Game screen live broadcast method, device and computer equipment

By determining the target virtual role in the game live broadcast, obtaining its action information, and the priority of changes in the calculation action, the problem of easy to miss the wonderful picture of the game in the existing technology has significantly improved the live broadcast effect.

CN115193065BActive Publication Date: 2025-01-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210797178.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-07-06
Publication Date
2025-01-28
Estimated Expiration
2042-07-06

AI Technical Summary

Technical Problem

When watching games in real time or broadcasting electronic games in real time, it is easy to miss the battle scenes or other exciting scenes in the game, resulting in poor live broadcast effects.

Method used

By determining at least one target virtual role in the game scene to be broadcast, obtain the target action information of the live screens in the live screen sequence of the game scene, determine the priority of the action changes of the virtual role of each target virtual role based on this information, and determine according to the priority. The game screen that needs to be played.

Benefits of technology

Effectively avoid missing the combat screen or other wonderful screens in the game, and enhances the effect of the live broadcast of the game screen.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The present application provides a method, device and computer equipment for broadcasting game screens, and belongs to the field of computer technology. The method includes: determining at least one target virtual character in the game scene to be broadcast live; obtaining the target action information of each live screen in the live screen sequence of the game scene, wherein the live screen sequence includes multiple continuous live screens, and the target action information in each live screen includes the action information of each target virtual character; determining the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence; determining the game screen to be played according to the action change priority of each target virtual character. The present application can avoid missing the battle screen in the game, and thus can improve the effect of broadcasting the game screen.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and more specifically, to a method, apparatus and computer device for live broadcasting of game images. Background Art

[0002] With the development of computer technology, more and more electronic games have entered people's lives. Many electronic games require the participation of multiple players, and these electronic games also provide spectator functions or live broadcast functions so that others can watch the scenes in the electronic games in real time.

[0003] In the related art, when watching a real-time electronic game or broadcasting a real-time electronic game, the director or related technicians can select a main screen, which can generally be the perspective of a virtual character in the electronic game. When other virtual characters in the electronic game appear in battle scenes or other exciting scenes, the director or related technicians can choose to replay the perspectives of other virtual characters except the perspective of the virtual character in the main screen.

[0004] However, the solutions of the related art mainly rely on the control of the director or related technical personnel to play the corresponding game screen. Therefore, the solutions of the related art have the problem of easily missing the battle screen or other exciting screens in the game, which leads to the problem of poor live broadcast effect of the game screen. Summary of the invention

[0005] The purpose of this application is to provide a method, device and computer equipment for live broadcasting of game screens, which can avoid missing the battle screens in the game and thus improve the effect of live broadcasting of game screens.

[0006] The embodiment of the present application is implemented as follows:

[0007] In a first aspect of an embodiment of the present application, a method for live broadcasting of a game screen is provided, the method comprising:

[0008] Determine at least one target virtual character in the game scene to be broadcast live;

[0009] Acquire target action information of each live screen in a live screen sequence of the game scene, wherein the live screen sequence includes a plurality of continuous live screens, and the target action information in each live screen includes action information of each target virtual character;

[0010] Determining the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence;

[0011] The game screen to be played is determined according to the action change priority of each target virtual character.

[0012] Optionally, the acquiring target action information of each live screen in the live screen sequence of the game scene includes:

[0013] The action and movement direction of each target virtual character in each live broadcast screen are obtained to obtain target action information of each live broadcast screen.

[0014] Optionally, the action change priority of each target virtual character is determined according to the target action information of each live screen in the live screen sequence:

[0015] Respectively determining the action change information of each target virtual character between adjacent live broadcast screens;

[0016] Determining the number of action changes of each target virtual character according to action change information of each target virtual character between adjacent live broadcast screens;

[0017] According to the determined number of action changes of each target virtual character, the action change priority of each target virtual character is determined.

[0018] Optionally, the respectively determining the action change information of each target virtual character between adjacent live broadcast screens includes:

[0019] Comparing whether the predicted action information corresponding to the first live broadcast screen matches the action information of the first virtual character in the second live broadcast screen, wherein the second live broadcast screen is a live broadcast screen that is subsequent to and adjacent to the first live broadcast screen, and the first virtual character is any one of the target virtual characters;

[0020] If not, it is determined that the action or movement direction of the first virtual character in the first live broadcast screen and the second live broadcast screen has changed.

[0021] Optionally, before comparing whether the predicted action information corresponding to the first live broadcast picture matches the action information of the first virtual character in the second live broadcast picture, the method further includes:

[0022] Comparing the action of the first virtual character in the first live screen with a plurality of preset actions in a preset action library, and determining a target preset action that is the same as the action of the first virtual character in the first live screen;

[0023] Using the next action of the target preset action as the predicted action in the predicted action information corresponding to the first virtual character in the first live broadcast screen;

[0024] The movement direction of the first virtual character in the first live broadcast picture is used as the predicted direction in the predicted action information.

[0025] Optionally, determining the number of action changes of each target virtual character according to action change information of each target virtual character between adjacent live broadcast screens includes:

[0026] The number of times the action information of each target virtual character changes between any adjacent live screens is determined according to the target action information in each live screen within a preset time length.

[0027] Optionally, the determining the game screen to be played according to the action change priority of each target virtual character further includes:

[0028] If the action information of each of the target virtual characters changes between any adjacent live broadcast screens, it is determined that the perspective screen corresponding to each of the target virtual characters is the game screen that needs to be played.

[0029] Optionally, determining the game screen to be played according to the action change priority of each target virtual character includes:

[0030] If the number of times that the action information of each target virtual character changes between any adjacent live broadcast screens within the preset time length is greater than a preset number threshold, the perspective screen corresponding to each target virtual character is determined to be the game screen that needs to be played.

[0031] Optionally, determining the game screen to be played according to the action change priority of each target virtual character includes:

[0032] The perspective images corresponding to the target virtual characters having the most number of changed action information between any adjacent live broadcast images within a preset time period are used as the game images to be played.

[0033] Optionally, determining at least one target virtual character in the game scene to be broadcast live includes:

[0034] If, in the game scene, there is at least one other virtual character in the preset area where the second virtual character is located, the second virtual character is used as a target virtual character.

[0035] Optionally, each of the target virtual characters includes a main-view virtual character and an associated virtual character of the main-view virtual character;

[0036] The step of determining at least one target virtual character in the game scene to be broadcast live includes:

[0037] It is determined that each of the associated virtual characters in the live broadcast screen is the target virtual character, and the position of the associated virtual character is within a preset range of the main viewing angle virtual character.

