Game event highlight creation method, device, and computer-readable storage medium

By acquiring and piecing together various materials within the game to generate game event highlights, the problem of insufficient experience of exciting game moments in existing technologies has been solved, resulting in a more attractive and interactive gaming experience.

CN115089973BActive Publication Date: 2026-07-21NUBIA TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NUBIA TECHNOLOGY CO LTD
Filing Date
2022-06-24
Publication Date
2026-07-21

AI Technical Summary

Technical Problem

Existing screen recording solutions for highlight moments in games cannot provide an immersive gaming experience, resulting in a monotonous content structure, poor game immersion, and weak sense of involvement for players and their friends.

Method used

During gameplay, game events that meet preset event type conditions are acquired. By acquiring event attributes and characteristics, the types and scope of materials are determined. Various material contents are acquired and spliced ​​together to generate a collection of game events, including the fusion of multiple materials such as images, voice, and emoticons.

Benefits of technology

The generated game event highlights are more engaging and immersive, enhancing the interaction between players and teammates and improving the overall game experience.

✦ Generated by Eureka AI based on patent content.

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  • Figure CN115089973B_ABST
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Patent Text Reader

Abstract

The application discloses a game event highlight creating method and device and a computer readable storage medium, wherein the method comprises: obtaining event attributes and event features of the game event, determining the type of material to be created for the highlight according to the event attributes, and determining the range of the material to be created for the highlight according to the event features; obtaining the material content of each type in the corresponding range before creating the game event highlight of the current game; determining the splicing label of each material content according to the type of the material, the range and the content features of the material content, and splicing and fusing all the material content according to the splicing label to generate the game event highlight. The game event highlight generated by the application is more attractive and immersive for the player and the sharing friends, and greatly enhances the game interaction experience between the game players.
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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 creating game event highlights. Background Technology

[0002] In existing technologies, with the continuous development of smart terminal devices, users' demands for in-device gaming experiences are also increasing. In particular, to meet users' needs for collecting and sharing exciting game moments, existing solutions offer quick methods for recording, saving, and sharing these moments. However, these solutions only save the screen recording of the game process, including only the audio and video information at that time. Therefore, when collecting and sharing exciting game moments, they cannot effectively provide users or their friends with an immersive gaming experience.

[0003] In summary, existing methods for generating game highlights suffer from problems such as a simplistic content structure, poor game experience, and a lack of immersive gameplay when revisited or shared with friends. Summary of the Invention

[0004] To address the aforementioned technical deficiencies in the existing technology, this invention proposes a method for creating game event highlights, the method comprising:

[0005] During gameplay, acquire game events that correspond to the current game progress node and meet the preset event type conditions.

[0006] Obtain the event attributes and event characteristics of the game event, determine the type of material to be created for the highlight reel based on the event attributes, and determine the range of the material to be created for the highlight reel based on the event characteristics.

[0007] Before creating a compilation of game events for the current game, obtain the material content for each of the aforementioned types within the corresponding scope.

[0008] Based on the type, scope, and content characteristics of the material, a splicing tag is determined for each piece of material content, and all the material content is spliced ​​and merged according to the splicing tag to generate the game event compilation.

[0009] Optionally, the step of acquiring game events that correspond to the current game progress node and meet preset event type conditions during the game includes:

[0010] Determine the content conditions corresponding to the displayed content of the current game interface and the audio conditions corresponding to the game system feedback audio of the current game.

[0011] The progress node is determined based on the content conditions and / or the audio conditions.

[0012] Optionally, the step of acquiring game events that correspond to the current game progress node and meet the preset event type conditions during the game process further includes:

[0013] Retrieve the category tags for the current game's event highlights.

[0014] Create a game event reference value corresponding to each category tag, and determine the preset event type conditions based on the game event reference value.

[0015] Optionally, the step of obtaining the event attributes and event characteristics of the game event, determining the type of materials for the highlight reel to be created based on the event attributes, and determining the range of materials for the highlight reel to be created based on the event characteristics, includes:

[0016] One or more of the following in the game event are used as the event attributes: battle situation, friendly force status, enemy force status, and self status.

[0017] The battle situation level and / or the status parameter values ​​of the friendly forces, the enemy forces, and the self-state are used as the event features.

