A method, device, and computer-readable storage medium for assisting in game strategy delivery.

By acquiring the image features of game characters and searching for auxiliary information in game video highlights to generate instruction information, the problem of high learning difficulty for players in e-sports mobile games is solved, and the game control experience is improved.

CN115054921BActive Publication Date: 2025-10-28NUBIA TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202210753257.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-29
Publication Date
2025-10-28
Estimated Expiration
2042-06-29

AI Technical Summary

Technical Problem

In existing e-sports mobile games, players need to spend a lot of time and energy repeatedly playing the game to gain experience, which leads to a poor user experience and a lack of effective game strategy assistance solutions.

Method used

By acquiring the image features of game characters, determining their status and progress, and searching for push notifications of auxiliary skills and movement options in preset game video highlights, corresponding instruction information is generated and displayed to assist player operation.

Benefits of technology

It implements adaptive and user-friendly game strategy assistance, reducing the learning difficulty for players and improving the game control experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention discloses a game strategy assistance push method, device, and computer-readable storage medium. The method includes: acquiring image features of a current game character during gameplay, and determining the character state and progress state corresponding to the game character based on the image features; determining an auxiliary skill option corresponding to the game character based on the character state, and determining an auxiliary movement option corresponding to the game character based on the progress state; searching for first push information corresponding to the auxiliary skill option and second push information corresponding to the auxiliary movement option in a preset game video highlight reel; generating and displaying first indication information for the auxiliary skill option based on the acquired first push information, and generating and displaying second indication information for the auxiliary movement option based on the acquired second push information. This invention reduces the learning difficulty for users and improves their game control experience.
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Description

Technical Field

[0001] This invention relates to the field of mobile communications, and more particularly to a game strategy-assisted push method, device, and computer-readable storage medium. Background Technology

[0002] In the current technological landscape, with the continuous development of smart terminal devices, esports based on these devices has become a frequently mentioned concept in recent years, and it is gradually changing people's perceptions of it. Against the backdrop of rapid internet development, esports has long since shed its sole label as video games, evolving into a more competitive arena. Esports, as its name suggests, possesses the dual concepts of "electronic" and "competitive." It involves both human-computer interaction and human-on-human competition and collaboration. In the highly competitive mobile esports scene, players need to spend time repeatedly playing games to gain experience. While this approach aligns with popular understanding, it often consumes a significant amount of time and energy, thus diminishing the user experience.

[0003] However, there is currently no solution to the above problems in existing gaming phones. Therefore, for the reasons mentioned above, there is an urgent need for the device side to provide users with an auxiliary push solution based on better game strategies. Summary of the Invention

[0004] To address the aforementioned technical deficiencies in the prior art, this invention proposes a game strategy-assisted push method, which includes:

[0005] During the game, the image features of the current game character are acquired, and the character state and progress state corresponding to the game character are determined based on the image features.

[0006] The auxiliary skill options corresponding to the game character are determined based on the character's status, and the auxiliary movement options corresponding to the game character are determined based on the progress status;

[0007] Search for the first push notification corresponding to the auxiliary skill option and the second push notification corresponding to the auxiliary movement option in the preset game video highlights;

[0008] The system generates and displays a first instruction message for the assistive skill option based on the first push information obtained, and generates and displays a second instruction message for the assistive movement option based on the second push information obtained.

[0009] Optionally, the step of acquiring the image features of the current game character during the game, and determining the character state and progress state corresponding to the game character based on the image features, includes:

[0010] Identify the display area of ​​the individual game character at its location, and the movement area of ​​the individual game character within the coverage of its movement;

[0011] Obtain a first image feature of the display area and a second image feature of the moving area.

[0012] Optionally, the step of acquiring the image features of the current game character during the game, and determining the character state and progress state corresponding to the game character based on the image features, further includes:

[0013] The game character's skill release types, order, and intervals are obtained based on the first image feature analysis, and are used as the character's state;

[0014] The type, direction, and speed of the game character's movement control are obtained based on the second image features, and are used as the progress state.

[0015] Optionally, determining the auxiliary skill option corresponding to the game character based on the character state, and determining the auxiliary movement option corresponding to the game character based on the progress state, includes:

[0016] The types, order, and intervals of skill releases were analyzed to obtain type options, order options, and interval options, respectively.

[0017] The type, direction, and speed of the movement control are analyzed to obtain type options, direction options, and speed options, respectively.