[0038] According to a second aspect of an embodiment of the present application, a device for broadcasting a game screen live is provided, and the device for broadcasting a game screen live comprises:

[0039] A first determination module, used to determine at least one target virtual character in the game scene to be broadcast live;

[0040] An acquisition module, used to acquire target action information of each live screen in a live screen sequence of the game scene, wherein the live screen sequence includes a plurality of continuous live screens, and the target action information in each live screen includes action information of each target virtual character;

[0041] A second determination module is used to determine the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence;

[0042] The third determination module is used to determine the game screen to be played according to the action change priority of each target virtual character.

[0043] According to a third aspect of an embodiment of the present application, a computer device is provided, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the computer program is executed by the processor, the method for live broadcasting of game screens described in the first aspect is implemented.

[0044] According to a fourth aspect of an embodiment of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method for broadcasting live game screens described in the first aspect is implemented.

[0045] The beneficial effects of the embodiments of the present application include:

[0046] A method for live broadcasting of game screens provided in an embodiment of the present application determines at least one target virtual character in a game scene to be broadcast live, obtains target action information of each live screen in a live screen sequence of the game scene, determines the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence, and determines the game screen that needs to be played according to the action change priority of each target virtual character.

[0047] Among them, at least one target virtual character in the game scene to be broadcast live is determined, and target action information of each live screen in the live screen sequence of the game scene is obtained, so that the action information of each target virtual character in each live screen can be accurately determined.

[0048] According to the target action information of each live screen in the live screen sequence, the action change priority of each target virtual character is determined. Since each live screen is arranged in chronological order, the action information of each target virtual character in each live screen can be used to determine whether the action information of each target virtual character changes in any two consecutive live screens, and then the action change priority of each target virtual character can be determined.

[0049] The game screen that needs to be played is determined according to the action change priority of each target virtual character. Since the action change priority of each target virtual character can indicate the possibility of a battle between each target virtual character, and can also indicate the possibility of a battle scene, wonderful operation or wonderful picture appearing in the live broadcast picture including this target virtual character, the game screen that needs to be played is determined according to the action change priority of each target virtual character. In this way, it is possible to avoid missing the battle pictures in the game, and the live broadcast effect of the game picture can be improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0050] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0051] Figure 1 A flowchart of a first method for broadcasting live game images provided in an embodiment of the present application;

[0052] Figure 2 A flowchart of a second method for broadcasting live game images provided in an embodiment of the present application;

[0053] Figure 3 A flowchart of a third method for broadcasting live game images provided in an embodiment of the present application;

[0054] Figure 4 A flowchart of a fourth method for broadcasting live game images provided in an embodiment of the present application;

[0055] Figure 5 A flowchart of a fifth method for broadcasting live game images provided in an embodiment of the present application;

[0056] Figure 6 A flowchart of a sixth method for broadcasting live game images provided in an embodiment of the present application;

[0057] Figure 7 A flowchart of a fifth method for broadcasting live game images provided in an embodiment of the present application;

[0058] Figure 8 A schematic diagram of the structure of a device for broadcasting live game images provided in an embodiment of the present application;

[0059] Fig. 9 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0060] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various different configurations.

[0061] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0062] In the related art, when watching electronic games in real time or broadcasting electronic games in real time, such as some multiplayer online tactical competitive games (Multiplayer Online Battle Arena, MOBA for short) and massively multiplayer online role-playing games (Massive Multiplayer Online Role-Playing Game, MMORPG for short), the director or relevant technical personnel can select a main screen. Generally, this main screen can be the perspective of a virtual character in the electronic game. In the case of battle scenes or other exciting scenes of other virtual characters in the electronic game, the director or relevant technical personnel can choose to replay the perspectives of other virtual characters except the perspective of the virtual character in the main screen. However, the solutions of the related art mainly rely on the control of the director or relevant technical personnel to play the corresponding game screen. Therefore, the solutions of the related art have the problem of easily missing the battle scenes or other exciting scenes in the game, which leads to the problem of poor live broadcast effect of the game screen.

[0063] To this end, an embodiment of the present application provides a method for live broadcasting of game screens, by determining at least one target virtual character in the game scene to be broadcast live, obtaining target action information of each live screen in the live screen sequence of the game scene, and determining the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence. According to the action change priority of each target virtual character, the game screen that needs to be played is determined, thereby avoiding missing the battle scenes in the game and further improving the live broadcast effect of the game screen.

[0064] In one embodiment of the present application, the method for broadcasting game screen live can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for broadcasting game screen live runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0065] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game display method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0066] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0067] In a possible implementation, an embodiment of the present invention provides a method for broadcasting a game screen live, providing a graphical user interface through a first terminal device, wherein the first terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interactive system mentioned above.

[0068] The embodiment of the present application is described by taking the method for live broadcasting of game screens in the scenario of live broadcasting terminal games as an example, but it does not mean that the embodiment of the present application can only be applied to live broadcasting of game screens of terminal games.

[0069] In addition, the method for broadcasting live game screens can be implemented as a function in the above-mentioned game program, or as an independent live broadcast program or spectator program, which is not limited in the embodiments of the present application.

[0070] Furthermore, when any electronic game corresponding to the above-mentioned game program is broadcast live or watched, the battle data in the electronic game, such as the attributes of each virtual character, will not be affected.

[0071] The method for broadcasting live game screens provided in the embodiment of the present application is explained in detail below.

[0072] Figure 1 This is a flowchart of a method for live broadcasting of game images provided by the present application. The method can be applied to a computer device, which can be the aforementioned terminal device or server. Figure 1 The present application provides a method for broadcasting a game screen live, including:

[0073] Step 1001: Determine at least one target virtual character in the game scene to be broadcast live.

[0074] Optionally, the game scene to be broadcast live may refer to a virtual scene in an electronic game that needs to be broadcast live and is selected by relevant technicians or users. The virtual scene may include at least one virtual character, at least one virtual object, a virtual camera, and the like.

[0075] When live streaming or watching an electronic game, the computer device can obtain and analyze the game data of the electronic game to generate corresponding game scenes and / or game screens based on the game data, and then display each virtual character and each virtual object in the game scene.

[0076] Exemplarily, the game data may include the position of each virtual object in the electronic game in the game scene, model data of each virtual object, occlusion relationship of each virtual object, real-time position of each virtual character, name of each virtual character, actions of each virtual character, occupation of each virtual character, skills of each virtual character, skill cooldown time of each virtual character, health value of each virtual character, attributes of each virtual character and other data, which is not limited in the embodiments of the present application.