[0018] Optionally, the step of obtaining the event attributes and event characteristics of the game event, determining the type of materials to be created for the highlight reel based on the event attributes, and determining the range of materials to be created for the highlight reel based on the event characteristics, further includes:

[0019] The materials are categorized based on one or more of the following indicators: combat situation indicators, friendly force status indicators, enemy force status indicators, and self-status indicators.

[0020] The material is divided into time ranges and / or display ranges based on the battle situation level and / or the status parameter values.

[0021] Optionally, before creating the game event highlights of the current game, obtaining the material content of each type within the corresponding range includes:

[0022] Retrieve game statistics, including battle situation and / or status, within the stated time range and the stated display range.

[0023] Record game images and / or status videos within the stated time range and the stated display range.

[0024] Optionally, the step of determining a splicing tag for each piece of material content based on the type, scope, and content characteristics of the material content, and splicing and merging all the material content according to the splicing tags to generate the game event compilation includes:

[0025] A first correlation for each game statistic and a second correlation for each game image / video are determined within the time range and the display range.

[0026] Determine the first splicing tag for each game's statistical data corresponding to the first association relationship, and the second splicing tag for each game's image / video corresponding to the second association relationship.

[0027] Optionally, the step of determining the splicing tag for each piece of material content based on the type, scope, and content characteristics of the material content, and splicing and merging all the material content according to the splicing tags to generate the game event compilation, further includes:

[0028] The same type of material content is spliced ​​together based on the first splicing tag and the second splicing tag.

[0029] The different types of material content are merged based on the first splicing tag and the second splicing tag.

[0030] The present invention also proposes a game event compilation creation 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 event compilation creation method as described in any of the preceding claims.

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

[0032] The present invention discloses a game event compilation creation method, device, and computer-readable storage medium. During gameplay, game events corresponding to the current game progress node and meeting preset event type conditions are acquired. The event attributes and characteristics of the game events are acquired, and the type of materials to be compiled is determined based on the event attributes, and the range of materials to be compiled is determined based on the event characteristics. Before creating the game event compilation for the current game, material content for each type within the corresponding range is acquired. A splicing tag for each material content is determined based on the type, range, and content characteristics of the material content, and all material content is spliced ​​and merged according to the splicing tags to generate the game event compilation. This provides a user-friendly game event compilation creation solution, making the generated game event compilation more attractive and immersive for players and for sharing with friends, greatly enhancing the interactive gaming experience among players. 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 communication network system architecture diagram provided in an embodiment of the present invention;

[0036] Figure 3 This is a flowchart of the first embodiment of the game event compilation creation method of the present invention;

[0037] Figure 4 This is a flowchart of the second embodiment of the game event compilation creation method of the present invention;

[0038] Figure 5 This is a flowchart of the third embodiment of the game event compilation creation method of the present invention;

[0039] Figure 6 This is a flowchart of the fourth embodiment of the game event compilation creation method of the present invention;

[0040] Figure 7 This is a flowchart of the fifth embodiment of the game event compilation creation method of the present invention;

[0041] Figure 8 This is a flowchart of the sixth embodiment of the game event compilation creation method of the present invention;

[0042] Figure 9 This is a flowchart of the seventh embodiment of the game event compilation creation method of the present invention;

[0043] Figure 10 This is a flowchart of the eighth embodiment of the game event compilation creation method of the present invention;

[0044] Figure 11 This is a schematic diagram of the first game interface of the second embodiment of the game event compilation creation method of the present invention;

[0045] Figure 12 This is a schematic diagram of the second game interface of the second embodiment of the game event compilation creation method of the present invention. Detailed Implementation

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] The following is combined Figure 1A detailed introduction to each component of the mobile terminal:

[0052] 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).

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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 the operator's IP services 204, which are connected in sequence.

[0067] Specifically, UE201 can be the aforementioned terminal 100, which will not be elaborated here.

[0068] E-UTRAN202 includes eNodeB2021 and other eNodeB2022s. Among them, eNodeB2021 can connect to other eNodeB2022s via backhaul (e.g., X2 interface), and eNodeB2021 connects to EPC203. eNodeB2021 can provide UE201 with access to EPC203.

[0069] 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).

