A method, device, and computer-readable storage medium for predicting and processing game information.
By acquiring and analyzing game interface image information, predicting and prompting changes in game status, it addresses the needs of ordinary players to improve their game skills and teamwork awareness, and achieves user-friendly game information prediction and processing.
Patent Information
- Application Number
- CN202210601035.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-05-30
- Publication Date
- 2025-10-28
- Estimated Expiration
- 2042-05-30
AI Technical Summary
In existing technologies, the needs of ordinary players to improve their game skills and teamwork awareness are not effectively met, especially the lack of auxiliary prediction and forecasting of game status during the game.
By acquiring image information from the game interface during gameplay, analyzing and summarizing the game state, predicting state changes in the next moment, and generating predictive prompts when deviations meet the alert conditions, the system provides operational and cooperative suggestions.
It effectively alleviates the need for players to have operational and cooperative skills, and significantly improves the gaming skills and teamwork awareness of ordinary players.
Smart Images

Figure CN114949860B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of mobile communications, and more particularly to a method, device, and computer-readable storage medium for predicting and processing game information. Background Technology
[0002] With the continuous development of smart terminal devices, mobile games are becoming increasingly popular among users. Currently, many mobile game players are willing to invest more money or time in their favorite games, finding relaxation, entertainment, and competition at any time. However, for ordinary players to become skilled gamers, they need to invest a significant amount of time in training, and rapidly improving their gaming skills or level also requires a certain level of learning. Therefore, how to provide auxiliary predictions of players' gaming status based on actual game scenarios has become an important requirement for enhancing the player's gaming experience. Summary of the Invention
[0003] To address the aforementioned technical deficiencies in the existing technology, this invention proposes a game information prediction and processing method, which includes:
[0004] During the game, image information of the display area is obtained in the preset display area of the game interface according to the preset trigger conditions, and game information corresponding to the trigger conditions is obtained based on the image information.
[0005] During the game, the current first game state is obtained, and the game information is parsed and summarized based on the first game state to obtain prediction data corresponding to the first game state.
[0006] Obtain the second game state at the next moment, and compare the second game state with the first game state to obtain the current state update data.
[0007] When the deviation between the predicted data and the status update data meets the preset reminder conditions, a predictive prompt message for the second game state is generated based on the predicted data.
[0008] Optionally, during the game, acquiring image information of a preset display area in the game interface according to preset trigger conditions, and obtaining game information corresponding to the trigger conditions based on the image information, includes:
[0009] During the game, the initial game task in the initial game state is obtained.
[0010] The preset monitoring data objects are determined based on the initial game task.
[0011] Optionally, the step of acquiring image information of a preset display area in the game interface according to preset trigger conditions during the game, and obtaining game information corresponding to the trigger conditions based on the image information, further includes:
[0012] Obtain the type or attribute of the monitoring data object.
[0013] A preset monitoring threshold corresponding to the type or attribute is used as the triggering condition.
[0014] Optionally, the step of acquiring image information of a preset display area in the game interface according to preset trigger conditions during the game, and obtaining game information corresponding to the trigger conditions based on the image information, further includes:
[0015] In the game interface, determine the display area corresponding to the monitored data object;
[0016] Acquire and extract one or more of the values, proportions, shapes, or color blocks contained in the image information, and use one or more of the values, proportions, shapes, or color blocks corresponding to the monitoring threshold as the game information.
[0017] Optionally, during the game, obtaining the current first game state and parsing and summarizing the game information based on the first game state to obtain prediction data corresponding to the first game state includes:
[0018] Obtain the first game task and the first teammate task in the first game state.
[0019] The game information is parsed and summarized based on the execution status of the first game task and / or the first teammate task.
[0020] Optionally, the step of obtaining the current first game state during the game process, and parsing and summarizing the game information based on the first game state to obtain prediction data corresponding to the first game state, further includes:
[0021] The numerical values, ratios, shapes, or color blocks of the user device and teammate devices are analyzed and summarized.
