Method for adjusting game level and related device
By analyzing user behavior logs and reward information from game levels, and adjusting level design values, the issue of players illegally obtaining items was resolved, ensuring game balance and user experience.
Patent Information
- Application Number
- CN202210663971.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-06-10
- Publication Date
- 2025-12-09
- Estimated Expiration
- 2042-06-10
AI Technical Summary
Due to imperfections in the programming of existing games, players can illegally obtain a large number of items by repeatedly completing tasks, leading to an imbalance in the game's balance. Furthermore, current technology makes it difficult to quickly detect such defects.
By acquiring user behavior logs from game levels, analyzing level completion information and reward output information, and adjusting level design values to fix bugs, game balance can be ensured.
It enables the timely detection of unreasonable numerical values in game level design, the fixing of defects, the maintenance of game balance, and the protection of user experience.
Smart Images

Figure CN115120982B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of game value adjustment, and in particular to a game level adjustment method and related equipment. BACKGROUND
[0002] The task, level or plot gameplay of the existing game can be repeatedly challenged and completed multiple times, but due to imperfect program design, players use the mechanism of repeated completion of tasks to illegally obtain a large number of props in the game. For example, the regular task of a certain game can be taken 5 times a day, and there are stage rewards for the first 4 times of completion, and there are completion rewards after the 5th time of completion. Some players found that after receiving the 1-4 stage rewards, they can abandon the task and re-take it, that is, as long as the 5th stage is not completed, the rewards of the 1-4 stage tasks can be repeatedly taken. In addition, the existing technical solution is difficult to quickly and directly find the gameplay defect, so the gameplay defect has not been discovered in time, and it has been repaired for a long time after the gameplay is put into operation. SUMMARY
[0003] Therefore, the purpose of the present application is to provide a game level adjustment method and related equipment.
[0004] To achieve the above purpose, the present application provides a game level adjustment method, characterized in that it comprises:
[0005] obtaining a user behavior log of the game level;
[0006] determining level pass information and reward output information of the game level according to the user behavior log;
[0007] adjusting the design value of the game level according to the level pass information and the reward output information.
[0008] In a possible implementation, the adjusting the design value of the game level according to the level pass information and the reward output information comprises:
[0009] in response to determining that a first reward obtained by a same user when passing the game level for the first time is the same as a second reward obtained when passing the game level for the second time, adjusting the design value of the second reward corresponding to the game level.
[0010] In a possible implementation, the user behavior log comprises a user participation log and a user settlement log.
[0011] The determining the level pass information and the reward output information of the game level according to the user behavior log comprises:
[0012] determining first game data from the user participation log;
[0013] determining second game data from the user settlement log;
[0014] determining the level pass information and the reward output information according to the first game data and the second game data.
[0015] In a possible implementation, the user participation log comprises user identification, event identification, event type, first participation information and non-first participation information;
[0016] The first game data is determined from the user participation log, comprising:
[0017] The user participation log is divided by a preset grouping unit to obtain the first game data;
[0018] The grouping unit comprises user identification, event identification, first participation information and non-first participation information.
[0019] The first game data comprises first participation result and non-first participation result.
[0020] In a possible implementation, the user settlement log comprises user identification, event identification, event type, first participation information, non-first participation information, end state and reward collection information;
[0021] The second game data is determined from the user settlement log, comprising:
[0022] The user settlement log is divided by the grouping unit to obtain the second game data;
[0023] The second game data comprises first level completion times, non-first level completion times, first reward collection quantity and non-first reward collection quantity.
[0024] In a possible implementation, each of the first game data and each of the second game data occupies an independent storage unit.
[0025] In a possible implementation, the level pass information comprises first level pass information, non-first level pass information and overall level pass information.
[0026] The reward output information comprises first reward output information, non-first reward output information and overall reward output information.
[0027] The level pass information and the reward output information are determined according to the first game data and the second game data, comprising:
[0028] Based on the first game data and the second game data, the event identification is taken as a grouping unit to calculate a first participation result and a non-first participation result;
[0029] Based on the first game data and the second game data, the time username is taken as a grouping unit to calculate an overall participation result;
[0030] The first participation result includes the first level passing information and the first reward output information; the non-first participation result includes the non-first level passing information and the non-first reward output information; and the overall participation result includes the overall level passing information and the overall reward output information.