[0018] Optionally, searching for the first push notification corresponding to the auxiliary skill option and the second push notification corresponding to the auxiliary movement option in a preset game video highlight reel includes:

[0019] Search for the game character based on the first image feature in the game video highlight reel;

[0020] After finding the game character, search for skill release clips and movement control clips of the game character in the game video highlights.

[0021] Optionally, the step of searching for the first push notification information corresponding to the auxiliary skill option and the second push notification information corresponding to the auxiliary movement option in the preset game video highlights further includes:

[0022] Collect one or more skill release strategies corresponding to the type option, the order option, and the interval option from the skill release segment, and use them as the first push information;

[0023] One or more movement control strategies corresponding to the type option, the direction option, and the speed option are collected in the movement control segment and used as the second push information.

[0024] Optionally, the step of generating and displaying first indication information for the assistive skill option based on the acquired first push information, and generating and displaying second indication information for the assistive movement option based on the acquired second push information, includes:

[0025] Decompose the first instruction information to generate a first instruction marker and a first instruction sequence displayed in the skill control area of ​​the game character;

[0026] The second instruction information is decomposed to generate a second instruction marker and a second instruction timing that are displayed in the movement control area of ​​the game character.

[0027] Optionally, the step of generating and displaying the first indication information of the assistive skill option based on the acquired first push information, and generating and displaying the second indication information of the assistive movement option based on the acquired second push information, further includes:

[0028] Within the skill control area, the first indicator marker is updated and displayed in real time according to the user's skill touch state on the game character, following the first indicator timing sequence.

[0029] Within the mobile control area, the second indicator marker is updated and displayed in real time according to the second indicator timing based on the user's touch state on the game character.

[0030] The present invention also proposes a game strategy assistance push 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 strategy assistance push method as described in any of the preceding claims.

[0031] The present invention also proposes a computer-readable storage medium storing a game strategy assistance push program, which, when executed by a processor, implements the steps of the game strategy assistance push method as described in any of the preceding claims.

[0032] The present invention discloses a game strategy assistance push method, device, and computer-readable storage medium. During gameplay, it acquires the image features of a current game character and determines the character's state and progress status based on these features. Based on the character state, it determines the corresponding auxiliary skill option and the corresponding auxiliary movement option. It then searches a preset game video compilation for first push information corresponding to the auxiliary skill option and second push information corresponding to the auxiliary movement option. Based on the acquired first push information, it generates and displays first indication information for the auxiliary skill option, and based on the acquired second push information, it generates and displays second indication information for the auxiliary movement option. This provides an adaptive and user-friendly game strategy assistance prediction scheme, reducing the learning difficulty for users and improving their gaming experience. Attached Figure Description

[0033] The present invention will be further described below with reference to the accompanying drawings and embodiments. In the accompanying drawings:

[0034] Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal according to the present invention;

[0035] Figure 2 This is a flowchart of the first embodiment of the game strategy-assisted push method of the present invention;

[0036] Figure 3 This is a flowchart of the second embodiment of the game strategy-assisted push method of the present invention;

[0037] Figure 4 This is a flowchart of the third embodiment of the game strategy-assisted push method of the present invention;

[0038] Figure 5 This is a flowchart of the fourth embodiment of the game strategy-assisted push method of the present invention;

[0039] Figure 6 This is a flowchart of the fifth embodiment of the game strategy-assisted push method of the present invention;

[0040] Figure 7 This is a flowchart of the sixth embodiment of the game strategy-assisted push method of the present invention;

[0041] Figure 8 This is a flowchart of the seventh embodiment of the game strategy-assisted push method of the present invention;

[0042] Figure 9 This is a flowchart of the eighth embodiment of the game strategy-assisted push method of the present invention;

[0043] Figure 10This is a schematic diagram of the coordinates extracted from the record in the first embodiment of the game strategy-assisted push method of the present invention;

[0044] Figure 11 This is a schematic diagram illustrating the video highlight collection and classification of the first embodiment of the game strategy-assisted push method of the present invention;

[0045] Figure 12 This is a schematic diagram of the game strategy push when a game character dies, according to the first embodiment of the game strategy assist push method of the present invention;

[0046] Figure 13 This is a schematic diagram of game strategy push when the game character's health is too low, according to the first embodiment of the game strategy assist push method of the present invention;

[0047] Figure 14 This is a schematic diagram of game character status analysis and comparison in the first embodiment of the game strategy-assisted push method of the present invention. Detailed Implementation

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] See also Figure 1This 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.