[0022] Obtain first prediction data corresponding to the first game task, and obtain second prediction data corresponding to the first teammate task teammate.
[0023] Optionally, obtaining the second game state at the next moment and comparing the second game state with the first game state to obtain the current state update data includes:
[0024] The monitoring interval is determined based on the execution status of the first game task and / or the first teammate task.
[0025] After obtaining the monitoring interval of the first game state, the second game state is obtained, and based on the comparison result between the second game state and the first game state, the first state update data corresponding to the user device and the second state update data corresponding to the teammate device are obtained.
[0026] Optionally, when the deviation between the predicted data and the state update data meets a preset reminder condition, generating a predictive prompt message for the second game state based on the predicted data includes:
[0027] A first reminder condition corresponding to the execution state of the first game task and a second reminder condition corresponding to the execution state of the first teammate task are preset.
[0028] When the deviation between the predicted data and the first status update data meets the first reminder condition, or when the deviation between the predicted data and the second status update data meets the second reminder condition, a first predictive prompt message for display on the user device or a second predictive prompt message for display on the teammate's device is generated based on the predicted data.
[0029] The present invention also proposes a game information prediction and processing device, which 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, it implements the steps of the game information prediction and processing method as described in any of the preceding claims.
[0030] The present invention also proposes a computer-readable storage medium storing a game information prediction processing program, which, when executed by a processor, implements the steps of the game information prediction processing method as described in any of the above claims.
[0031] The game information prediction processing method, device, and computer-readable storage medium of this invention, during gameplay, acquire image information of a preset display area on the game interface according to preset trigger conditions, and obtain game information corresponding to the trigger conditions based on the image information; during gameplay, acquire the current first game state, and parse and summarize the game information according to the first game state to obtain prediction data corresponding to the first game state; acquire the second game state at the next moment, and compare the second game state with the first game state to obtain current state update data; when the deviation between the prediction data and the state update data meets preset reminder conditions, generate predictive prompt information for the second game state based on the prediction data. This achieves a user-friendly game information prediction processing scheme, effectively alleviating the player's need for game operation and cooperation awareness, and greatly improving the game level and teamwork awareness of ordinary game players. Attached Figure Description
[0032] The present invention will be further described below with reference to the accompanying drawings and embodiments. In the accompanying drawings:
[0033] Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal according to the present invention;
[0034] Figure 2 This is a communication network system architecture diagram provided in an embodiment of the present invention;
[0035] Figure 3 This is a flowchart of the first embodiment of the game information prediction and processing method of the present invention;
[0036] Figure 4 This is a flowchart of the second embodiment of the game information prediction and processing method of the present invention;
[0037] Figure 5 This is a flowchart of the third embodiment of the game information prediction and processing method of the present invention;
[0038] Figure 6 This is a flowchart of the fourth embodiment of the game information prediction and processing method of the present invention;
[0039] Figure 7 This is a flowchart of the fifth embodiment of the game information prediction and processing method of the present invention;
[0040] Figure 8 This is a flowchart of the sixth embodiment of the game information prediction and processing method of the present invention;
[0041] Figure 9 This is a flowchart of the seventh embodiment of the game information prediction and processing method of the present invention;
[0042] Figure 10 This is a flowchart of the eighth embodiment of the game information prediction and processing method of the present invention. Detailed Implementation
[0043] It should be understood that the specific embodiments described herein are for illustrative purposes only and are not intended to limit the scope of the invention.
[0044] In the following description, the use of suffixes such as "module," "part," or "unit" to denote elements is solely for the purpose of illustrative purposes and has no specific meaning in itself. Therefore, "module," "part," or "unit" may be used interchangeably.
[0045] Terminals can be implemented in various forms. For example, the terminals described in this invention may include mobile terminals such as mobile phones, tablets, laptops, handheld computers, personal digital assistants (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.