[0070] IP services 204 may include the Internet, intranet, IMS (IP Multimedia Subsystem), or other IP services.

[0071] 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.

[0072] Based on the aforementioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0073] Example 1

[0074] Figure 3 This is a flowchart of the first embodiment of the game event compilation creation method of the present invention. A game event compilation creation method, the method comprising:

[0075] S1. During the game, acquire game events that correspond to the current game progress node and meet the preset event type conditions.

[0076] S2. Obtain the event attributes and event characteristics of the game event, and determine the type of material to be created for the highlight reel based on the event attributes, and determine the range of the material to be created for the highlight reel based on the event characteristics.

[0077] S3. Before creating the game event highlights of the current game, obtain the material content of each type within the corresponding range.

[0078] S4. Determine the splicing tag for each piece of material content based on the type, scope, and content characteristics of the material content, and splice and merge all the material content according to the splicing tag to generate the game event compilation.

[0079] In this embodiment, considering existing game highlight recording solutions, which are generally limited to capturing or recording highlights of a player's performance throughout the game, this approach lacks user interaction and player-to-player communication. Therefore, this embodiment proposes to build upon the current game highlight function by capturing exciting moments through image recognition or the game interface, adding stickers such as headshots as needed, and adding captured voice recordings of the player, teammates, or system voice when praised by the team. It also utilizes the camera to capture real-time self-labeled expressions, teammate labels, and game character appearances, thereby enriching the content of the highlights and enhancing interaction between players and the terminal, and between players and teammates.

[0080] Optionally, in this embodiment, the content added in the above scheme is used as the material to be created for the compilation. The scope and types of such materials are numerous, and how to organically integrate these materials into a complete and logically related compilation of game events becomes the technical problem to be solved in this embodiment. Specifically, in this embodiment, firstly, during the game, game events corresponding to the current game progress node and meeting the preset event type conditions are acquired. During this process, the game events to be created are identified and extracted. These events are only objects of the compilation, and the final game event compilation is obtained through later splicing and fusion. Therefore, it is understandable that the occurrence time of the event is not the time range of the various materials at the time of acquisition. Then, the event attributes and event characteristics of the game events are acquired, and the type of materials to be created for the compilation is determined according to the event attributes, and the scope of the materials to be created for the compilation is determined according to the event characteristics. During this process, the game events are parsed to determine the various materials corresponding to the game events and required. It is understandable that the type of material is determined first, and then the acquisition scope is determined for each material. Then, during the creation process... Before compiling the game event highlights, material content of each type within the corresponding range is acquired. This material content is the content to be subsequently merged and spliced. It can be understood that the image and video content captured and recorded during the game can serve as the basic material for merging and splicing these material contents. Finally, splicing tags for each material content are determined according to the type, range, and content characteristics of the material content. All the material content is then spliced ​​and merged according to the splicing tags to generate the game event highlights. The splicing tags are used to assist in locating the above-mentioned material content in the image and video content. On the one hand, this facilitates adaptive merging and splicing; on the other hand, it also allows users to manually adjust the generated game event highlights, that is, to adjust the order and layout of the splicing tags, thereby obtaining a diverse and personalized presentation of the game event highlights.

[0081] In this embodiment, the methods for obtaining each material content will be described below.

[0082] Optionally, in this embodiment, the content of the photo booth images is increased. Firstly, triggering conditions are determined by capturing keywords upon startup. For example, different types of photo booth images are generated in the background at this time; if multiple kills are achieved independently, the image is labeled "King of Battle"; if teammates assist, it's labeled "This is a team victory!". Secondly, the objects are increased, such as virtual game characters capturing exciting moments in the game, or photos of players' smiling faces.

[0083] Optionally, in this embodiment, the audio material is acquired. This involves: 1) determining the trigger condition: when the activation condition is met, the recording function is started; the recording duration is approximately 1-60 seconds, depending on the length of the highlight. 2) determining the implementation method: the system audio is acquired and analyzed through activation judgment; simultaneously, teammate keywords such as "You're awesome" and "You're so strong" are filtered out using voice recognition. If a continuous text contains about two keywords, the entire audio segment can be used. 3) determining the position for splicing the video: for example, it can be displayed after the keywords appear.