[0053] The following is combined with Figure 1 A detailed introduction to each component of the mobile terminal:

[0054] 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).

[0055] 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.

[0056] 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.

[0057] 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 medium) 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] Based on the above-described mobile terminal hardware structure, various embodiments of the method of the present invention are proposed.

[0068] Example 1

[0069] Figure 2 This is a flowchart of the first embodiment of the game strategy assistance push method of the present invention. A game strategy assistance push method, the method includes:

[0070] S1. During the game, acquire the image features of the current game character, and determine the character state and progress state corresponding to the game character based on the image features;

[0071] S2. Determine the auxiliary skill option corresponding to the game character based on the character status, and determine the auxiliary movement option corresponding to the game character based on the progress status;

[0072] S3. Search for the first push information corresponding to the auxiliary skill option and the second push information corresponding to the auxiliary movement option in the preset game video highlights;

[0073] S4. Generate and display first instruction information for the auxiliary skill option based on the first push information obtained, and generate and display second instruction information for the auxiliary movement option based on the second push information obtained.

[0074] In this embodiment, firstly, regarding the collection and extraction of player game records, this embodiment collects materials based on the different states of the player character during the game. For example, when the player character dies, XY scatter plot action recording is performed based on the game video highlights generated by the system (e.g., the Red Magic Moment video from a Nubia phone; the current Nubia Red Magic phone already has a Red Magic Moment recording function, including death replays, full game video recordings, etc.). Please refer to [the relevant documentation]. Figure 10 and Figure 11 For example, in the game Honor of Kings, the skills and behaviors of mage and marksman heroes are different. Therefore, players will have different action techniques when using the corresponding virtual characters. In the XY scatter plot, they can be distinguished according to the density of the dots. The dense dots are extracted and then classified, summarized and refined.

[0075] In this embodiment, after collecting and extracting player game records, an adaptive search is performed on highlight reels of skilled players. Considering the increasingly sophisticated development of the mobile esports industry, this embodiment leverages the internet for big data-driven automatic searches of videos related to skilled players. For example, it can connect to third-party applications such as browsers and Bilibili, and before the game starts, it can pre-search and download videos and text explanations of highly similar skill sets from skilled players based on the player's chosen virtual character and usage habits, using keywords. Specifically, before the player's character dies, videos of skill tutorials from skilled players in similar scenarios have already been matched and searched.

[0076] In this embodiment, after adaptively searching for highlight reels of expert players, targeted supplementary push notifications are then provided for specific scenarios. Please refer to... Figure 12 , Figure 13 as well as Figure 14 In this embodiment, based on the different states of the player character, the information that has been processed and the new information encountered during the opening of a new game are compared. This can be analyzed and viewed through a radar chart. The system searches for weaknesses in the current state of the player's virtual character. For example, when the virtual character dies or when the health of the running game character is low, techniques or equipment that counter the enemy's skills can be recommended. Similarly, when encountering similar or identical characters, usage habits, and gameplay, real-time skill guidance and solution recommendations can be provided.

[0077] As can be seen, this embodiment provides users with a solution to push gameplay information when the character's state changes through video analysis. Based on this, users do not need to spend a lot of time and energy summarizing experience, which is convenient, fast, and saves time and effort. At the same time, relying on intelligent recognition and push, users can get into the game faster and increase their gaming experience.

[0078] The beneficial effects of this embodiment are as follows: By acquiring the image features of the current game character during gameplay, and determining the character's state and progress status based on these features; determining the auxiliary skill option corresponding to the game character based on the character state, and determining the auxiliary movement option based on the progress status; searching for a first push notification corresponding to the auxiliary skill option and a second push notification corresponding to the auxiliary movement option in a preset game video compilation; generating and displaying a first indication message for the auxiliary skill option based on the acquired first push notification, and generating and displaying a second indication message for the auxiliary movement option based on the acquired second push notification. This achieves an adaptive and user-friendly game strategy assistance and prediction scheme, reducing the learning difficulty for users and improving their game control experience.