[0046] The following description will use a mobile terminal as an example. Those skilled in the art will understand that, apart from elements specifically designed for mobile purposes, the construction according to embodiments of the present invention can also be applied to fixed-type terminals.
[0047] Please see Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal 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, etc. Those skilled in the art will understand that... Figure 1 The mobile terminal structure shown does not constitute a limitation on the mobile terminal. The mobile terminal may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0048] The following is combined with Figure 1 A detailed introduction to each component of the mobile terminal:
[0049] The radio frequency unit 101 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with the processor 110; additionally, it transmits uplink data to the base station. Typically, the radio frequency unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, and a duplexer. Furthermore, the radio frequency unit 101 can also communicate wirelessly with networks and other devices. The aforementioned 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).
[0050] WiFi is a short-range wireless transmission technology. Mobile terminals, through the WiFi module 102, can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 1 WiFi module 102 is shown, but it is understood that it is not a necessary component of a mobile terminal and can be omitted as needed without changing the nature of the invention.
[0051] The audio output unit 103 can convert audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into audio signals and output them as sound when the mobile terminal 100 is in call signal receiving mode, call mode, recording mode, voice recognition mode, broadcast receiving mode, etc. Furthermore, the audio output unit 103 can also provide audio output related to specific functions performed by the mobile terminal 100 (e.g., call signal receiving sound, message receiving sound, etc.). The audio output unit 103 may include a speaker, a buzzer, etc.
[0052] 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 acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on the display unit 106. The image frames processed by the GPU 1041 can be stored in the memory 109 (or other storage media) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sound (audio data) in operating modes such as telephone call mode, recording mode, and voice recognition mode, and can process such sound into audio data. The processed audio (voice) data can be converted into a format that can be transmitted to a mobile communication base station via the radio frequency unit 101 in telephone call mode. The microphone 1042 can 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.
[0053] 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. The ambient light sensor can adjust the brightness of the display panel 1061 according to the ambient light level, and the proximity sensor can turn off the display panel 1061 and / or 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 various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that may be configured in the phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.
[0054] 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.
[0055] User input unit 107 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of the mobile terminal. Specifically, user input unit 107 may include touch panel 1071 and other input devices 1072. Touch panel 1071, also known as touch screen, can collect touch operations on or near the user (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 1071), and drive corresponding connection devices according to a pre-set program. Touch panel 1071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to processor 110, and can receive and execute commands from processor 110. In addition, 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 also include other input devices 1072. Specifically, other input devices 1072 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc., without being limited here.
[0056] 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 corresponding visual output on the display panel 1061 based on the type of touch event. Although in Figure 1 In this 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. The specific implementation is not limited here.
[0057] Interface unit 108 serves as an interface through which at least one external device can connect to 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, and so on. Interface unit 108 may be used to receive input (e.g., data, power, etc.) from the external device and transmit the received input to one or more elements within mobile terminal 100, or it may be used to transmit data between mobile terminal 100 and the external device.
[0058] The memory 109 can be used to store software programs and various data. The memory 109 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 109 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0059] The processor 110 is the control center of the mobile terminal. It connects various parts of the mobile terminal via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 109, and by calling data stored in the memory 109, it performs various functions and processes data of the mobile terminal, thereby providing overall monitoring of the mobile terminal. The processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 110.
[0060] The mobile terminal 100 may also include a power supply 111 (such as a battery) that supplies power to various components. Preferably, the power supply 111 can be logically connected to the processor 110 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
[0061] although Figure 1 As not shown, the mobile terminal 100 may also include a Bluetooth module, etc., which will not be described in detail here.
[0062] 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.
[0063] Please see Figure 2 , Figure 2 This invention provides a communication network system architecture diagram. The communication network system is an LTE system based on the universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) 202, an EPC (Evolved Packet Core) 203, and an operator's IP service 204, which are connected in sequence.
[0064] Specifically, UE201 can be the aforementioned terminal 100, which will not be elaborated here.