[0077] In addition, when broadcasting or watching electronic games, the game data can be obtained in real time, or after a certain delay.

[0078] For example, in some real-time electronic games, the game data may be acquired a certain time after the game starts, or the game data may be parsed a certain time after the game data is acquired to display the game scene and / or game screen.

[0079] Optionally, the target virtual character may refer to any virtual character in the electronic game, or may refer to any virtual character controlled by a player in the electronic game.

[0080] Furthermore, determining at least one target virtual character in the game scene to be broadcast live may refer to determining information such as the position of each target virtual character and the distance between each target virtual character.

[0081] Step 1002: Obtain target action information of each live screen in the live screen sequence of the game scene.

[0082] Optionally, the live picture sequence includes a plurality of continuous live pictures.

[0083] The live screens are arranged in chronological order.

[0084] Furthermore, each live screen may include all virtual characters and all virtual objects in the game scene, or may include a portion of virtual characters and a portion of virtual objects in the game scene. Relevant technicians or users may change the content displayed in each live screen by adjusting parameters such as the height, direction, and viewing angle of the virtual camera.

[0085] Optionally, the target action information in each live broadcast screen includes action information of each target virtual character.

[0086] The action information of each target virtual character may include the action and movement direction of each target virtual character.

[0087] It is worth noting that the live screen sequence may refer to a screen sequence obtained by arranging the live screens obtained by parsing the game data in a time sequence. As more and more game data is obtained, the number of live screens in the live screen sequence may also increase. If the game data is obtained and / or parsed in real time, the last live screen in the live screen sequence may display the position, action, movement direction, skill cooldown time and other information of each virtual character in the current game scene.

[0088] Step 1003: Determine the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence.

[0089] Optionally, the action change priority may be used to represent the number of times or frequency at which the action or movement direction of each target virtual character changes in any two consecutive live broadcast images within a certain duration.

[0090] It is worth noting that if within a certain period of time, the action or movement direction of any target virtual character changes more times or with higher frequency in any two consecutive live broadcast screens, it means that the action change priority is higher, and then, the possibility of this target virtual character fighting is higher, that is to say, the possibility of battle scenes, exciting operations or exciting pictures appearing in the live broadcast screen including this target virtual character is higher.

[0091] If within a certain period of time, the number of changes or the frequency of changes in the action or movement direction of any target virtual character in any two consecutive live broadcast screens is smaller, it means that the action change priority is lower, and then the possibility of this target virtual character fighting is lower. In other words, the possibility of battle scenes, exciting operations or exciting pictures appearing in the live broadcast screen including this target virtual character is lower.

[0092] It can be seen that the action change priority of each target virtual character can be determined by the target action information of each live screen. In addition, the action change priority of each target virtual character can indicate the possibility of fighting of each target virtual character, and can also indicate the possibility of fighting scenes, wonderful operations or wonderful pictures appearing in the live screen including this target virtual character. Then, when the action change priority of each target virtual character is determined, it is convenient to perform subsequent operations.

[0093] Step 1004: Determine the game screen to be played according to the action change priority of each target virtual character.

[0094] Optionally, the game screen that needs to be played may refer to a game screen with virtual characters where battle scenes, exciting operations or exciting pictures may occur, or it may refer to a game screen with virtual characters where battle scenes, exciting operations or exciting pictures are occurring, or it may be a game screen that needs to be played according to other possible conditions, and the embodiments of the present application are not limited to this.

[0095] Generally, users or spectators need to watch the battle scenes, exciting operations or exciting pictures of each virtual character, so the game pictures that need to be played can include the target virtual characters with higher action change priorities and other virtual characters that are closer to the target virtual characters with higher action change priorities. The embodiments of the present application do not limit this.

[0096] It is worth explaining that since the action change priority of each target virtual character can indicate the possibility of a fight between the target virtual characters, and can also indicate the possibility of a battle scene, exciting operations or exciting pictures appearing in the live broadcast picture including this target virtual character, then by determining the game pictures to be played according to the action change priority of each target virtual character, it is possible to avoid missing the battle pictures in the game, thereby improving the live broadcast effect of the game pictures.

[0097] In an embodiment of the present application, by determining at least one target virtual character in the game scene to be broadcast live, the target action information of each live screen in the live screen sequence of the game scene is obtained, and the action change priority of each target virtual character is determined according to the target action information of each live screen in the live screen sequence. According to the action change priority of each target virtual character, the game screen that needs to be played is determined.

[0098] Among them, at least one target virtual character in the game scene to be broadcast live is determined, and target action information of each live screen in the live screen sequence of the game scene is obtained, so that the action information of each target virtual character in each live screen can be accurately determined.

[0099] According to the target action information of each live screen in the live screen sequence, the action change priority of each target virtual character is determined. Since each live screen is arranged in chronological order, the action information of each target virtual character in each live screen can be used to determine whether the action information of each target virtual character changes in any two consecutive live screens, and then the action change priority of each target virtual character can be determined.

[0100] The game screen that needs to be played is determined according to the action change priority of each target virtual character. Since the action change priority of each target virtual character can indicate the possibility of a battle between each target virtual character, and can also indicate the possibility of a battle scene, wonderful operation or wonderful picture appearing in the live broadcast picture including this target virtual character, the game screen that needs to be played is determined according to the action change priority of each target virtual character. In this way, it is possible to avoid missing the battle pictures in the game, and the live broadcast effect of the game picture can be improved.

[0101] For a possible implementation, see Figure 2 , obtain the target action information of each live screen in the live screen sequence of the game scene, including:

[0102] Step 1005: Acquire the action and movement direction of each target virtual character in each live broadcast screen, and obtain the target action information of each live broadcast screen.

[0103] Optionally, the acquired game data may be parsed to obtain the actions and movement directions of each live screen and each target virtual character in each live screen. Each live screen may also be obtained by parsing the acquired game data, and then the actions and movement directions of each target virtual character in each live screen may be obtained respectively by an image segmentation algorithm, an action recognition algorithm, and / or a motion prediction algorithm, which is not limited in the embodiments of the present application.

[0104] In this case, the action and movement direction of each target virtual character in each live screen can be accurately and completely determined, and the target action information of each live screen can be accurately and completely obtained. In this way, the accuracy and reliability of the game screen live broadcast method can be improved.

[0105] For a possible implementation, see Figure 3 , according to the target action information of each live screen in the live screen sequence, determining the action change priority of each target virtual character, including:

[0106] Step 1006: respectively determine the action change information of each target virtual character between each adjacent live broadcast screen.

