining a target game chat record based on the time; Determining an alternative nickname corresponding to the game skill from the target game chat record; The alternative nickname is determined to be a skill nickname of the game skill.

2. The method according to claim 1, characterized in that Determining the target game chat record based on the moment specifically includes: Determine a target time period based on the time and the preset duration; The game chat records within the target time period are determined as target game chat records.

3. The method according to claim 1, characterized in that Determining the target game chat record based on the moment specifically includes: Determine a game chat record closest to the time; The game chat records adjacent to the most recent game chat record and the most recent game chat record are determined as target game chat records.

4. The method according to claim 1, wherein Determining an alternative nickname corresponding to the game skill from the target game chat record specifically includes: Removing preset stop words from the target game chat record, and dividing the target game chat record after removing the preset stop words into multiple phrases; The confidence of each of the multiple phrases is determined based on the first neural network model obtained through training, and the phrase with the highest confidence is determined as the candidate nickname.

5. The method according to claim 1, wherein Determining the candidate nickname as the skill nickname of the game skill specifically includes: Determining whether the target game chat record expresses positive emotions; In response to determining that the target game chat record is a positive emotional expression, the alternative nickname is determined to be a skill nickname of the game skill.

6. The method according to claim 5, characterized in that Determining whether the target game chat record expresses positive emotions includes: Determine whether the target game chat record expresses positive emotions based on preset positive phrases.

7. The method according to claim 5, characterized in that Determining whether the target game chat record expresses positive emotions includes: Determine whether the target game chat record is a positive emotional expression based on the second neural network model obtained through training.

8. The method according to claim 7, characterized in that Determining whether the target game chat record is a positive emotional expression based on the trained second neural network model specifically includes: Determining a chat record after the time from the target game chat record; The chat records after the moment are input into the second neural network model to determine whether the target game chat records express positive emotions.

9. The method according to claim 1, characterized in that Obtaining the moment when the game skill is input, specifically including: In response to determining that the frequency of the game skill appearing in the game log data is greater than a preset frequency, a time when the game skill is input is obtained.

10. The method according to claim 1, characterized in that Obtaining the moment when the game skill is input, specifically including: Obtain target skills whose occurrence frequency is greater than a preset frequency from game log data; Determining a preset skill based on the target skill and a preset maximum skill length; the maximum skill length represents an upper limit on the number of skills in a skill combination of the target skill; In response to determining that the game skill is the preset skill, a time when the game skill is input is obtained.

11. The method according to claim 1, wherein After determining that the candidate nickname is the skill nickname of the game skill, the method further includes: Associating the skill nickname with the game skill; In response to determining that the skill nickname appears in the game chat, the name of the game skill corresponding to the skill nickname is displayed.

12. A device for identifying a skill nickname, characterized in that: include: a first determining module, in response to determining that the inputted game skill is a preset skill, obtaining a time when the game skill is inputted, and determining a target game chat record based on the time; A second determination module determines, from the target game chat records, alternative nicknames corresponding to the game skill based on the trained first neural network model; The third determination module determines that the alternative nickname is the skill nickname of the game skill in response to determining that the target game chat record is a positive emotional expression.

13. An electronic device, characterized in that: The method comprises a memory, a processor, and a computer program stored in the memory and executed by the processor, wherein the processor implements the method according to any one of claims 1 to 11 when executing the program.

14. A non-transitory computer-readable storage medium, characterized in that The non-transitory computer-readable storage medium stores computer instructions for causing a computer to execute the method according to any one of claims 1 to 11.

Citation Information

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