[0065] E-UTRAN202 includes eNodeB2021 and other eNodeB2022s. Among them, eNodeB2021 can connect to other eNodeB2022s through backhaul (e.g., X2 interface), and eNodeB2021 connects to EPC203. eNodeB2021 can provide UE201 with access to EPC203.
[0066] EPC203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gateway) 2034, PGW (Packet Data Network Gateway) 2035, and PCRF (Policy and Charging Rules Function) 2036, etc. Among them, MME2031 is the control node that handles signaling between UE201 and EPC203, providing bearer and connection management. HSS2032 provides registers to manage functions such as the Home Location Register (not shown in the diagram) and stores user-specific information such as service characteristics and data rates. All user data can be sent through SGW2034. PGW2035 can provide UE 201 IP address allocation and other functions. PCRF2036 is the policy and charging control decision point for service data flow and IP bearer resources. It selects and provides available policy and charging control decisions for the policy and charging enforcement function unit (not shown in the figure).
[0067] IP services 204 may include the Internet, intranet, IMS (IP Multimedia Subsystem), or other IP services.
[0068] Although the above description uses the LTE system as an example, those skilled in the art should understand 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, etc., which are not limited here.
[0069] Based on the aforementioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.
[0070] Example 1
[0071] Figure 3 This is a flowchart of the first embodiment of the game information prediction and processing method of the present invention. A game information prediction and processing method, the method comprising:
[0072] S1. During the game, image information of the display area is obtained in the preset display area of the game interface according to the preset trigger conditions, and game information corresponding to the trigger conditions is obtained according to the image information.
[0073] S2. During the game, the current first game state is obtained, and the game information is parsed and summarized according to the first game state to obtain prediction data corresponding to the first game state.
[0074] S3. Obtain the second game state at the next moment, and compare the second game state with the first game state to obtain the current state update data.
[0075] S4. When the deviation between the predicted data and the status update data meets the preset reminder conditions, generate a predictive prompt message for the second game state based on the predicted data.
[0076] In this embodiment, considering role-playing games such as Honor of Kings and FPS shooting games such as Peacekeeper Elite, image recognition technology or direct access to the game interface can be used to dynamically identify and collect information on both sides of the enemy in real time, and send it to teammates simultaneously or collect and summarize information from other teammates and then share it with teammates. This achieves the advantage of a comprehensive understanding of the game situation, better control of the rhythm of offense and defense, and improves the gaming experience for users and teammates.
[0077] In this embodiment, the technical approach is to use image recognition to collect information on the characters, health bars, purchased equipment, enemy movement speed, and map location of each player on both sides. The terminal then calculates (including equipment-weighted data) the location and time of arrival at the target. When it intelligently identifies dangerous locations, potential enemy hiding or ambush locations, safe evacuation routes, or attack route selections, it notifies the player in advance or automatically performs pre-set operations or selections to help the player take the initiative in defense and offense, maintain control of the game, and guide the user in completing operations within a specified timeframe.
[0078] Optionally, in this embodiment, the mobile phone for collecting game information includes: real-time dynamic identification and collection of combat information between all players in the game (e.g., four players A, B, C, and D), including but not limited to: characters of both sides, health bars, purchased equipment, enemy movement speed, and approximate location and direction on the map. It also includes collection methods: automatic collection via terminal functions, or players actively sending information to target users via terminal functions.
[0079] Optionally, in this embodiment, the parsing and summarizing of game information includes information splicing: combining, splicing, deduplicating, and supplementing the information and images obtained from the interfaces of each player (A\B\C\D...); it also includes weighted processing: the terminal calculates (including equipment weighted data) the location of the target object; it also includes summarizing into an attack or defense map of a player's side over a period of time, optionally, the shorter the time, the better, or it can be determined according to the current game state, for example, collected once every 2 seconds; it also includes: intelligently identifying dangerous locations, locations where enemies may hide or ambush, and safe evacuation routes.