[0079] Example 2

[0080] Figure 3 This is a flowchart of the second embodiment of the game strategy assistance push method of the present invention. Based on the above embodiment, the step of acquiring the image features of the current game character during the game and determining the character state and progress state corresponding to the game character based on the image features includes:

[0081] S11. Identify the display area of ​​the individual game character at its location, and the movement area of ​​the individual game character within the motion coverage area;

[0082] S12. Obtain the first image features of the display area and the second image features of the moving area.

[0083] Optionally, in this embodiment, the display area is determined based on the attributes of the game character, such as name and main color scheme. Further, the display area is determined based on the equipment worn by the game character in the equipment bar and the image of the equipment.

[0084] Optionally, in this embodiment, the movement area is determined based on the design image of the game character, such as static or dynamic images of its steps, shoes, arms, etc. when moving.

[0085] The beneficial effect of this embodiment is that by identifying the display area of ​​the individual game character's location and the movement area covered by the individual game character's movement, a first image feature of the display area and a second image feature of the movement area are obtained. This achieves an adaptive and user-friendly game strategy-assisted prediction scheme, reducing the difficulty of game learning for users and improving their game control experience.

[0086] Example 3

[0087] Figure 4 This is a flowchart of the third embodiment of the game strategy assistance push method of the present invention. Based on the above embodiment, the step of acquiring the image features of the current game character during the game and determining the character state and progress state corresponding to the game character based on the image features further includes:

[0088] S13. Based on the first image feature analysis, the skill release type, order, and interval of the game character are obtained as the character state;

[0089] S14. Based on the second image features, the type, direction, and speed of the game character's movement control are obtained as the progress state.

[0090] Optionally, in this embodiment, the first image feature includes a feature image frame or a combination of multiple image frames for identifying the type, order, and interval of skill release.

[0091] Optionally, in this embodiment, the second image feature includes a feature image frame or a combination of multiple image frames used to identify the type, direction, and speed of motion control.

[0092] The beneficial effect of this embodiment is that, through the first image feature analysis, the skill release type, order, and interval of the game character are obtained as the character state; and based on the second image feature analysis, the movement control type, direction, and speed of the game character are obtained as the progress state. This achieves an adaptive and user-friendly game strategy-assisted prediction scheme, reducing the learning difficulty for users and improving their game control experience.

[0093] Example 4

[0094] Figure 5 This is a flowchart of the fourth embodiment of the game strategy assistance push method of the present invention. Based on the above embodiment, the step of determining the assistance skill option corresponding to the game character according to the character state and determining the assistance movement option corresponding to the game character according to the progress state includes:

[0095] S21. Analyze the types, order, and intervals of skill release to obtain type options, order options, and interval options respectively;

[0096] S22. Analyze the type, direction, and speed of the movement control to obtain type options, direction options, and speed options respectively.

[0097] Optionally, in this embodiment, the type option, the order option, and the interval option are respectively the skill identifier corresponding to different types of skills, the sequence identifier of different types of skills when they are released, and the time identifier of different types of skills when they are released in the above order.

[0098] Optionally, in this embodiment, the type option, direction option, and speed option are respectively the movement identifier corresponding to different types of movement skills (e.g., flash, normal movement, jump, etc.), the direction identifier of different types of movement when moving, and the speed identifier of different types of movement when moving in the above-mentioned directions.

[0099] The beneficial effect of this embodiment is that by analyzing the type, order, and interval of skill release, type options, order options, and interval options are obtained respectively; and by analyzing the type, direction, and speed of movement control, type options, direction options, and speed options are obtained respectively. This achieves an adaptive and user-friendly game strategy-assisted prediction scheme, reducing the difficulty of game learning for users and improving their game control experience.

[0100] Example 5

[0101] Figure 6 This is a flowchart of the fifth embodiment of the game strategy assistance push method of the present invention. Based on the above embodiment, the step of searching for the first push information corresponding to the assistance skill option and the second push information corresponding to the assistance movement option in a preset game video highlight collection further includes:

[0102] S23. Collect one or more skill release strategies corresponding to the type option, the order option, and the interval option from the skill release segment, and use them as the first push information;

[0103] S24. Collect one or more movement control strategies corresponding to the type option, the direction option, and the speed option in the movement control segment, and use them as the second push information.

[0104] Optionally, in this embodiment, the above-mentioned segment content is selected from the video highlights of high-end players or the player's own preferred videos, and the skill identifier corresponding to the corresponding skill, the sequence identifier of the corresponding skill when it is released, and the time identifier of the corresponding skill when it is released in the above order are extracted from it.