[0084] Optionally, in this embodiment, facial expression material is acquired. This involves: 1) determining the timing of expression acquisition: after the game system's prompts and teammates' praise are detected, the front-facing camera can be accessed via the terminal interface to capture multiple shots and select the best effect; 2) determining the content to be merged: two expressions can be added with detailed processing. One is a smiling expression, detected by the camera's smile recognition and placed at the end of the video, with the text "Praise is a virtue!"; the other is a neutral expression (i.e., high skill level, accustomed to praise), with the text "Perform normally!"; the text and expression are positioned close together to ensure consistency; 3) determining the timing and method of merging into the video: after a highlight moment, receiving praise from friends or the system, and if teammates' voice messages are available, those are prioritized; 4) determining the final addition of facial expressions: for example, facial expressions and text are presented in the video with effects such as highlighting and flashing.

[0085] Optionally, in this embodiment, for the recorded videos in the game event highlights, corresponding splicing tags are determined according to the time sequence of the above-mentioned material content, and the material content is sequentially synthesized based on these splicing tags. Specifically: 1) Determine the key points for merging: for example, all occurring some time after a highlight; 2) Determine the merging order: for example, based on the highlight video, first splice in the virtual character using a headshot effect, then splice in the audio before the effect ends, so that both end synchronously; 3) After determining the above keywords, splice in battle, dialogue, or system audio, and splice in facial expressions before the audio ends, i.e., presenting the latter half of the video; 4) Determine the setting principles for the above splicing tags: for example, the basic video content and the audio, headshots, and character expressions used as material content maintain a relative match in terms of content logic and temporal correlation.

[0086] As can be seen, this embodiment captures system voice messages, teammate voice messages, or interface prompts during highlight moments in the game interface, such as "Well done," "666," "Strong," "First kill," "Triple kill," and "Pentakill," through image recognition or game interface. Based on the current highlight moment function, it adds the ability to capture exciting moments through image recognition or game interface, adds a photo booth function according to the highlight moment, adds the captured voice when receiving praise from the team, and calls the camera to capture real-time expressions, enriching the content of the highlight moments and strengthening the interaction between players and the terminal, and between players and teammates.

[0087] The beneficial effect of this embodiment is that, during the game, game events corresponding to the current game progress node and meeting preset event type conditions are obtained; the event attributes and event characteristics of the game events are obtained, and the type of materials to be created for the compilation is determined according to the event attributes, and the range of the materials to be created for the compilation is determined according to the event characteristics; before creating the game event compilation for the current game, material content of each type within the corresponding range is obtained; splicing tags for each material content are determined according to the type, range, and content characteristics of the material content, and all the material content is spliced ​​and merged according to the splicing tags to generate the game event compilation. This realizes a user-friendly game event compilation creation scheme, making the generated game event compilation more attractive and immersive for players and for sharing with friends, greatly enhancing the game interaction experience between players.

[0088] Example 2

[0089] Figure 4 This is a flowchart of the second embodiment of the game event compilation creation method of the present invention. Based on the above embodiment, the step of acquiring game events that correspond to the current game progress node and meet the preset event type conditions during the game includes:

[0090] S11. Determine the content conditions corresponding to the displayed content of the current game interface and the audio conditions corresponding to the game system feedback audio of the current game.

[0091] S12. Determine the progress node based on the content conditions and / or the audio conditions.

[0092] Please refer to Figure 11 and Figure 12 A schematic diagram of the game interface. Optionally, in this embodiment, the displayed content includes text and numerical content in a preset interface area, where the content conditions are keywords for the text, thresholds for the numbers, or display effects for the text and numbers. For example, Figure 11 The double kill voice lines in the game, and Figure 12 The elimination prompt text in the middle.

[0093] Optionally, in this embodiment, the game system feedback audio includes the audio of the game character, the audio of the battle status announcement, the audio conditions are keywords such as kill, team wipe, etc., and also includes a combination of audio effects when multiple skills are released.

[0094] The beneficial effect of this embodiment is that by determining the content conditions corresponding to the displayed content of the current game interface and the audio conditions corresponding to the game system feedback audio of the current game, and determining the progress node based on the content conditions and / or the audio conditions, a user-friendly game event compilation creation scheme is achieved. This makes the generated game event compilation more attractive and immersive for players themselves and for sharing with friends, greatly enhancing the game interaction experience between players.