[0031] In a possible implementation, the adjusting the design value of the game level according to the level passing information and the reward output information includes:
[0032] In response to determining that a third reward obtained by at least one user passing the game level exceeds a preset reward threshold, adjusting the design value of the third reward corresponding to the game level.
[0033] In a possible implementation, the adjusting the design value of the game level according to the level passing information and the reward output information includes:
[0034] In response to determining that a user passing probability of the game level exceeds a preset passing probability threshold, adjusting the design value of the passing probability corresponding to the game level.
[0035] Based on the same inventive concept, the embodiments of the present application also provide an adjustment device of a game level, characterized in that comprising:
[0036] An acquisition module configured to acquire a user behavior log of the game level;
[0037] A determination module configured to determine level passing information and reward output information of the game level according to the user behavior log;
[0038] An adjustment module configured to adjust the design value of the game level according to the level passing information and the reward output information.
[0039] Based on the same inventive concept, one or more embodiments of the present application also provide an electronic device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to realize the adjustment method of the game level according to any one of the above embodiments.
[0040] Based on the same inventive concept, one or more embodiments of the present specification also provide a non-transitory computer-readable storage medium storing computer instructions for causing a computer to perform the game level adjustment method described above.
[0041] As can be seen from the above, the game level adjustment method and related device provided by the embodiments of the present application, by obtaining the user behavior log of the game level, determining the level pass information and reward output information of the game level according to the user behavior log, and adjusting the design value of the game level according to the level pass information and the reward output information, for the game developer, by obtaining the level pass information and the reward output information of the game level in real time, it is convenient to compare the differences between the first time and the non-first time behaviors in terms of player participation, game results and reward conditions, and timely find unreasonable places of the game mechanism, so as to timely adjust the related game levels, and effectively maintain the balance of the game. BRIEF DESCRIPTION OF DRAWINGS
[0042] In order to more clearly illustrate the technical solutions in the present application or related art, the following will briefly introduce the drawings needed to be used in the embodiments or related art description. Obviously, the drawings in the following description are only embodiments of the present application, and for those skilled in the art, other drawings can also be obtained without creative labor on the basis of these drawings.
[0043] Figure 1 The application scenario diagram of the game level adjustment method of the embodiments of the present application;
[0044] Figure 2 The flowchart of the game level adjustment method of the embodiments of the present application;
[0045] Figure 3 The flowchart of the method for determining the level pass information and the reward output information of the game level according to the user behavior log of the embodiments of the present application;
[0046] Figure 4 The structural schematic diagram of the game level adjustment device of the embodiments of the present application;
[0047] Figure 5 The structural schematic diagram of the electronic device of the embodiments of the present application. DETAILED DESCRIPTION
[0048] In order to make the purpose, technical solutions and advantages of the present application more clear, the following will further describe the present application in combination with specific embodiments and with reference to the drawings.
[0049] It should be noted that, unless otherwise defined, technical terms or scientific terms used in the embodiments of the present application shall have the common meaning understood by one of ordinary skill in the art to which the present application pertains. The terms "first", "second", and similar terms used in the embodiments of the present application do not denote any order, quantity, or importance, but are merely used to distinguish different components. The terms "include", "contain", and similar terms mean that the elements or objects before the terms encompass the elements or objects listed after the terms and their equivalents, and do not exclude other elements or objects. The terms "connect" or "connected" and similar terms do not mean physical or mechanical connection, but can include electrical connection, whether direct or indirect. The terms "upper", "lower", "left", "right", and the like are merely used to represent relative positional relationships, and when the absolute positions of the described objects change, the relative positional relationships can also change accordingly.
[0050] As described in the background section, the tasks, levels, or scenario gameplay of existing games can be repeatedly challenged and completed multiple times, but due to imperfect program design, players can illegally obtain a large number of props in the game by using the mechanism of repeated completion of tasks, but the existing technical solutions do not involve monitoring or adjusting the design values of the game levels corresponding to the above situation, so that the game development party discovers the above problem after a long time, which disturbs the game balance and reduces the game experience of other users.
[0051] In view of the above, the embodiments of the present application propose a game level adjustment method, which obtains a user behavior log of the game level, determines level pass information and reward output information of the game level according to the user behavior log, and adjusts the design values of the game level according to the level pass information and the reward output information, so that the game development party can discover the irrationality of the game level design values in time, and can discover design defects in time, adjust the game level design values in time, repair defects, maintain game balance, and protect the game experience of users.