[0105] Optionally, in this embodiment, similarly, from the video highlights of advanced players or the player's preferred video, the above-mentioned segment content is selected, and the movement identifier corresponding to the corresponding movement skill, the direction identifier of the corresponding type of movement when moving, and the speed identifier of the corresponding type of movement when moving in the above-mentioned direction are extracted from it.

[0106] By collecting one or more skill release strategies corresponding to the type option, the order option, and the interval option in the skill release segment as the first push information; and by collecting one or more movement control strategies corresponding to the type option, the direction option, and the speed option in the movement control segment as the second push information, an adaptive and user-friendly game strategy assistance and prediction scheme is implemented, reducing the difficulty of game learning for users and improving their game control experience.

[0107] Example 6

[0108] Figure 7 This is a flowchart of the sixth embodiment of the game strategy assistance push method of the present invention. Based on the above embodiment, the step of searching for the first push information corresponding to the assistance skill option and the second push information corresponding to the assistance movement option in a preset game video highlight collection includes:

[0109] S31. Search for the game character in the game video compilation based on the first image feature;

[0110] S32. After finding the game character, search for skill release clips and movement control clips of the game character in the game video highlights.

[0111] Optionally, in this embodiment, the information is extracted from the skill release segment and the movement control segment according to the above-mentioned identifiers, and the obtained information can be used as a preferred strategy.

[0112] The beneficial effect of this embodiment is that by searching for the game character in the game video highlights according to the first image feature, and after finding the game character, searching for skill release clips and movement control clips of the game character in the game video highlights, an adaptive and user-friendly game strategy-assisted prediction scheme is implemented, reducing the difficulty of game learning for users and improving the user's game control experience.

[0113] Example 7

[0114] Figure 8 This is a flowchart of the seventh embodiment of the game strategy assistance push method of the present invention. Based on the above embodiment, the step of generating and displaying first indication information of the assistance skill option according to the acquired first push information, and generating and displaying second indication information of the assistance movement option according to the acquired second push information, includes:

[0115] S41. Decompose the first instruction information to generate a first instruction marker and a first instruction sequence displayed in the skill control area of ​​the game character;

[0116] S42. Decompose the second instruction information to generate a second instruction mark and a second instruction timing displayed in the movement control area of ​​the game character.

[0117] Optionally, in this embodiment, when applying the above strategy, it is first necessary to decompose the game progress in real time according to the current user's game progress, so as to adaptively generate a first indicator mark and a first indicator sequence displayed in the skill control area of ​​the game character, and generate a second indicator mark and a second indicator sequence displayed in the movement control area of ​​the game character.

[0118] Optionally, in this embodiment, if the user applies the above strategy during a replay after the game ends, it is only necessary to read the video progress of the replay and adaptively generate a first indicator mark and a first indicator sequence displayed in the skill control area of ​​the game character, as well as a second indicator mark and a second indicator sequence displayed in the movement control area of ​​the game character, based on the progress.

[0119] The beneficial effect of this embodiment is that, by decomposing the first instruction information, a first instruction marker and a first instruction sequence displayed in the skill control area of ​​the game character are generated; and by decomposing the second instruction information, a second instruction marker and a second instruction sequence displayed in the movement control area of ​​the game character are generated. This achieves an adaptive and user-friendly game strategy assistance and prediction scheme, reducing the difficulty of game learning for users and improving their game control experience.

[0120] Example 8

[0121] Figure 9 This is a flowchart of the eighth embodiment of the game strategy assistance push method of the present invention. Based on the above embodiment, the step of generating and displaying the first indication information of the assistance skill option according to the acquired first push information, and generating and displaying the second indication information of the assistance movement option according to the acquired second push information, further includes:

[0122] S43. Within the skill control area, the first indicator marker is updated and displayed in real time according to the first indicator timing based on the user's skill touch state of the game character.

[0123] S44. Within the mobile control area, the second indicator marker is updated and displayed in real time according to the second indicator timing based on the user's touch state on the game character.

[0124] Optionally, in this embodiment, similarly as described above, on the one hand, the game progress is read in real time, and within the skill control area, the first indicator is updated and displayed in real time according to the first instruction sequence based on the user's skill touch state on the game character; on the other hand, during the game replay process, based on the game progress indicated by the replay video, within the skill control area, the first indicator is updated and displayed in real time according to the first instruction sequence based on the user's skill touch state on the game character.