[0095] Example 3

[0096] Figure 5 This is a flowchart of the third embodiment of the game event compilation creation method of the present invention. Based on the above embodiment, the step of acquiring game events that correspond to the current game progress node and meet the preset event type conditions during the game process further includes:

[0097] S13. Obtain the category tags of the game event highlights of the current game.

[0098] S14. Create a game event reference value corresponding to each category tag, and determine the preset event type conditions based on the game event reference value.

[0099] Optionally, in this embodiment, the category tags of the game event highlights are category attributes set before generating the game event highlights. For example, in a game match, different categories of highlights templates can be set in advance according to the richness of the material content, and different categories of highlights templates can also be set according to the duration of the material content. Different highlights templates correspond to corresponding category tags, which makes it easier for players to set them.

[0100] Optionally, in this embodiment, the game event reference value can be, on the one hand, the above-mentioned content conditions or audio conditions, and on the other hand, it can also be the number of types of materials that meet the above conditions. For example, when there are three or more types of materials that meet the above conditions, it is determined that the current preset event type conditions are met, that is, the preparation of subsequent material content begins.

[0101] The beneficial effect of this embodiment is that by obtaining the category tags of the game event highlights of the current game, creating a game event reference value corresponding to each category tag, and determining the preset event type conditions based on the game event reference value, a user-friendly game event highlight creation scheme is implemented. This makes the generated game event highlights more attractive and immersive for players themselves and for sharing with friends, greatly enhancing the game interaction experience between players.

[0102] Example 4

[0103] Figure 6 This is a flowchart of the fourth embodiment of the game event compilation creation method of the present invention. Based on the above embodiment, the step of obtaining the event attributes and event characteristics of the game event, determining the type of material to be compiled based on the event attributes, and determining the range of the material to be compiled based on the event characteristics includes:

[0104] S21. Take one or more of the following as the event attributes: battle situation, friendly force status, enemy force status, and self status in the game event.

[0105] S22. The battle situation level and / or the status parameter values ​​of the friendly forces, the enemy forces, and the self-state are used as the event features.

[0106] Optionally, in this embodiment, the battle situation includes the battle damage value, the status of friendly forces, the status of enemy forces, and the status of oneself, including the status of characters and equipment.

[0107] Optionally, in this embodiment, the event attribute is the type of the event, such as kill or breach, and the event feature is the degree of the event, such as the kill-to-loss ratio or the time taken to breach.

[0108] The beneficial effect of this embodiment lies in using one or more of the following in the game event—battle situation, friendly force status, enemy status, and self-status—as the event attributes; and using the battle situation level and / or the status parameter values ​​of the friendly force status, enemy status, and self-status as the event features. This achieves a user-friendly game event compilation creation scheme, making the generated game event compilations more attractive and immersive for players and for sharing with friends, greatly enhancing the game interaction experience between players.

[0109] Example 5

[0110] Figure 7This is a flowchart of the fifth embodiment of the game event compilation creation method of the present invention. Based on the above embodiment, the steps of obtaining the event attributes and event characteristics of the game event, determining the type of material to be compiled based on the event attributes, and determining the range of the material to be compiled based on the event characteristics, further include:

[0111] S23. Classify the materials according to one or more of the following: battle situation indicators, friendly force status indicators, enemy force status indicators, and self-status indicators.

[0112] S24. Divide the material into time ranges and / or display ranges according to the battle situation level and / or the status parameter values.

[0113] Optionally, in this embodiment, the materials are classified according to the type of the event. For example, for a kill, the audio and video data types of the kill are determined; for a breach, the data types of the game player's facial expressions are determined.

[0114] Optionally, in this embodiment, the time range and display range of the material are defined according to the degree of the event. For example, for audio and video data types of kills, the preparation time of the kill is determined as the start time, and the end time of the player's voice communication after the kill is determined as the end time. This range is used as the time range. Similarly, for data types of tower destruction, the area containing the tower defense and related combat characters is determined as the result of the above-mentioned display range division.