[0052] Reference Figure 1which is an application scenario of the game level adjustment method provided by the embodiments of the present application. The application scenario includes a terminal device 101, a server 102, and a data storage system 103. The terminal device 101, the server 102, and the data storage system 103 can be connected through a wired or wireless communication network. The terminal device 101 includes but is not limited to a desktop computer, a mobile phone, a mobile computer, a tablet computer, a media player, a smart wearable device, a personal digital assistant (PDA), or other electronic devices that can realize the above functions. The server 102 and the data storage system 103 can be independent physical servers, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, and basic cloud computing services such as big data and artificial intelligence platforms.
[0053] The server 102 is configured to provide a game level adjustment service for a user of the terminal device 101. The terminal device 101 is installed with a client that communicates with the server 102. The user can input a target game level and a target statistical period through the client and click a confirmation button. The client sends the game level and the statistical period to the server 102. The server 102 obtains user behavior logs of the game level in the statistical period, determines level pass information and reward output information of the game level according to the user behavior logs, adjusts design values of the game level according to the level pass information and the reward output information, and sends the adjusted design values of the game level to the client. The client displays the adjusted design values of the game level to the user to help the user adjust the game level.
[0054] The data storage system 103 stores a large amount of user data. The sources of the user data include but are not limited to existing databases, data crawled from the Internet, or data uploaded by users when using the client.
[0055] The game level adjustment method according to the embodiments of the present application will be described below in combination with the application scenario of Figure 1 It should be noted that the above application scenario is only shown for the purpose of facilitating the understanding of the spirit and principles of the present application, and the embodiments of the present application are not limited in this respect. On the contrary, the embodiments of the present application can be applied to any applicable scenario.
[0056] The technical solutions of the embodiments of the present application will be described in detail below through specific embodiments.
[0057] With reference to Figure 2 The game level adjustment method of the embodiments of the present application includes the following steps:
[0058] Step S101, obtaining a user behavior log of the game level;
[0059] Step S102, determining level pass information and reward output information of the game level according to the user behavior log;
[0060] Step S103, adjusting the design value of the game level according to the level pass information and the reward output information.
[0061] For step S101, the user behavior log includes a user participation log and a user settlement log.
[0062] In a possible implementation, the user participation log includes a user identifier, an event identifier, an event type, first participation information, and non-first participation information.
[0063] In a possible implementation, the user settlement log includes a user identifier, an event identifier, an event type, first participation information, non-first participation information, an end state, and reward collection information.
[0064] In a possible implementation, the user behavior log further includes a statistical period, and the user behavior log is obtained in a statistical period as a statistical unit. The statistical period and the event period of the game are not necessarily the same, and there is a case that the statistical period is a week and the event period is a day. Ideally, the statistical period needs to be shorter than the event period, which is more convenient to find defects in the game. However, if the accuracy requirement is not high, the statistical period can be longer than the event period. The statistical period can be set by the user.
[0065] In a possible implementation, the event identifier and the event type are obtained through an event identifier-event type correspondence table. The correspondence table includes the correspondence between all event identifiers and event types, and each event identifier has a corresponding event type.
[0066] In a possible implementation, the user identifier is based on a field combination that can uniquely identify a role.
[0067] In a possible implementation, the event type is used to distinguish the nature of events such as activities and levels.
[0068] It should be noted that the user behavior log, the user participation log, and the user settlement log mentioned in the embodiments of the present application do not only include the examples listed in the embodiments of the present application. Those skilled in the art should know that there are other same type information.
[0069] For step S102, refer to Figure 3According to the user behavior log, the game level passing information and the reward output information of the game level are determined, and the method comprises the following steps:
[0070] In step S201, first game data is determined from the user participation log;
[0071] In step S202, second game data is determined from the user settlement log;
[0072] In step S203, the game level passing information and the reward output information are determined according to the first game data and the second game data.
[0073] For step S201, the user participation log comprises user identification, event identification, event type, first participation information and non-first participation information;
[0074] Then, the first game data is determined from the user participation log, which comprises:
[0075] The user participation log is divided by a preset grouping unit to obtain the first game data;
[0076] The grouping unit comprises user identification, event identification, first participation information and non-first participation information;
[0077] The first game data comprises first participation results and non-first participation results.
[0078] In a possible implementation, the preset grouping unit comprises user identification, event identification, first participation information and non-first participation information. The preset grouping unit is not limited to the above range, and can be modified according to the data to be processed. This is known to those skilled in the art and will not be described here.