[0080] Optionally, in this embodiment, regarding the predictive prompts for the defensive attributes of the game, this embodiment provides safety reminders or intelligent recommendations for safe paths: a) For example, in games like Honor of Kings, by acquiring information from the character on the game interface, after an enemy disappears (calculated by weighting hero movement speed and purchased equipment), a dynamic warning is given on the game interface or on the minimap, indicating how long it might take for the enemy to ambush the current player's location; b) When ambushing others, such as in Peacekeeper Elite, a relatively safe path is recommended and marked in the game; possible hiding spots along the way are identified, and AI selects the path; c) In games like CrossFire or Honor of Kings, when there are 5 enemy players and 4 friendly players in a team battle, a prompt to gather the team is displayed, reminding team members to join the team fight; when team members' health is low, player movement paths are suggested, and team retreat is recommended, etc.
[0081] Optionally, in this embodiment, based on the predictive prompts regarding the offensive attributes of the game, this embodiment locks onto targets: a) For example, in Peacekeeper Elite, when gunfights reach their climax and the enemy is hidden in the shadows, it's difficult to pinpoint their general direction when they occasionally fire a shot; during team battles, the interface image (the sound of gunfire) + sound (gunshots) are superimposed to determine the target, and after multiple shots, the target is locked onto directly; at close range, the location of footsteps given by the game, such as specific floors, is identified, and the more teammates gather nearby, the more accurate the distance judgment becomes; b) During team battles, intelligent team rally signals are issued, providing routes to converge at the target location; c) In team battles, when teammates have low health, retreat predictions are given, which can alleviate the player's need for operation and awareness, improve the player's skill level, and quickly enhance the game skill and teamwork awareness of ordinary mobile game players.
[0082] The beneficial effects of this embodiment are as follows: During gameplay, image information is acquired from a preset display area on the game interface according to preset trigger conditions, and game information corresponding to the trigger conditions is obtained based on the image information. During gameplay, a current first game state is acquired, and the game information is parsed and summarized based on the first game state to obtain predicted data corresponding to the first game state. A second game state at the next moment is acquired, and the second game state is compared with the first game state to obtain current state update data. When the deviation between the predicted data and the state update data meets preset reminder conditions, a predictive prompt message for the second game state is generated based on the predicted data. This achieves a user-friendly game information prediction processing scheme, effectively alleviating the player's need for game operation and cooperative awareness, and greatly improving the game level and teamwork awareness of ordinary game players.
[0083] Example 2
[0084] Figure 4 This is a flowchart of the second embodiment of the game information prediction and processing method of the present invention. Based on the above embodiment, the step of acquiring image information of a preset display area in the game interface according to preset trigger conditions during the game, and acquiring game information corresponding to the trigger conditions based on the image information, includes:
[0085] S11. Obtain the initial game task in the initial game state during the game process.
[0086] S12. Determine the preset monitoring data objects based on the initial game task.
[0087] Optionally, in this embodiment, any game node is determined based on the user's game operation as the initial state, and the initial game task at that moment is obtained as the initial game state, such as advancing to a designated target point or meeting up with a designated teammate.
[0088] Optionally, in this embodiment, if the initial game task is a movement attribute, the monitoring data object is determined to include three aspects: first, the movement location area data of the game control object; second, the movement speed indicator data of the game control object; and third, the object equipment and the equipment data of the object attribute bonuses of the game control object.
[0089] The beneficial effect of this embodiment is that it obtains the initial game task in the initial game state during the game process; and determines the preset monitoring data object based on the initial game task. This achieves a user-friendly game information prediction and processing scheme, effectively alleviating the player's need for game operation and cooperative awareness, and greatly improving the game level and teamwork awareness of ordinary gamers.