[0107] Optionally, the action change information may be used to indicate whether the action and / or movement direction of each target virtual character changes between any two adjacent live frames. The action change information may also be used to indicate whether the position model of each target virtual character changes between any two adjacent live frames.

[0108] The body position model is used to indicate the area occupied by the target virtual character in the live screen or the game scene. Specifically, the body position model can also be processed accordingly through an image segmentation algorithm, an action recognition algorithm and / or a motion prediction algorithm to determine the action, movement direction, position in the game scene and / or area occupied by the target virtual character in the live screen, which is not limited in the embodiments of the present application.

[0109] The action change information can be specifically used to indicate whether the action, movement direction and / or body position model of the target virtual character in the latter frame of two adjacent live frames matches the action, movement direction and / or body position model of the target virtual character in the former frame of two adjacent live frames.

[0110] For example, if the action of a target virtual character in the previous frame of two adjacent live frames is running and lifting the left foot, and the action of the target virtual character in the next frame of two adjacent live frames is running and putting down the left foot and lifting the right foot, then it can be determined that the action of the target virtual character in the next frame of the two adjacent live frames matches the action of the target virtual character in the previous frame of the two adjacent live frames.

[0111] If the action of a target virtual character in the previous frame of two adjacent live frames is running and raising the left foot, and the action of the target virtual character in the next frame of two adjacent live frames is releasing skills, jumping or dodging, it can be determined that the action of the target virtual character in the next frame of two adjacent live frames does not match the action of the target virtual character in the previous frame of the two adjacent live frames.

[0112] For example, if the movement direction of a target virtual character in the previous frame of two adjacent live frames is to the left, and the direction of the target virtual character in the next frame of two adjacent live frames is to the right, it can be determined that the movement direction of the target virtual character in the next frame of two adjacent live frames does not match the movement direction of the target virtual character in the previous frame of the two adjacent live frames.

[0113] If the movement directions of the same target virtual character in two adjacent frames of live broadcast images are the same direction, it can be determined that the movement directions of the target virtual character in the two frames of live broadcast images match.

[0114] For another example, if the size or position of the area occupied by a target virtual character in the live broadcast screen or the game scene indicated by the body position model of a target virtual character in the previous live broadcast screen of two adjacent live broadcast screens is significantly different from the size or position of the area occupied by the target virtual character in the live broadcast screen or the game scene indicated by the body position model of the same target virtual character in the next live broadcast screen of two adjacent live broadcast screens, it can be determined that the body position models of the target virtual character in the two adjacent live broadcast screens do not match. Otherwise, it is determined that the body position models of the target virtual character in the two adjacent live broadcast screens match.

[0115] It is worth noting that whether the action, movement direction and / or body position model of each target virtual character changes or matches between any two adjacent frames of live broadcast images can be determined by calling the corresponding model or the corresponding algorithm, and the embodiments of the present application do not limit this.

[0116] Step 1007: Determine the number of action changes of each target virtual character according to the action change information of each target virtual character between adjacent live broadcast screens.

[0117] Optionally, the number of action changes may refer to the number of times the action of each target virtual character changes and / or the number of times the movement direction changes between adjacent live screens. The number of action changes may also be used to indicate the number of times the area occupied by the body model of each target virtual character between adjacent live screens changes.

[0118] It is worth noting that the more times a target virtual character's action changes, the more times or the higher the frequency of changes or mismatches in the action, movement direction and / or body position model of the target virtual character between any two frames in the live broadcast sequence.

[0119] Step 1008: Determine the action change priority of each target virtual character according to the determined action change times of each target virtual character.

[0120] It is worth noting that since the number of action changes may refer to the number of times the action of each target virtual character changes between adjacent live screens, the number of times the movement direction and / or body model changes, the greater the number of action changes, the higher the possibility of the target virtual character engaging in a fight, that is, the higher the possibility of a battle scene, exciting operations or exciting pictures appearing in the live screen including this target virtual character.

[0121] Therefore, if the number of action changes of each target virtual character is greater, the action change priority of each target virtual character can be determined to be higher. Conversely, the action change priority of each target virtual character is determined to be lower. Moreover, when the action change priority of each target virtual character is determined, the game screen to be played can be determined, so that the battle screen in the game can be avoided from being missed, and the live broadcast effect of the game screen can be improved.

[0122] For a possible implementation, see Figure 4 , respectively determine the action change information of each target virtual character between each adjacent live broadcast screen, including:

[0123] Step 1009: Compare the predicted action information corresponding to the first live broadcast picture with the action information of the first virtual character in the second live broadcast picture to see whether they match.

[0124] Optionally, the first virtual character is any one of the target virtual characters. The first virtual character may also be any one of the target virtual characters that appears simultaneously in the first live broadcast screen and the second live broadcast screen. This embodiment of the present application does not limit this.

[0125] Optionally, the first live broadcast picture can be a live broadcast picture that is parsed or obtained in real time. The first live broadcast picture can also be any live broadcast picture in the live broadcast picture sequence. The first live broadcast picture can also be the last live broadcast picture in the current live broadcast picture sequence. The embodiment of the present application does not limit this.

[0126] Optionally, the second live broadcast picture is a live broadcast picture that is subsequent to the first live broadcast picture and adjacent to the first live broadcast picture.

[0127] Optionally, the predicted action information may refer to possible action information of each target virtual object in the next live screen of the first live screen predicted based on the action information of each target virtual object in the first live screen. The predicted action information may specifically include possible actions, movement directions and / or body position models of each target virtual object in the next live screen of the first live screen predicted based on the actions, movement directions and / or body position models of each target virtual object in the first live screen.

[0128] Step 1010: If not, determining whether the action or movement direction of the first virtual character in the first live broadcast screen and the second live broadcast screen has changed.

[0129] When the predicted action information corresponding to the first live screen does not match the action information of the first virtual character in the second live screen, and since the first live screen and the second live screen are two adjacent live screens, it can be determined that the action, movement direction and / or body position model of the first virtual character in the first live screen and the second live screen have changed.

[0130] For a possible implementation, see Figure 5 Before comparing whether the predicted action information corresponding to the first live broadcast picture matches the action information of the first virtual character in the second live broadcast picture, the method further includes:

[0131] Step 1011: Compare the action of the first virtual character in the first live broadcast screen with a plurality of preset actions in a preset action library, and determine a target preset action that is the same as the action of the first virtual character in the first live broadcast screen.

[0132] Optionally, the preset action library may be a database established in advance by relevant technical personnel.