[0079] In a possible implementation, the first game data comprises first participation results and non-first participation results.
[0080] In a possible implementation, the first participation results comprise first participation times, first participation success times, first participation numbers and first participation success numbers.
[0081] The non-first participation results comprise non-first participation times, non-first participation success times, non-first participation numbers and non-first participation success numbers.
[0082] Then, the first game data is determined from the user participation log, which comprises:
[0083] The first participation times and the non-first participation times are obtained by dividing the participation times by the preset grouping unit.
[0084] The number of successful participations is divided by the preset grouping unit to obtain the number of first-time successful participations and the number of non-first-time successful participations;
[0085] The number of participations is divided by the preset grouping unit to obtain the number of first-time participations and the number of non-first-time participations;
[0086] The number of successful participations is divided by the preset grouping unit to obtain the number of first-time successful participations and the number of non-first-time successful participations.
[0087] It should be noted that the above detailed explanation of the first game data is only exemplary and is not limited to the above range, and many types of data are of course included in the protection scope of the present application.
[0088] For step S202, the user settlement log includes user identification, event identification, event type, first-time participation information, non-first-time participation information, end state, and reward collection information;
[0089] The second game data is determined from the user settlement log, including:
[0090] The user settlement log is divided by the grouping unit to obtain the second game data;
[0091] The second game data includes the number of first-time level completions, the number of non-first-time level completions, the number of first-time reward collections, and the number of non-first-time reward collections.
[0092] In a possible implementation, the reward collection information includes various types of reward collection information, such as the collection information of reward A, the collection information of reward B, the collection information of first-time reward A, the collection information of non-first-time reward B, and the like. The above reward collection information is not limited to the listed types, and those skilled in the art should be able to derive the results of the remaining reward collection information according to the technical solution of the present application, and should also know other reward collection specific information contained in the reward collection information.
[0093] In addition, those skilled in the art should know that the grouping unit and the grouping unit in the user participation log described herein are not limited to being completely consistent, and can be appropriately selected according to the needs in actual applications.
[0094] In a possible implementation, each of the first game data and the second game data occupies an independent storage unit. This can enhance the stability of data in the process of reading, writing, and transmission, and can effectively avoid mutual pollution between data.
[0095] For steps S201 and S202, the acquisition of the user participation log and the user settlement log is periodic, of course, the present application without doubt can also acquire the above data in real time, the statistical period is the periodic acquisition time of the two logs, which is determined by the user.
[0096] For step S203, the level pass information includes first level pass information, non-first level pass information and overall level pass information.
[0097] The reward output information includes first reward output information, non-first reward output information and overall reward output information.
[0098] The first game data and the second game data are used to determine the level pass information and the reward output information.
[0099] Based on the first game data and the second game data, the event identifier is taken as a grouping unit to calculate a first participation result and a non-first participation result.
[0100] Based on the first game data and the second game data, the time username is taken as a grouping unit to calculate an overall participation result.
[0101] The first participation result includes the first level pass information and the first reward output information; the non-first participation result includes the non-first level pass information and the non-first reward output information; and the overall participation result includes the overall level pass information and the overall reward output information.
[0102] In a possible implementation, the first level pass information includes a first total participation times, a first total successful participation times, a first total number of participants and a first total number of successful participants.
[0103] The first game data and the second game data are used to determine the level pass information and the reward output information.
[0104] The event identifier is taken as a grouping unit, and the sum of the first participation times is the first total participation times.
[0105] The event identifier is taken as a grouping unit, and the sum of the first successful participation times is the first total successful participation times.
[0106] The event identifier is taken as a grouping unit, and the sum of the number of records with the first participation times greater than zero is the first total number of participants.
[0107] The event identifier is taken as a grouping unit, and the sum of the number of records of the first-time participation success is the total number of first-time participation success.
[0108] The non-first-time level passing information is the same as the above, and will not be described here.
[0109] The first-time reward output information and the non-first-time reward output information are obtained by adding the number of first-time rewards under the event identifier, and the non-first-time reward output information is the same, and will not be described here.
[0110] In a possible implementation, the time identifier is taken as a grouping unit, the number of records of the participants in the user log under the time identifier is the total number of participants, the number of records of the first-time participation success or the number of records of the repeated participation success is the total number of participation success, and the total number of participation, the total number of participation success, and the total number of rewards are basically the same as the calculation manner described above, and a person skilled in the art can reasonably infer the specific calculation steps from the above description, and thus will not be described here.