[0090] Example 3
[0091] Figure 5 This is a flowchart of the third embodiment of the game information prediction and processing method of the present invention. Based on the above embodiment, the step of acquiring image information of a preset display area of the game interface according to preset trigger conditions during the game, and acquiring game information corresponding to the trigger conditions based on the image information, further includes:
[0092] S13. Obtain the type or attribute of the monitoring data object.
[0093] S14. A preset monitoring threshold corresponding to the type or attribute is used as the triggering condition.
[0094] Optionally, in this embodiment, the object's type and attributes include the movement trajectory pattern, the numerical value of the parameters, etc.
[0095] Optionally, in this embodiment, the monitoring thresholds include the trajectory point in the trajectory pattern reaching a predetermined position, the trajectory point moving at a predetermined speed, and the moving value reaching a preset value.
[0096] The beneficial effect of this embodiment is that by acquiring the type or attribute of the monitored data object and presetting a monitoring threshold corresponding to the type or attribute as the triggering condition, a user-friendly game information prediction and processing scheme is implemented. This effectively alleviates the player's need for game operation and teamwork awareness, and greatly improves the game level and teamwork awareness of ordinary game players.
[0097] Example 4
[0098] Figure 6 This is a flowchart of the fourth embodiment of the game information prediction and processing method of the present invention. Based on the above embodiment, the step of acquiring image information of a preset display area of the game interface according to preset trigger conditions during the game, and acquiring game information corresponding to the trigger conditions based on the image information, further includes:
[0099] S15. Determine the display area corresponding to the monitored data object in the game interface;
[0100] S16. Acquire and extract one or more of the values, proportions, shapes, or color blocks contained in the image information, and use one or more of the values, proportions, shapes, or color blocks corresponding to the monitoring threshold as the game information.
[0101] Optionally, in this embodiment, in the area indicating the motion attribute, one or more of the included values, proportions, shapes, or color blocks are obtained based on the image information.
[0102] Optionally, in this embodiment, for example, the movement trajectory can be obtained by recognizing, tracking, and analyzing preset marker patterns using image information of a region on a small map, and the movement speed can be obtained by recognizing text using image information of the movement speed region.
[0103] The beneficial effect of this embodiment is that, by determining the display area corresponding to the monitored data object in the game interface; acquiring and extracting one or more of the values, proportions, shapes, or color blocks contained in the image information; and using one or more of the values, proportions, shapes, or color blocks corresponding to the monitoring threshold as the game information, a user-friendly game information prediction and processing scheme is implemented. This effectively alleviates the player's need for game operation and cooperation awareness, and greatly improves the game level and teamwork awareness of ordinary game players.
[0104] Example 5
[0105] Figure 7 This is a flowchart of the fifth embodiment of the game information prediction and processing method of the present invention. Based on the above embodiment, during the game process, the step of obtaining the current first game state, and parsing and summarizing the game information according to the first game state to obtain prediction data corresponding to the first game state includes:
[0106] S21. Obtain the first game task and the first teammate task in the first game state.
[0107] S22. The game information is parsed and summarized according to the execution status of the first game task and / or the first teammate task.
[0108] Optionally, in this embodiment, considering that the task of one side of the game is not the task of a single player, this embodiment splits the first game state and obtains the first game task and the first teammate task in the first game state.
[0109] Optionally, in this embodiment, the execution status of the first game task and / or the first teammate task is analyzed and summarized respectively to obtain the information needed by oneself and teammates.
[0110] The beneficial effect of this embodiment lies in obtaining the first game task and the first teammate task in the first game state; and parsing and summarizing the game information based on the execution status of the first game task and / or the first teammate task. This achieves a user-friendly game information prediction and processing scheme, effectively alleviating the player's need for game operation and cooperative awareness, and greatly improving the game level and teamwork awareness of ordinary game players.
[0111] Example 6
[0112] Figure 8 This is a flowchart of the sixth embodiment of the game information prediction and processing method of the present invention. Based on the above embodiment, the step of obtaining the current first game state during the game process, and parsing and summarizing the game information according to the first game state to obtain prediction data corresponding to the first game state, further includes:
[0113] S23. Analyze and summarize one or more of the values, proportions, shapes, or color blocks of the user device and teammate devices.