[0133] The preset action library may include actions that all virtual characters in the electronic game may perform, such as walking, running, jumping, squatting, dodging, releasing skills, recovery, etc. The preset action library may also include decomposition actions of various actions that each virtual character may perform, such as the running action may be decomposed into: running and lifting the right foot, putting down the right foot and lifting the left foot...putting down the right foot to stop running or putting down the left foot to stop running, etc.

[0134] Furthermore, each decomposed action is a sub-action performed at different stages when the avatar performs a complete action, and there is a certain order between each decomposed action. For example, in the above-mentioned running action, the action after putting down the right foot and raising the left foot is generally to put down the left foot and raise the right foot or to put down the left foot and stop running.

[0135] In addition, the various decomposed movements of other complete movements also have a certain order, which will not be elaborated here.

[0136] Optionally, each preset action may include each decomposed action.

[0137] Optionally, the target preset action is the same as an action of the first virtual character in the first live broadcast picture.

[0138] Then, comparing the action of the first virtual character in the first live screen with multiple preset actions in the preset action library may refer to comparing the action of the first virtual character in the first live screen with each preset action or each decomposed action, so as to accurately determine which decomposed action the action of the first virtual character in the first live screen is the same as, and the decomposed action that is the same as the action of the first virtual character is the target preset action.

[0139] Step 1012: The next action of the target preset action is used as the predicted action in the predicted action information corresponding to the first virtual character in the first live broadcast screen.

[0140] It is worth noting that, when the target preset action is determined, the next action of the target preset action can be determined according to the order between the decomposed actions. In this way, the action that the first virtual character may perform in the second live broadcast screen is predicted.

[0141] Step 1013: Using the movement direction of the first virtual character in the first live broadcast picture as the predicted direction in the predicted action information.

[0142] In addition, the movement direction of the first virtual character in the first live screen can be predicted according to the optical flow algorithm to obtain the possible movement direction of the first virtual character in the second live screen, then the possible movement direction of the first virtual character in the second live screen predicted according to the movement direction of the first virtual character in the first live screen by the optical flow algorithm can also be used as the predicted direction. The embodiments of the present application are not limited to this.

[0143] In this way, the possible actions and movement directions of the first virtual character in the second live screen can be accurately predicted based on the actions and movement directions of the first virtual character in the first live screen. In this way, the accuracy and reliability of comparing the predicted action information corresponding to the first live screen with the action information of the first virtual character in the second live screen can be improved, thereby improving the accuracy and reliability of the game screen live broadcast method.

[0144] In a possible implementation, determining the number of action changes of each target virtual character according to action change information of each target virtual character between adjacent live broadcast screens includes:

[0145] The number of times the action information of each target virtual character changes between any adjacent live screens is determined according to the target action information in each live screen within a preset time.

[0146] Optionally, the preset duration may be a time period set by a relevant technician or a user. The length of the preset duration may be set according to actual needs, and the present embodiment of the application does not limit this.

[0147] If the number of times that the action information of any target virtual character changes between any adjacent live broadcast images within the preset time period is greater than the preset number threshold, it means that the possibility of this target virtual character fighting is greater.

[0148] For example, the current moment can generally be used as the end moment for counting the number of times the action information of each target virtual character changes between any adjacent live broadcast screens, and the moment before the current moment and with a time span of the preset duration can be used as the start moment for counting the number of times the action information of each target virtual character changes between any adjacent live broadcast screens.

[0149] In this way, the number of action changes of each target virtual character within the preset time can be accurately counted, so as to avoid missing the battle scenes, exciting operations or exciting scenes that may occur in the game, thereby improving the live broadcast effect of the game screen.

[0150] After determining the action change priority of each target virtual character, the game screen to be played can be determined according to the action change priority of each target virtual character. And because the higher the action change priority, the higher the possibility of the target virtual character fighting, that is, the higher the possibility of the live broadcast screen including the target virtual character showing a battle scene, exciting operation or exciting screen. In this way, it is possible to avoid missing the battle screen in the game, and thus improve the live broadcast effect of the game screen.

[0151] The present application provides the following three methods for determining the game screen to be played according to the action change priority of each target virtual character, which are as follows:

[0152] The first method is to determine the game screen to be played according to the action change priority of each target virtual character, including:

[0153] If the action information of each target virtual character changes between any adjacent live broadcast screens, it is determined that the perspective screen corresponding to each target virtual character is the game screen that needs to be played.

[0154] Optionally, the perspective picture corresponding to the target virtual character may refer to the virtual picture taken by the virtual camera with the first perspective of the target virtual character as the perspective of the virtual camera, or may refer to the virtual picture taken by the virtual camera following the target virtual character, or may refer to the virtual picture including the target virtual character taken by the virtual camera at any possible position and in any possible shooting direction. Furthermore, the position and / or shooting direction of the virtual camera may be adjusted according to actual needs, which is not limited in the embodiments of the present application.

[0155] That is to say, for any target virtual character in the game scene, as long as the action information of this character changes between any adjacent live broadcast screens, the perspective screen corresponding to this target virtual character can be played as the game screen to be played.

[0156] The second method is to determine the game screen to be played according to the action change priority of each target virtual character, including:

[0157] If the number of times that the action information of each target virtual character changes between any adjacent live broadcast screens within the preset time length is greater than a preset number threshold, the perspective screen corresponding to each target virtual character is determined to be the game screen that needs to be played.

[0158] Optionally, the preset duration may be a time period set by a relevant technician or a user. The length of the preset duration may be set according to actual needs, and the present embodiment of the application does not limit this.

[0159] The preset number threshold can be any positive integer set by relevant technical personnel. Generally, the preset number threshold can be set relatively large, and the preset number threshold cannot be set too large. In this way, the target virtual characters with a relatively high possibility of having a battle scene can be effectively screened out, and then the target virtual characters with a high possibility of having a battle scene, exciting operations or exciting pictures can be effectively screened out.

[0160] If the number of times that the action information of any target virtual character changes between any adjacent live broadcast images within the preset time period is greater than the preset number threshold, it means that the possibility of this target virtual character fighting is greater.

[0161] For example, the current moment can generally be used as the end moment for counting the number of times the action information of each target virtual character changes between any adjacent live broadcast screens, and the moment before the current moment and with a time span of the preset duration can be used as the start moment for counting the number of times the action information of each target virtual character changes between any adjacent live broadcast screens.

[0162] That is to say, the perspective picture corresponding to each target virtual character can be determined as the game picture to be played by comparing the preset number threshold with the number of times the action information of each target virtual character changes between any adjacent live broadcast pictures between the start time and the end time.