[0111] On this basis, the success rate, the success rate, the number of game review, the number of game review, the number of each reward, and the like can be calculated.
[0112] The success rate is equal to the number of participation success divided by the total number of participants, the number of participation success includes the number of first-time participation success and the number of non-first-time participation success, and thus the final calculation result can also obtain the first-time participation success rate and the non-first-time success rate. The rest of the data is basically the same as the calculation process described above, and is a simple division operation, and thus will not be described here.
[0113] For step S103, the design value of the game level is adjusted according to the level passing information and the reward output information, comprising:
[0114] In response to determining that the first reward obtained by the same user through the game level for the first time is the same as the second reward obtained by the same user through the game level for the non-first time, the design value of the second reward corresponding to the game level is adjusted;
[0115] In a possible implementation, the reward should be more generous than the non-first-time reward, or the reward cannot be obtained when the game level is played for the non-first time. Therefore, according to the above information, when the game reward obtained by the same user through the game level for the first time is the same as the game reward obtained by the same user through the game level for the non-first time, it means that there is a game bug, and a series of measures such as checking whether the game script has a bug that needs to be repaired are needed through the adjustment of the game level.
[0116] In a possible implementation, the adjusting the design value of the game level according to the level pass information and the reward output information comprises:
[0117] In response to determining that a third reward obtained by at least one user passing the game level exceeds a preset reward threshold, adjusting the design value of the third reward corresponding to the game level.
[0118] In a possible implementation, an event type-reward output probability configuration table can be preset, which can be provided by a developer or designed according to previous logs of a user to design an expected output probability. For example, a probability of event A outputting reward 1 is a%, and a reward threshold is m*a%. m is a threshold coefficient.
[0119] From the above steps, a real-time reward 1 output probability can be calculated, and a relationship between the reward 1 output probability and the reward threshold is determined. If the real-time reward 1 output probability exceeds the reward threshold, an alarm is triggered, and a specific adjustment probability is calculated according to a recent actual output quantity and an output probability of the reward, and the adjustment probability is returned to the developer to determine whether to accept the modification of the probability. Of course, the embodiment of the present application can also realize real-time adjustment of the reward output probability, that is, the design value affecting the reward 1 output probability is adjusted in real time according to the calculated reward 1 output probability.
[0120] The reward threshold is designed to balance the values of the game, so as to avoid excessive inflation in the game and affect the game experience of a user.
[0121] In a possible implementation, the adjusting the design value of the game level according to the level pass information and the reward output information comprises:
[0122] In response to determining that a user pass probability of the game level exceeds a preset pass probability threshold, adjusting the design value of the pass probability corresponding to the game level.
[0123] From the above steps, a user pass probability of the game level can be calculated, and a pass probability threshold can be preset by a developer according to a game requirement. When it is found that the calculated user pass probability exceeds the pass probability threshold, the design value related to the pass probability, such as a game difficulty coefficient, is adjusted accordingly.
[0124] In addition, the game developer can also use the data finally collected in the above steps as a reference to design the next game level. At this time, the data can be counted in a fixed statistical period to obtain a general rule and range.
[0125] In a possible implementation, the data processing of the above steps can be implemented in a data warehouse.
[0126] In a possible implementation, a data warehouse for adjusting the design values of the game level is constructed, and the warehouse includes a data detail layer and a data subject layer.
[0127] The dimension items of the data detail layer model include but are not limited to user identification, event identification, event type, and statistical period identification. The fact items include but are not limited to the number of first-time participation, the number of first-time participation success, the number of non-first-time participation, and the number of non-first-time participation success. Each specific reward of each type occupies an independent storage unit.
[0128] The dimension items of the data subject layer model include but are not limited to statistical period identification, event identification, and event type. The fact items include but are not limited to the number of first-time participation, the number of non-first-time participation, the number of overall participation, the number of first-time participation, the number of non-first-time participation, the number of overall participation, the number of first-time participation success, the number of non-first-time participation success, the number of overall participation success, first-time reward output information, and non-first-time reward output information.
[0129] The steps S101, S201, and S201 are all completed in the data detail layer model. Those skilled in the art should understand that the implementation of the above steps in the data warehouse is not much different from the above description, and thus only adaptive modifications are needed. The modifications can be adaptively obtained by those skilled in the art according to the prior art and the above steps, and thus will not be described here.