[0115] The beneficial effect of this embodiment lies in classifying the materials by one or more of the following: battle situation indicators, friendly force status indicators, enemy force status indicators, and self-status indicators; and classifying the materials by time range and / or display range based on the battle situation level and / or the status parameter values. This achieves a user-friendly game event compilation creation solution, making the generated game event compilations more attractive and immersive for players and for sharing with friends, greatly enhancing the interactive gaming experience among players.

[0116] Example 6

[0117] Figure 8 This is a flowchart of the sixth embodiment of the game event compilation creation method of the present invention. Based on the above embodiment, the step of obtaining material content of each type within the corresponding range before creating the game event compilation of the current game includes:

[0118] S31. Obtain game statistics including battle situation and / or status within the time range and the display range.

[0119] S32. Record game image videos containing battle situation and / or status within the time range and the display range.

[0120] Optionally, in this embodiment, game statistics are obtained by assessing the degree and level of the aforementioned battle situation and / or state.

[0121] Optionally, in this embodiment, the recorded game images and / or status videos are the basic materials for subsequent splicing.

[0122] The beneficial effect of this embodiment is that it acquires game statistics data including battle situation and / or status within the time range and the display range; and records game image videos including battle situation and / or status within the time range and the display range. This achieves a user-friendly game event compilation creation scheme, making the generated game event compilations more attractive and immersive for players themselves and for sharing with friends, greatly enhancing the game interaction experience between players.

[0123] Example 7

[0124] Figure 9 This is a flowchart of the seventh embodiment of the game event compilation creation method of the present invention. Based on the above embodiment, the step of determining the splicing tag of each piece of material content according to the type, scope, and content characteristics of the material content, and splicing and merging all the material content according to the splicing tags to generate the game event compilation includes:

[0125] S41. Determine a first correlation of each game statistic and a second correlation of each game image / video within the time range and the display range.

[0126] S42. Determine the first splicing tag corresponding to the first association relationship for each game statistical data, and the second splicing tag corresponding to the second association relationship for each game image / video.

[0127] Optionally, in this embodiment, the aforementioned game statistics are limited to the time range and the display range. This means that the game statistics are extracted from the time range and the display range to obtain multiple data segments of the aforementioned game statistics. For example, skill release segments before and after the tower-pushing moment from multiple different player perspectives.

[0128] Optionally, in this embodiment, similarly, the game image video is cropped using the time range and the display range to obtain multiple data segments of the game image video. For example, after a team battle, selfie images captured by multiple player devices are collected and correlated with the degree of contribution and order of participation in the team battle.

[0129] The beneficial effect of this embodiment lies in determining a first correlation between each game statistical data point and a second correlation between each game image / video point within the time range and the display range; determining a first splicing tag corresponding to the first correlation between each game statistical data point and a second splicing tag corresponding to the second correlation between each game image / video point. This achieves a user-friendly game event compilation creation scheme, making the generated game event compilation more attractive and immersive for players and for sharing with friends, greatly enhancing the game interaction experience between players.

[0130] Example 8

[0131] Figure 10 This is a flowchart of the eighth embodiment of the game event compilation creation method of the present invention. Based on the above embodiment, the step of determining the splicing tag of each piece of material content according to the type, scope, and content characteristics of the material content, and splicing and merging all the material content according to the splicing tags to generate the game event compilation, further includes:

[0132] S43. Combine the material content of the same type according to the first splicing tag and the second splicing tag.

[0133] S44. Merge the material content of different types according to the first splicing tag and the second splicing tag.

[0134] Optionally, in this embodiment, materials of the same type, such as photographed facial tags, are stitched together to obtain multiple facial splicing expression interfaces.

[0135] Optionally, in this embodiment, different types of materials, such as the aforementioned emoticon interface, are integrated with the audio of teammates cheering at the end of the game and the special effects display of key game data.

[0136] The beneficial effect of this embodiment is that it splices the same type of material content using the first splicing tag and the second splicing tag; and it merges different types of material content using the first splicing tag and the second splicing tag. This achieves a user-friendly game event compilation creation solution, making the generated game event compilations more attractive and immersive for players and for sharing with friends, greatly enhancing the game interaction experience between players.