[0163] The third method is to determine the game screen to be played according to the action change priority of each target virtual character, including:

[0164] The perspective images corresponding to the target virtual characters having the most number of changed action information between any adjacent live broadcast images within the preset time length are used as the game images to be played.

[0165] Optionally, the number of multiple target virtual characters whose action information changes the most times between any adjacent live screens within the preset duration can be set according to actual needs. Generally, the number of these multiple target virtual characters can be set to 2, 4 or 6, and can also be set to other numbers. The embodiments of the present application are not limited to this.

[0166] In addition, if it is determined that the number of game screens to be played is greater than 1, then each game screen to be played can be played in split screen.

[0167] In the embodiment of the present application, split-screen playback is to play multiple game screens on corresponding display devices at the same time.

[0168] In a possible manner, when it is determined that the number of game screens to be played is greater than 1, determining the game screens to be played according to the action change priority of each target virtual character may also include:

[0169] The size ratio of each game screen on the corresponding display device during split-screen playback is adjusted according to the action change priority of each target virtual character.

[0170] Specifically, the size ratio of the game screen corresponding to the target virtual character with a higher action change priority on the display device can be set to be larger, and the size ratio of the game screen corresponding to the target virtual character with a lower action change priority on the display device can be set to be smaller. In addition, the area of ​​the display screen of the display device occupied by each game screen can be specifically set according to the number of game screens to be played, and this embodiment of the application does not limit this.

[0171] In addition, when playing each game screen in split screen, each game screen can be controlled to completely fill the display screen of the display device, or each game screen can be controlled to not completely fill the display screen of the display device. The embodiment of the present application is not limited to this.

[0172] For a possible implementation, see Figure 6 , determining at least one target virtual character in the game scene to be broadcast live, including:

[0173] Step 1014: If in the game scene, there is at least one other virtual character in the preset area where the second virtual character is located, the second virtual character is used as a target virtual character.

[0174] Optionally, the second virtual character may refer to any target virtual character among target virtual characters in the game scene to be broadcast live.

[0175] The other virtual character may refer to any target virtual character other than the second virtual character among the target virtual characters in the game scene to be broadcast live, and the other virtual character may also refer to a hostile virtual character of the second virtual character. This embodiment of the application does not limit this.

[0176] Optionally, the preset area may be an area of ​​any shape, and the size of the preset area may be set or adjusted according to the type of the electronic game. Generally, the preset area may be larger than the attack range of any target virtual character, which is not limited in the embodiments of the present application.

[0177] It should be noted that if in the game scene, there is at least one other virtual character in the preset area where the second virtual character is located, then it can be determined that the second virtual character is more likely to fight. In addition, it can also be ensured that the game screen to be played does not contain the screen where the target virtual character uses skills in vain or the screen where there are no other virtual characters around the target virtual character, so that the possible battle scenes, exciting operations or exciting pictures can be effectively determined.

[0178] It is worth noting that in this case, the perspectives of multiple second virtual characters whose action information has changed or whose action changes have a higher priority in the entire game scene can be displayed simultaneously. In this way, you can avoid missing out on battle scenes, exciting operations or exciting scenes that may occur in the game, thereby improving the live broadcast effect of the game screen.

[0179] For a possible implementation, see Figure 7 Each target virtual character may also include a main perspective virtual character and an associated virtual character of the main perspective virtual character.

[0180] Optionally, the main perspective virtual character may refer to any target virtual character among target virtual characters in the game scene to be broadcast live.

[0181] The main perspective virtual character can be a target virtual character selected by the director or the user, or a randomly selected target virtual character, or a target virtual character selected based on data such as the combat power value, number of enemies killed, and combat loss ratio of each target virtual character. The embodiments of the present application do not limit this.

[0182] The shooting range of the virtual camera can also continue to follow the main perspective virtual character.

[0183] In this case, the perspective picture corresponding to the main perspective virtual character can be continuously used as the game picture to be played. In other words, the perspective picture corresponding to the main perspective virtual character will always be displayed on the display screen of the display device.

[0184] Determining at least one target virtual character in the game scene to be broadcast live includes:

[0185] Step 1015: Determine each associated virtual character in the live broadcast image as the target virtual character.

[0186] Optionally, the location of the associated virtual character is within a preset range of the main-view virtual character.

[0187] Optionally, the associated virtual character may be a hostile virtual character of the main perspective virtual character, or a virtual character belonging to the same camp as the main perspective virtual character, or a non-player virtual character, which is not limited in this embodiment of the present application.

[0188] Optionally, the preset range may be a range set in advance by relevant technical personnel. Generally, the preset range may be set larger, so as to avoid missing battle scenes, exciting operations or exciting scenes that may occur in the game.

[0189] It is worth noting that, in this way, when the action information of the associated virtual character within the preset range of the main perspective virtual character changes or the action change priority is high, the perspective images of at least one associated virtual character and the main perspective virtual character can be displayed at the same time. In this way, it is possible to avoid missing the battle images, wonderful operations or wonderful images that may occur in the game of the associated virtual characters, thereby improving the live broadcast effect of the game images.

[0190] The following describes the devices, equipment, and computer-readable storage media used to execute the method for live broadcasting of game screens provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.

[0191] Figure 8 This is a schematic diagram of the structure of a game screen live broadcast device provided in an embodiment of the present application, see Figure 8 , the device comprises:

[0192] The first determination module 201 is used to determine at least one target virtual character in the game scene to be broadcast live.

[0193] The acquisition module 202 is used to acquire the target action information of each live screen in the live screen sequence of the game scene.

[0194] The live broadcast picture sequence includes a plurality of continuous live broadcast pictures, and the target action information in each live broadcast picture includes action information of each target virtual character.

[0195] The second determination module 203 is used to determine the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence.

[0196] The third determination module 204 is used to determine the game screen to be played according to the action change priority of each target virtual character.

[0197] Optionally, the acquisition module 202 is further configured to acquire the action and movement direction of each target virtual character in each live broadcast screen, and obtain target action information of each live broadcast screen.

[0198] Optionally, the second determination module 203 is further used to respectively determine the action change information of each target virtual character between each adjacent live screen. According to the action change information of each target virtual character between each adjacent live screen, the number of action changes of each target virtual character is determined. According to the number of action changes of each target virtual character, the action change priority of each target virtual character is determined.

[0199] Optionally, the second determination module 203 is further used to compare whether the predicted action information corresponding to the first live broadcast picture matches the action information of the first virtual character in the second live broadcast picture.