[0130] The step S203 is completed in the data subject layer model. Those skilled in the art should understand that the implementation of the above steps in the data warehouse is not much different from the above description, and thus only adaptive modifications are needed. The modifications can be adaptively obtained by those skilled in the art according to the prior art and the above steps, and thus will not be described here.
[0131] As can be seen from the above embodiments, the game level adjustment method described in the embodiments of the present application adjusts the design values of the game level by obtaining the user behavior log of the game level, determining the level pass information and reward output information of the game level according to the user behavior log, and adjusting the design values of the game level according to the level pass information and the reward output information. For game developers, the game level design values can be found to be unreasonable in time, and thus design defects can be found in time, the game level design values can be adjusted in time, defects can be repaired, game balance can be maintained, and user game experience can be protected.
[0132] In addition, the two parameters of first time and non-first time are considered in the embodiments of the present application, so that the embodiments of the present application can timely monitor the number of times of obtaining rewards by a user for the first time and non-first time in a repeatable challenge gameplay of a game, so as to facilitate a developer to timely find illegal behaviors of the user and effectively maintain a healthy environment of the game.
[0133] It should be noted that the method of the embodiments of the present application can be executed by a single device, such as a computer or a server. The method of the embodiments of the present application can also be applied to a distributed scenario and completed by multiple devices cooperating with each other. In the case of such a distributed scenario, one of the multiple devices can only execute one or more steps in the method of the embodiments of the present application, and the multiple devices can interact with each other to complete the method.
[0134] It should be noted that some embodiments of the present application have been described above. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims can be performed in a different order than the order described above and still achieve the desired result. In addition, the processes depicted in the figures do not necessarily require the particular order shown or sequential order to achieve the desired results. In certain implementations, multitasking and parallel processing can be advantageous.
[0135] Based on the same inventive concept, the present application also provides a game level adjustment device corresponding to any of the above-mentioned method embodiments.
[0136] Reference Figure 4 The game level adjustment device comprises:
[0137] The acquisition module 11 is configured to acquire a user behavior log of the game level.
[0138] The determination module 12 is configured to determine level passing information and reward output information of the game level according to the user behavior log.
[0139] The adjustment module 13 is configured to adjust the design value of the game level according to the level passing information and the reward output information.
[0140] In a possible implementation, the adjustment module 13 is configured to:
[0141] In response to determining that a first reward obtained by a same user for the first time passing the game level is the same as a second reward obtained by the same user for the non-first time passing the game level, the adjustment module 13 is configured to adjust the design value of the second reward corresponding to the game level.
[0142] In a possible implementation, the user behavior log comprises a user participation log and a user settlement log.
[0143] The determining module 12 is configured to:
[0144] determine first game data from the user participation log;
[0145] determine second game data from the user settlement log;
[0146] determine the level pass information and the reward output information according to the first game data and the second game data.
[0147] In a possible implementation, the user participation log comprises a user identifier, an event identifier, an event type, first participation information and non-first participation information.
[0148] The determining module 12 is configured to:
[0149] divide the user participation log by a preset grouping unit to obtain the first game data;
[0150] The grouping unit comprises a user identifier, an event identifier, first participation information and non-first participation information.
[0151] The first game data comprises first participation results and non-first participation results.
[0152] In a possible implementation, the user settlement log comprises a user identifier, an event identifier, an event type, first participation information, non-first participation information, an end state and reward collection information.
[0153] The determining module 12 is configured to:
[0154] divide the user settlement log by the grouping unit to obtain the second game data;
[0155] The second game data comprises a first level completion number, a non-first level completion number, a first reward collection number and a non-first reward collection number.
[0156] In a possible implementation, each of the first game data and each of the second game data occupies an independent storage unit.
[0157] In a possible implementation, the level pass information comprises first level pass information, non-first level pass information and overall level pass information.
[0158] The reward output information comprises first reward output information, non-first reward output information and overall reward output information.
[0159] The determining module 12 is configured to implement:
[0160] Based on the first game data and the second game data, the event identifier is taken as a grouping unit, and a first participation result and a non-first participation result are calculated.
[0161] Based on the first game data and the second game data, a time username is taken as a grouping unit, and an overall participation result is calculated.
[0162] The first participation result includes the first level passing information and the first reward output information; the non-first participation result includes the non-first level passing information and the non-first reward output information; and the overall participation result includes the overall level passing information and the overall reward output information.