[0125] Optionally, in this embodiment, similarly as described above, on the one hand, the game progress is read in real time, and within the mobile control area, the second indicator marker is updated and displayed in real time according to the second indicator timing based on the user's touch state on the game character; on the other hand, during the game replay process, based on the game progress indicated by the replay video, within the mobile control area, the second indicator marker is updated and displayed in real time according to the second indicator timing based on the user's touch state on the game character.

[0126] In this embodiment, the first indicator mark and the second indicator mark are the display effect of using the above-mentioned marks to mark skills or movements in real time and dynamically.

[0127] The beneficial effect of this embodiment is that, within the skill control area, the first indicator marker is updated and displayed in real time according to the first indicator sequence based on the user's skill touch state on the game character; and within the movement control area, the second indicator marker is updated and displayed in real time according to the second indicator sequence based on the user's movement touch state on the game character. This achieves an adaptive and user-friendly game strategy assistance and prediction scheme, reducing the difficulty of game learning for users and improving their game control experience.

[0128] Example 9

[0129] Based on the above embodiments, the present invention also proposes a game strategy assistance push 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 strategy assistance push method as described in any of the above embodiments.

[0130] 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.

[0131] Example 10

[0132] Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a game strategy assistance push program, which, when executed by a processor, implements the steps of the game strategy assistance push method as described in any of the above embodiments.

[0133] 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.

[0134] It should be noted that, in this document, the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or apparatus comprising the element.

[0135] 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.

[0136] 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, in essence, 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.

[0137] 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 game strategy-assisted push method, characterized in that, The method includes: During the game, the image features of the current game character are acquired, and the character state and progress state corresponding to the game character are determined based on the image features. The auxiliary skill options corresponding to the game character are determined based on the character's status, and the auxiliary movement options corresponding to the game character are determined based on the progress status; Search for the first push notification corresponding to the auxiliary skill option and the second push notification corresponding to the auxiliary movement option in the preset game video highlights; The system generates and displays a first instruction message for the assistive skill option based on the first push information obtained, and generates and displays a second instruction message for the assistive movement option based on the second push information obtained. The step of acquiring the image features of the current game character during gameplay and determining the character state and progress state corresponding to the game character based on the image features includes: Identify the display area of ​​the individual game character at its location, and the movement area of ​​the individual game character within the coverage of its movement; Obtain a first image feature of the display area and a second image feature of the moving area; The game character's skill release types, order, and intervals are obtained based on the first image feature analysis, and are used as the character's state; The type, direction, and speed of the game character's movement control are obtained based on the second image features, and are used as the progress state; The step of determining the auxiliary skill option corresponding to the game character based on the character state, and determining the auxiliary movement option corresponding to the game character based on the progress state, includes: The types, order, and intervals of skill releases were analyzed to obtain type options, order options, and interval options, respectively. The type, direction, and speed of the movement control are analyzed to obtain type options, direction options, and speed options, respectively. The step of searching for the first push notification information corresponding to the auxiliary skill option and the second push notification information corresponding to the auxiliary movement option in the preset game video highlights includes: Search for the game character based on the first image feature in the game video highlight reel; After finding the game character, search for skill release clips and movement control clips of the game character in the game video highlights; Collect one or more skill release strategies corresponding to the type option, the order option, and the interval option from the skill release segment, and use them as the first push information; One or more movement control strategies corresponding to the type option, the direction option, and the speed option are collected from the movement control segment and used as the second push information; The step of generating and displaying first indication information for the assistive skill option based on the acquired first push information, and generating and displaying second indication information for the assistive movement option based on the acquired second push information, includes: Decompose the first instruction information to generate a first instruction marker and a first instruction sequence displayed in the skill control area of ​​the game character; Decompose the second instruction information to generate a second instruction marker and a second instruction sequence displayed in the movement control area of ​​the game character; Within the skill control area, the first indicator marker is updated and displayed in real time according to the user's skill touch state on the game character, following the first indicator timing sequence. Within the mobile control area, the second indicator marker is updated and displayed in real time according to the second indicator timing based on the user's touch state on the game character.

2. A game strategy assistance push 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 strategy assistance push method as described in claim 1.

3. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a game strategy assistance push program, which, when executed by a processor, implements the steps of the game strategy assistance push method as described in claim 1.

Citation Information

Patent Citations

  • Game assisting method and device, electronic device and storage medium

    CN109276882A