[0114] S24. Obtain the first prediction data corresponding to the first game task, and obtain the second prediction data corresponding to the first teammate task teammate.
[0115] Optionally, in this embodiment, the prediction data is the data corresponding to one's own game task and the data corresponding to teammates' tasks. This data is used to reflect the development direction of one's own game and the development direction of the corresponding game. The development direction includes the trend of movement of game character objects, the trend of changes in attribute parameters such as health points, etc.
[0116] The beneficial effect of this embodiment is that by analyzing and summarizing one or more of the values, proportions, shapes, or color blocks of the user device and teammate devices, first prediction data corresponding to the first game task and second prediction data corresponding to the first teammate task teammate are obtained. This achieves a user-friendly game information prediction processing scheme, effectively alleviating the player's need for game operation and cooperative awareness, and greatly improving the game level and teamwork awareness of ordinary game players.
[0117] Example 7
[0118] Figure 9 This is a flowchart of the seventh embodiment of the game information prediction and processing method of the present invention. Based on the above embodiment, the step of obtaining the second game state at the next moment and comparing the second game state with the first game state to obtain the current state update data includes:
[0119] S31. Determine the monitoring interval based on the execution status of the first game task and / or the first teammate task.
[0120] S32. After obtaining the monitoring interval of the first game state, obtain the second game state, and based on the comparison result between the second game state and the first game state, obtain the first state update data corresponding to the user device and the second state update data corresponding to the teammate device.
[0121] Optionally, in this embodiment, to avoid fixed periodic reminders interfering with the user's normal gameplay, the monitoring interval is dynamically set based on the current execution status. For example, it can be set based on the percentage of movement to the target point, the difference between the user's health and the minimum requirement for the current team fight, etc.
[0122] Optionally, in this embodiment, the status update data is the difference between the current actual data and the inferred data. This difference is used to reflect information that the player or teammates may not have noticed or that might have been overlooked. That is, the player or teammates may not have been aware of the existence of this difference.
[0123] The beneficial effect of this embodiment is that the monitoring interval is determined by the execution status of the first game task and / or the first teammate task; after obtaining the monitoring interval of the first game state, the second game state is obtained, and based on the comparison result between the second game state and the first game state, first state update data corresponding to the user device and second state update data corresponding to the teammate device are obtained. This implements a user-friendly game information prediction and processing scheme, effectively alleviating the player's need for game operation and cooperative awareness, and greatly improving the game level and teamwork awareness of ordinary game players.
[0124] Example 8
[0125] Figure 10 This is a flowchart of the eighth embodiment of the game information prediction and processing method of the present invention. Based on the above embodiment, when the deviation between the predicted data and the state update data meets the preset reminder conditions, generating predictive prompt information for the second game state according to the predicted data includes:
[0126] S41. A first reminder condition corresponding to the execution state of the first game task and a second reminder condition corresponding to the execution state of the first teammate task are preset.
[0127] S42. When the deviation between the predicted data and the first state update data meets the first reminder condition, or when the deviation between the predicted data and the second state update data meets the second reminder condition, generate a first predictive prompt message for display on the user device, or generate a second predictive prompt message for display on the teammate device, based on the predicted data.
[0128] Optionally, in this embodiment, for the above-mentioned difference, for example, if it is impossible to move to the target point before the required time node according to the current movement progress, or for example, if it is impossible to play an effective assist role in the upcoming team fight according to the current health value, then corresponding predictive prompt information will be generated, such as predictive prompt information that movement is unreachable, predictive prompt information that team fight cannot be participated in, etc.