[0163] In a possible implementation, the adjusting module 13 is configured to implement:
[0164] In response to determining that a third reward obtained by at least one user for passing the game level exceeds a preset reward threshold, the adjusting module 13 is configured to adjust the design value of the third reward corresponding to the game level.
[0165] In a possible implementation, the adjusting module 13 is configured to implement:
[0166] In response to determining that a user passing probability of the game level exceeds a preset passing probability threshold, the adjusting module 13 is configured to adjust the design value of the passing probability corresponding to the game level.
[0167] For the convenience of description, the above apparatus is described in various modules in terms of functions. Of course, in the implementation of the present application, the functions of the modules can be implemented in one or more software and / or hardware.
[0168] The apparatuses in the above embodiments are used to implement the adjustment method of the game level in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be described herein.
[0169] Based on the same inventive concept, corresponding to the method of any of the above embodiments, the present application further provides an electronic device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor, and the processor implements the adjustment method of the game level according to any of the above embodiments when executing the program.
[0170] Figure 5A more specific electronic device hardware structure schematic diagram provided by the embodiment is shown, and the device can include: a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. The processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040 are connected to each other through the bus 1050 for internal communication.
[0171] The processor 1010 can be implemented by a general-purpose CPU (Central Processing Unit), a microprocessor, an ASIC (Application Specific Integrated Circuit), or one or more integrated circuits, and is used to execute related programs to implement the technical solutions provided by the embodiments of the present specification.
[0172] The memory 1020 can be implemented by a ROM (Read Only Memory), a RAM (Random Access Memory), a static storage device, a dynamic storage device, etc. The memory 1020 can store an operating system and other application programs. When the technical solutions provided by the embodiments of the present specification are implemented by software or firmware, the related program codes are stored in the memory 1020 and are called and executed by the processor 1010.
[0173] The input / output interface 1030 is used to connect input / output modules to realize information input and output. The input / output modules can be configured as components in the device (not shown in the figure) or externally connected to the device to provide corresponding functions. The input device can include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device can include a display, a speaker, a vibrator, an indicator light, etc.
[0174] The communication interface 1040 is used to connect a communication module (not shown in the figure) to realize the communication interaction between the device and other devices. The communication module can realize communication through a wired manner (such as USB, network cable, etc.) or a wireless manner (such as mobile network, WIFI, Bluetooth, etc.).
[0175] The bus 1050 includes a channel to transmit information between various components (such as the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040) of the device.
[0176] It should be noted that although the above device only shows the processor 1010, the memory 1020, the input / output interface 1030, the communication interface 1040 and the bus 1050, in the specific implementation process, the device can also include other components necessary for normal operation. In addition, those skilled in the art can understand that the above device can also only contain the components necessary to implement the embodiments of the present application, and does not necessarily contain all the components shown in the figure.
[0177] The electronic device of the above embodiment is used to implement the adjustment method of the corresponding game level in any of the preceding embodiments, and has the beneficial effects of the corresponding method embodiments, which are not described here.
[0178] Based on the same inventive concept, the present application also provides a non-transitory computer readable storage medium, which stores computer instructions for causing the computer to execute the game level adjustment method according to any of the above embodiments.
[0179] The computer readable medium of the present embodiment includes permanent and non-permanent, removable and non-removable media, which can be realized by any method or technology to store information. The information can be computer readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information accessible by a computing device.
[0180] The computer instructions stored in the storage medium of the above embodiment are used to cause the computer to execute the game level adjustment method according to any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which are not described here.
[0181] Those skilled in the art should understand that the above discussion of any embodiment is only exemplary and is not intended to imply that the scope of the present application (including claims) is limited to these examples; under the idea of the present application, the above embodiments or technical features in different embodiments can also be combined, the steps can be implemented in any order, and there are many other changes of different aspects of the embodiments of the present application as described above. In order to be brief, they are not provided in detail.
[0182] Additionally, to simplify the description and discussion, and so as not to obscure the embodiments of the application being presented, the well-known functions or constructions of integrated circuit (IC) chips and other components can or can not be shown in the figures and will be omitted as not to unnecessarily obscure the embodiments of the application being presented. Moreover, the devices can be shown in block diagram form in order to avoid obscuring the embodiments of the application, and this also acknowledges the fact that the details in regard to the implementation of the block diagram devices are highly dependent on the platform within which the embodiments of the application are to be implemented (i.e., these details should be well within the purview of one of ordinary skill in the art). Where specific details are set forth in order to describe an illustrative embodiment of the application, it will be apparent to one of ordinary skill in the art that the embodiments of the application can be practiced without, or with variation of, these specific details. Thus, the description is to be considered as illustrative only and not restrictive in nature.