[0200] The second live broadcast screen is a live broadcast screen subsequent to and adjacent to the first live broadcast screen, and the first virtual character is any one of the target virtual characters.

[0201] If not, it is determined that the action or movement direction of the first virtual character in the first live broadcast picture and the second live broadcast picture has changed.

[0202] Optionally, the second determination module 203 is further used to compare the action of the first virtual character in the first live screen with multiple preset actions in the preset action library, and determine the target preset action that is the same as the action of the first virtual character in the first live screen. The next action of the target preset action is used as the predicted action in the corresponding predicted action information of the first virtual character in the first live screen. The movement direction of the first virtual character in the first live screen is used as the predicted direction in the predicted action information.

[0203] Optionally, the second determining module 203 is further configured to determine, within a preset time period, the number of times the action information of each target virtual character changes between any adjacent live screens according to the target action information in each live screen.

[0204] Optionally, the third determination module 204 is further configured to determine that the perspective picture corresponding to each target virtual character is the game picture to be played when the action information of each target virtual character changes between any adjacent live broadcast pictures.

[0205] Optionally, the third determination module 204 is also used to determine that the perspective picture corresponding to each target virtual character is the game picture to be played when the number of changes in the action information of each target virtual character between any adjacent live broadcast pictures within a preset time period is greater than a preset number threshold.

[0206] Optionally, the third determination module 204 is further configured to select the perspective images corresponding to the target virtual characters having the most number of changed action information between any adjacent live broadcast images within the preset duration as the game images to be played.

[0207] Optionally, the first determining module 201 is further configured to, in the game scene, when there is at least one other virtual character in the preset area where the second virtual character is located, use the second virtual character as a target virtual character.

[0208] Optionally, the first determining module 201 is further configured to determine that each associated virtual character in the live broadcast image is the target virtual character.

[0209] The location of the associated virtual character is within the preset range of the main perspective virtual character.

[0210] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.

[0211] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0212] Fig. 9 is a schematic diagram of the structure of a computer device provided in an embodiment of the present application. Fig. 9 The computer device includes: a memory 301 and a processor 302. The memory 301 stores a computer program that can be run on the processor 302. When the processor 302 executes the computer program, the steps in any of the above method embodiments are implemented.

[0213] Optionally, the processor 302 may be configured to determine at least one target virtual character in a game scene to be broadcast live.

[0214] Optionally, the processor 302 may be configured to obtain target action information for each live screen in a sequence of live screens of the game scene.

[0215] Optionally, the processor 302 may be configured to determine the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence.

[0216] Optionally, the processor 302 may be configured to determine the game screen to be played according to the action change priority of each target virtual character.

[0217] Optionally, the processor 302 may be configured to obtain the action and movement direction of each target virtual character in each live broadcast screen, and obtain target action information of each live broadcast screen.

[0218] Optionally, the processor 302 may be used to respectively determine the action change information of each target virtual character between each adjacent live screen. According to the action change information of each target virtual character between each adjacent live screen, the number of action changes of each target virtual character is determined. According to the number of action changes of each target virtual character, the action change priority of each target virtual character is determined.

[0219] Optionally, the processor 302 may be configured to compare whether the predicted action information corresponding to the first live broadcast picture matches the action information of the first virtual character in the second live broadcast picture.

[0220] Optionally, the processor 302 may be used to compare the action of the first virtual character in the first live screen with a plurality of preset actions in a preset action library, and determine a target preset action that is the same as the action of the first virtual character in the first live screen. The next action of the target preset action is used as the predicted action in the predicted action information corresponding to the first virtual character in the first live screen. The movement direction of the first virtual character in the first live screen is used as the predicted direction in the predicted action information.

[0221] Optionally, the processor 302 may be configured to determine, within a preset duration, the number of times the action information of each target virtual character changes between any adjacent live screens based on the target action information in each live screen.

[0222] Optionally, the processor 302 may be configured to determine that the perspective picture corresponding to each target virtual character is the game picture to be played when the action information of each target virtual character changes between any adjacent live broadcast pictures.

[0223] Optionally, the processor 302 can be used to determine that the perspective picture corresponding to each target virtual character is the game picture to be played when the number of changes in the action information of each target virtual character between any adjacent live broadcast pictures within a preset time period is greater than a preset number threshold.

[0224] Optionally, the processor 302 may be configured to use the perspective images corresponding to a plurality of the target virtual characters whose action information has changed the most times between any adjacent live broadcast images within the preset time length as the game images to be played.

[0225] Optionally, the processor 302 may be configured to use the second virtual character as a target virtual character when, in the game scene, there is at least one other virtual character in the preset area where the second virtual character is located.

[0226] Optionally, the processor 302 may be configured to determine that each associated virtual character in the live broadcast image is the target virtual character.

[0227] An embodiment of the present application further provides a computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, the steps in the above-mentioned method embodiments can be implemented.

[0228] Optionally, the processor may be used to determine at least one target virtual character in a game scene to be broadcast live.

[0229] Optionally, the processor may be used to obtain target action information of each live screen in a sequence of live screens of the game scene.

[0230] Optionally, the processor may be configured to determine the action change priority of each target virtual character according to target action information of each live screen in the live screen sequence.

[0231] Optionally, the processor may be used to determine the game screen to be played according to the action change priority of each target virtual character.

[0232] Optionally, the processor may be used to obtain the action and movement direction of each target virtual character in each live broadcast screen, and obtain target action information of each live broadcast screen.

[0233] Optionally, the processor may be used to respectively determine the action change information of each target virtual character between each adjacent live screen. According to the action change information of each target virtual character between each adjacent live screen, the number of action changes of each target virtual character is determined. According to the number of action changes of each target virtual character, the action change priority of each target virtual character is determined.

[0234] Optionally, the processor may be configured to compare whether the predicted action information corresponding to the first live broadcast picture matches the action information of the first virtual character in the second live broadcast picture.

[0235] Optionally, the processor may be used to compare the action of the first virtual character in the first live screen with a plurality of preset actions in a preset action library, determine a target preset action that is the same as the action of the first virtual character in the first live screen, use the next action of the target preset action as the predicted action in the corresponding predicted action information of the first virtual character in the first live screen, and use the movement direction of the first virtual character in the first live screen as the predicted direction in the predicted action information.

[0236] Optionally, the processor may be configured to determine, within a preset duration, the number of times the action information of each target virtual character changes between any adjacent live screens based on the target action information in each live screen.

[0237] Optionally, the processor may be configured to determine that the perspective picture corresponding to each target virtual character is the game picture to be played when the action information of each target virtual character changes between any adjacent live broadcast pictures.