[0129] The beneficial effect of this embodiment is that, by presetting a first reminder condition corresponding to the execution state of the first game task and a second reminder condition corresponding to the execution state of the first teammate task, when the deviation between the predicted data and the first state update data meets the first reminder condition, or when the deviation between the predicted data and the second state update data meets the second reminder condition, a first predictive prompt message for display on the user's device or a second predictive prompt message for display on the teammate's device is generated based on the predicted data. This achieves a user-friendly game information prediction processing scheme, effectively alleviating the player's need for game operation and cooperative awareness, and greatly improving the game level and teamwork awareness of ordinary game players.
[0130] Embodiment 9
[0131] Based on the above embodiments, the present invention also proposes a game information prediction and processing device, which 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, it implements the steps of the game information prediction and processing method as described in any of the above embodiments.
[0132] It should be noted that the above-described device embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the device embodiments, which will not be repeated here.
[0133] Example 10
[0134] Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a game information prediction processing program, which, when executed by a processor, implements the steps of the game information prediction processing method as described in any of the above embodiments.
[0135] It should be noted that the above-described medium embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the medium embodiments, which will not be repeated here.
[0136] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0137] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0138] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. 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. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.
[0139] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims. All of these forms are within the protection scope of the present invention.
Claims
1. A method for predicting and processing game information, characterized in that, The method includes: During the game, image information of the display area is obtained in the preset display area of the game interface according to the preset trigger conditions, and game information corresponding to the trigger conditions is obtained based on the image information; During the game, the current first game state is obtained, and the game information is parsed and summarized according to the first game state to obtain prediction data corresponding to the first game state; Obtain the second game state at the next moment, and compare the second game state with the first game state to obtain the current state update data; When the deviation between the predicted data and the status update data meets the preset reminder conditions, a predictive prompt message for the second game state is generated based on the predicted data; During gameplay, the process involves acquiring image information from a preset display area on the game interface based on preset trigger conditions, and obtaining game information corresponding to the trigger conditions based on the image information, including: During the game, the initial game task is obtained from the initial game state; The preset monitoring data objects are determined based on the initial game task; Obtain the type or attribute of the monitoring data object; A preset monitoring threshold corresponding to the type or attribute is used as the triggering condition; In the game interface, determine the display area corresponding to the monitored data object; Acquire and extract one or more of the values, proportions, shapes, or color blocks contained in the image information, and use one or more of the values, proportions, shapes, or color blocks corresponding to the monitoring threshold as the game information; During the game, the current first game state is obtained, and the game information is parsed and summarized based on the first game state to obtain prediction data corresponding to the first game state, including: Obtain the first game task and the first teammate task in the first game state; The game information is parsed and summarized based on the execution status of the first game task and / or the first teammate task; Analyze and summarize one or more of the values, proportions, shapes, or color blocks of the user device and teammate devices; Obtain first prediction data corresponding to the first game task, and obtain second prediction data corresponding to the first teammate task teammate; The step of obtaining the second game state at the next moment and comparing the second game state with the first game state to obtain the current state update data includes: The monitoring interval is determined based on the execution status of the first game task and / or the first teammate task; After obtaining the monitoring interval of the first game state, the second game state is obtained, and based on the comparison result between the second game state and the first game state, the first state update data corresponding to the user device and the second state update data corresponding to the teammate device are obtained. When the deviation between the predicted data and the status update data meets a preset alert condition, a predictive alert message for the second game state is generated based on the predicted data, including: A first reminder condition corresponding to the execution state of the first game task and a second reminder condition corresponding to the execution state of the first teammate task are preset; When the deviation between the predicted data and the first status update data meets the first reminder condition, or when the deviation between the predicted data and the second status update data meets the second reminder condition, a first predictive prompt message for display on the user device or a second predictive prompt message for display on the teammate's device is generated based on the predicted data.
2. A game information prediction and processing 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, it implements the steps of the game information prediction processing method as described in claim 1.
3. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a game information prediction processing program, which, when executed by a processor, implements the steps of the game information prediction processing method as described in claim 1.
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