[0137] Example 9

[0138] Based on the above embodiments, the present invention also proposes a game event compilation creation 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 event compilation creation method as described in any of the above embodiments.

[0139] 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.

[0140] Example 10

[0141] Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a game event compilation creation program, which, when executed by a processor, implements the steps of the game event compilation creation method as described in any of the above embodiments.

[0142] 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.

[0143] 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.

[0144] 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.

[0145] 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.

[0146] 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 creating game event highlights, characterized in that, The method includes: During the game, acquire game events that correspond to the current game progress node and meet the preset event type conditions; Obtain the event attributes and event characteristics of the game event, determine the type of material to be created for the highlight reel based on the event attributes, and determine the range of the material to be created for the highlight reel based on the event characteristics; Before creating a compilation of game events for the current game, obtain the material content for each of the aforementioned types within the corresponding scope; Based on the type, scope, and content characteristics of the material, a splicing tag is determined for each piece of material content, and all the material content is spliced ​​and merged according to the splicing tag to generate the game event compilation. The step of splicing and merging all the material content according to the splicing tags includes: splicing the material content of the same type according to the splicing tags, and merging the material content of different types.

2. The method for creating game event highlights according to claim 1, characterized in that, The process of acquiring game events that correspond to the current game progress node and meet the preset event type conditions during the game includes: Determine the content conditions corresponding to the displayed content of the current game interface and the audio conditions corresponding to the game system feedback audio of the current game; the content conditions are text keywords, numerical thresholds, and / or display effects; the audio conditions are audio keywords and / or audio effects. The progress node is determined based on the content conditions and / or the audio conditions.

3. The method for creating game event highlights according to claim 2, characterized in that, The step of acquiring game events that correspond to the current game progress node and meet the preset event type conditions during the game process also includes: Retrieve the category tags for the current game's event highlights; Create a game event reference value corresponding to each category tag, and determine the preset event type conditions based on the game event reference value.

4. The method for creating game event highlights according to claim 3, characterized in that, The process of obtaining the event attributes and event characteristics of the game event, determining the type of materials to be created for the highlight reel based on the event attributes, and determining the range of materials to be created for the highlight reel based on the event characteristics includes: One or more of the following in the game event are used as the event attributes: battle situation, friendly status, enemy status, and self status. The battle situation level and / or the status parameter values ​​of the friendly forces, the enemy forces, and the self-state are used as the event features.

5. The method for creating game event highlights according to claim 4, characterized in that, The step of obtaining the event attributes and event characteristics of the game event, determining the type of materials to be created for the highlight reel based on the event attributes, and determining the range of materials to be created for the highlight reel based on the event characteristics, further includes: The materials are classified into types based on one or more of the following: combat situation indicators, friendly force status indicators, enemy force status indicators, and self-status indicators. The material is divided into time ranges and / or display ranges based on the battle situation level and / or the status parameter values.

6. The method for creating game event highlights according to claim 5, characterized in that, Before creating the game event highlights for the current game, the process of acquiring material content for each of the aforementioned types within the corresponding range includes: Retrieve game statistics including battle situation and / or status within the stated time range and the stated display range; Record game images and / or status videos within the stated time range and the stated display range.

7. The method for creating game event highlights according to claim 6, characterized in that, The step of determining a splicing tag for each piece of material content based on the type, scope, and content characteristics of the material content, and splicing and merging all the material content according to the splicing tags to generate the game event compilation includes: A first correlation for each game statistic and a second correlation for each game image / video are determined within the time range and the display range. Determine the first splicing tag for each game's statistical data corresponding to the first association relationship, and the second splicing tag for each game's image / video corresponding to the second association relationship.

8. The method for creating game event highlights according to claim 7, characterized in that, The step of determining a splicing tag for each piece of material content based on the type, scope, and content characteristics of the material content, and splicing and merging all the material content according to the splicing tags to generate the game event compilation, further includes: The same type of material content is spliced ​​together based on the first splicing tag and the second splicing tag; The different types of material content are merged based on the first splicing tag and the second splicing tag.

9. A device for creating game event highlights, characterized in that, The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game event compilation creation method as described in any one of claims 1 to 8.

10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a game event compilation creation program, which, when executed by a processor, implements the steps of the game event compilation creation method as described in any one of claims 1 to 8.