[0238] Optionally, the processor can be used to determine that the perspective picture corresponding to each target virtual character is the game picture to be played when the number of changes in the action information of each target virtual character between any adjacent live broadcast pictures within a preset time period is greater than a preset number threshold.

[0239] Optionally, the processor may be configured to use the perspective images corresponding to a plurality of the target virtual characters whose action information has changed the most times between any adjacent live broadcast images within the preset time length as the game images to be played.

[0240] Optionally, the processor may be configured to use the second virtual character as a target virtual character when, in the game scene, there is at least one other virtual character in the preset area where the second virtual character is located.

[0241] Optionally, the processor may be configured to determine that each associated virtual character in the live broadcast image is the target virtual character.

[0242] Optionally, the present application also provides a program product, such as a computer-readable storage medium, comprising a program, which, when executed by a processor, is used to execute any of the above-mentioned embodiments of the method for live broadcasting of game screens.

[0243] In the several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic, for example, the division of units is only a logical function division, and there may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0244] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0245] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0246] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the methods of various embodiments of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0247] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

[0248] The above description is only the preferred embodiment of the present application and is not intended to limit the present application. For those skilled in the art, the present application may have various modifications and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A method for broadcasting a game screen live, characterized in that: The method comprises: Determine at least one target virtual character in the game scene to be broadcast live; Acquire target action information of each live screen in a live screen sequence of the game scene, wherein the live screen sequence includes a plurality of continuous live screens, and the target action information in each live screen includes action information of each target virtual character; wherein the action information of each target virtual character includes an action and a movement direction of each target virtual character; Determining the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence; the action change priority of each target virtual character is used to represent the number of changes of the action information of each target virtual character between adjacent live screens; The game screen to be played is determined according to the action change priority of each target virtual character.

2. The method for broadcasting game images live as claimed in claim 1, characterized in that: The obtaining of target action information of each live screen in the live screen sequence of the game scene includes: The action and movement direction of each target virtual character in each live broadcast screen are obtained to obtain target action information of each live broadcast screen.

3. The method for broadcasting game images live as claimed in claim 1, characterized in that: The step of determining the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence includes: Respectively determining action change information of each target virtual character between each adjacent live broadcast screen; Determining the number of action changes of each target virtual character according to action change information of each target virtual character between adjacent live broadcast screens; According to the determined number of action changes of each target virtual character, the action change priority of each target virtual character is determined.

4. The method for broadcasting game images live as claimed in claim 3, characterized in that: The step of respectively determining the action change information of each target virtual character between adjacent live broadcast screens includes: Comparing whether the predicted action information corresponding to the first live broadcast screen matches the action information of the first virtual character in the second live broadcast screen, wherein the second live broadcast screen is a live broadcast screen that is subsequent to and adjacent to the first live broadcast screen, and the first virtual character is any one of the target virtual characters; If not, it is determined that the action or movement direction of the first virtual character in the first live broadcast screen and the second live broadcast screen has changed.

5. The method for broadcasting game screen live as claimed in claim 3, characterized in that: Before comparing whether the predicted action information corresponding to the first live broadcast picture matches the action information of the first virtual character in the second live broadcast picture, the method further includes: Comparing the action of the first virtual character in the first live screen with a plurality of preset actions in a preset action library, and determining a target preset action that is the same as the action of the first virtual character in the first live screen; Using the next action of the target preset action as the predicted action in the predicted action information corresponding to the first virtual character in the first live broadcast screen; The movement direction of the first virtual character in the first live broadcast picture is used as the predicted direction in the predicted action information.

6. The method for broadcasting game images live as claimed in claim 3, characterized in that: The step of determining the number of action changes of each target virtual character according to the action change information of each target virtual character between adjacent live broadcast screens includes: The number of times the action information of each target virtual character changes between any adjacent live screens is determined according to the target action information in each live screen within a preset time length.

7. The method for broadcasting game screen live as claimed in claim 3, characterized in that: The step of determining the game screen to be played according to the action change priority of each target virtual character includes: If the action information of each of the target virtual characters changes between any adjacent live broadcast screens, it is determined that the perspective screen corresponding to each of the target virtual characters is the game screen that needs to be played.

8. The method for broadcasting game images live as claimed in claim 3, characterized in that: The step of determining the game screen to be played according to the action change priority of each target virtual character includes: If the number of times that the action information of each target virtual character changes between any adjacent live broadcast screens within the preset time length is greater than a preset number threshold, the perspective screen corresponding to each target virtual character is determined to be the game screen that needs to be played.

9. The method for broadcasting game images live as claimed in claim 3, characterized in that: The step of determining the game screen to be played according to the action change priority of each target virtual character includes: The perspective images corresponding to the target virtual characters having the most number of changed action information between any adjacent live broadcast images within a preset time period are used as the game images to be played.

10. The method for broadcasting game screen live according to any one of claims 1 to 9, characterized in that: The step of determining at least one target virtual character in the game scene to be broadcast live includes: If, in the game scene, there is at least one other virtual character in the preset area where the second virtual character is located, the second virtual character is used as a target virtual character.

11. The method for broadcasting game images live as claimed in any one of claims 1 to 9, characterized in that: Each of the target virtual characters includes a main perspective virtual character and an associated virtual character of the main perspective virtual character; The step of determining at least one target virtual character in the game scene to be broadcast live includes: It is determined that each of the associated virtual characters in the live broadcast screen is the target virtual character, and the position of the associated virtual character is within a preset range of the main viewing angle virtual character.

12. A device for broadcasting game screen live, characterized in that: The device comprises: A first determination module, used to determine at least one target virtual character in the game scene to be broadcast live; An acquisition module is used to acquire target action information of each live screen in a live screen sequence of the game scene, wherein the live screen sequence includes a plurality of continuous live screens, and the target action information in each live screen includes action information of each target virtual character; wherein the action information of each target virtual character includes an action and a movement direction of each target virtual character; A second determination module is used to determine the action change priority of each target virtual character according to the target action information of each live screen in the live screen sequence; the action change priority of each target virtual character is used to represent the number of changes of the action information of each target virtual character between adjacent live screens; The third determination module is used to determine the game screen to be played according to the action change priority of each target virtual character.

13. A computer device, characterized in that: include: A memory and a processor, wherein the memory stores a computer program that can be run on the processor, and when the processor executes the computer program, the steps of the method for live broadcasting of game screens as described in any one of claims 1 to 11 are implemented.

14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, implements the steps of the method for live broadcasting of game screens as described in any one of claims 1 to 11.

Citation Information

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