[0183] While the application has been described in connection with specific embodiments thereof, it will be understood that many modifications, substitutions and changes will be apparent to those of ordinary skill in the art once they have the benefit of the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) can use the embodiments discussed.
[0184] It is intended that the embodiments of the application encompass all such substitutions, modifications and variations as fall within the scope of the appended claims. Accordingly, any omission, modification, equivalent replacement, improvement, etc. made in the spirit and principle of the embodiments of the application should be included in the scope of protection of the application.
Claims
1. A method for adjusting game levels, characterized in that, include: Obtain user behavior logs for the game levels; The game level completion information and reward output information are determined based on the user behavior logs. Based on the level completion information and the reward output information, adjust the design values of the game levels, including: In response to determining that the first reward obtained by the same user for the first time through the game level is the same as the second reward obtained by the same user for subsequent times through the game level, the design value of the second reward corresponding to the game level is adjusted.
2. The method according to claim 1, characterized in that, The user behavior log includes user participation logs and user settlement logs; The step of determining the level completion information and reward output information of the game level based on the user behavior log includes: The first game data is determined from the user participation log; Determine the second game data from the user settlement log; Based on the first game data and the second game data, the level completion information and the reward output information are determined.
3. The method according to claim 2, characterized in that, The user participation log includes user identifier, event identifier, event type, first participation information, and non-first participation information; The step of determining the first game data from the user participation log includes: The first game data is obtained by dividing the user participation log into preset grouping units; The grouping unit includes user identifier, event identifier, first-time participation information, and non-first-time participation information; The first game data includes results from first-time participation and results from non-first-time participation.
4. The method according to claim 3, characterized in that, The user settlement log includes user identifier, event identifier, event type, first participation information, non-first participation information, end status, and reward collection information; The step of determining the second game data from the user settlement log includes: The second game data is obtained by dividing the user settlement log into the grouping units; The second game data includes the number of times the first level was completed, the number of times the subsequent levels were completed, the number of first-time rewards claimed, and the number of subsequent-time rewards claimed.
5. The method according to claim 4, characterized in that, Each of the first game data and each of the second game data occupies an independent storage unit.
6. The method according to claim 4, characterized in that, The checkpoint completion information includes first-time checkpoint completion information, non-first-time checkpoint completion information, and overall checkpoint completion information; The reward output information includes initial reward output information, non-initial reward output information, and overall reward output information; The step of determining the level completion information and the reward output information based on the first game data and the second game data includes: Based on the first game data and the second game data, the event identifier is used as a grouping unit to calculate the first participation result and the non-first participation result; Based on the first game data and the second game data, the overall participation result is calculated by using the time username as the grouping unit; The first participation result includes the first level completion information and the first reward output information; the non-first participation result includes the non-first level completion information and the non-first reward output information; the overall participation result includes the overall level completion information and the overall reward output information.
7. The method according to any one of claims 1 to 6, characterized in that, The step of adjusting the design values of the game level based on the level completion information and the reward output information includes: In response to determining that at least one user's third reward obtained through the game level exceeds a preset reward threshold, the design value of the third reward corresponding to the game level is adjusted.
8. The method according to any one of claims 1 to 6, characterized in that, The step of adjusting the design values of the game level based on the level completion information and the reward output information includes: In response to determining that the user's probability of completing the game level exceeds a preset completion probability threshold, the designed value of the completion probability corresponding to the game level is adjusted.
9. A device for adjusting game levels, characterized in that, include: The acquisition module is configured to acquire user behavior logs for the game levels; The determination module is configured to determine the level completion information and reward output information of the game level based on the user behavior log; The adjustment module is configured to adjust the design values of the game level based on the level completion information and the reward output information, including: in response to determining that the first reward obtained by the same user for the first time through the game level is the same as the second reward obtained by the same user for subsequent times through the game level, adjusting the design value of the second reward corresponding to the game level.
10. An electronic device, characterized in that, It includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the program, implements the method as described in any one of claims 1 to 8.
11. A non-transitory computer-readable storage medium, characterized in that, The non-transitory computer-readable storage medium stores computer instructions for causing the computer to perform the method of any one of claims 1 to 8.
Citation Information
Patent Citations
Information processing device, program, and information processing method
JP6974773B1