Method, apparatus, and electronic device for generating game characters

By obtaining and analyzing the historical game records of the game account, determining the personality parameters that match the player, and generating matching character objects, the problem of time-consuming and poor substitution in the script kill game is solved, and more efficient role selection and stronger sense of role substitution is achieved.

CN115317924BActive Publication Date: 2025-06-10NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
CN202210803545.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-07-07
Publication Date
2025-06-10
Estimated Expiration
2042-07-07

AI Technical Summary

Technical Problem

In script killing games, users need to select scripts of interest from a large number of selectable scripts and select the characters they like. However, this method takes a lot of time and may not have the characters they like, resulting in poor character substitution.

Method used

By obtaining the historical game records of the current game account, determine the personality parameters that match the current game account, and generate character objects based on the personality parameters to improve the efficiency of character selection and the sense of character substitution.

Benefits of technology

This method does not require players to manually select roles, which improves the efficiency of character selection. Since the selected character personality is more in line with the player, the image of the character object and the character personality are more matched, making the player's sense of role immersion in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115317924B_ABST
    Figure CN115317924B_ABST
Patent Text Reader

Abstract

The present invention provides a method, device and electronic device for generating a game character, which includes obtaining the historical game records of the current game account; determining personality parameters that match the current game account based on the historical game records; generating a character object according to the personality parameters, and the character object is used to: participate in the game as a controlled virtual object of the current game account. This method can determine the character personality that matches the player according to the player's historical game records, and then generate a character that matches the player according to the character personality. This method does not require the player to manually select a character, which improves the efficiency of character selection. Moreover, since the selected character personality is more compatible with the player and the image of the character object is also more matching with the character personality, the player has a stronger sense of role substitution in the game.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the technical field of game interaction, and in particular, to a method, device, and electronic device for generating game characters. Background Art

[0002] The rules of a murder mystery game are usually as follows: players select characters, read the corresponding scripts of the characters, and find the hidden murderer in the activity after collecting clues. In a murder mystery game, users can choose different scripts to experience characters in different story backgrounds. In related technologies, users need to select interesting scripts from a large number of optional scripts provided by the APP and select their favorite characters from the interesting scripts. However, this method takes a lot of time to find scripts, and there may be no favorite characters in the selected interesting scripts. Players can only choose a character at random, resulting in a poor sense of role substitution for players during the game. Summary of the Invention

[0003] The purpose of the present invention is to provide a method, device, and electronic device for generating game characters to improve the efficiency of character selection and increase the sense of role substitution for players during the game.

[0004] In a first aspect, the present invention provides a method for generating a game character, the method comprising: obtaining the historical game records of the current game account; wherein the historical game records include: the historical played characters of the current game account, and the historical game results of the current game account in the games to which the historical played characters belong; determining, based on the historical game records, the personality parameters that match the current game account; generating a character object according to the personality parameters; wherein the character object is used for: participating in the game as a controlled virtual object of the current game account.

[0005] In an optional embodiment, the above historical game results include: the game achievements of the historical played characters in the games to which they belong, and the evaluation information of other accounts on the historical played characters; the step of determining, based on the historical game records, the personality parameters that match the current game account includes: determining the initial degree of fit between the personality parameters of the current game account and the historical played characters according to the game achievements of the historical played characters in the historical game records; adjusting the initial degree of fit corresponding to the personality parameters of the historical played characters based on the evaluation information corresponding to the historical played characters to obtain the final degree of fit; determining the personality parameters that match the current game account according to the final degree of fit.

[0006] In an alternative embodiment, the above game achievements include whether the historical role-playing character wins in the game; the step of determining the initial degree of fit between the current game account and the personality parameters of the historical role-playing character according to the game achievements of the historical role-playing character in the historical game record includes: for each historical role-playing character included in the historical game record, perform the following operations: taking the personality parameters of the current character as the first personality parameters, determining the first quantity of the historical role-playing characters with the first personality parameters in the historical game record; according to whether each historical role-playing character with the first personality parameters wins and the first quantity, determining the initial degree of fit between the current game account and the first personality parameters.

[0007] In an alternative embodiment, the step of determining the initial degree of fit between the current game account and the first personality parameters according to whether each historical role-playing character with the first personality parameters wins and the first quantity includes: taking the ratio of the number of historical role-playing characters with the first personality parameters that win to the first quantity as the initial degree of fit between the current game account and the first personality parameters.

[0008] In an alternative embodiment, the above game achievements include the game scores of the historical role-playing characters in the game; the step of determining the initial degree of fit between the current game account and the personality parameters of the historical role-playing character according to the game achievements of the historical role-playing character in the historical game record includes: for each historical role-playing character included in the historical game record, perform the following operations: taking the personality parameters of the current character as the second personality parameters, determining the total sum of the game scores corresponding to the historical role-playing characters with the second personality parameters in the historical game record; taking the ratio of the total sum to the full score of all games of the historical role-playing characters with the second personality parameters as the initial degree of fit between the current game account and the second personality parameters.

[0009] In an alternative embodiment, the step of adjusting the initial degree of fit corresponding to the personality parameters of the historical role-playing character based on the evaluation information corresponding to the historical role-playing character to obtain the final degree of fit includes: performing a bias analysis on the evaluation information corresponding to the historical role-playing character to obtain a bias coefficient; wherein, the bias coefficient is used to indicate the degree of bias towards positive evaluation or negative evaluation of the evaluation information; multiplying the bias coefficient by the initial degree of fit of the personality parameters of the historical role-playing character to obtain the final degree of fit corresponding to the personality parameters of the historical role-playing character.

[0010] In an alternative embodiment, the step of performing a bias analysis on the evaluation information corresponding to the historical played roles to obtain a bias coefficient includes: determining whether the evaluation information is a positive evaluation or a negative evaluation according to a plurality of preset first keywords and a plurality of preset second keywords; wherein, the first keywords are preset keywords for positive evaluations, and the second keywords are preset keywords for negative evaluations; based on the number of first keywords included in the evaluation information or the number of second keywords included, determining the bias coefficient corresponding to the evaluation information.

[0011] In an alternative embodiment, the step of determining the personality parameter that fits the current game account according to the final fit degree includes: determining the personality parameter of the historical played role corresponding to the highest fit degree in the final fit degree as the personality parameter that fits the current game account.

[0012] In an alternative embodiment, the step of determining the personality parameter that fits the current game account according to the final fit degree includes: selecting the personality parameters of the historical played roles corresponding to the final fit degrees greater than a preset value to obtain a plurality of candidate personality parameters; wherein, each candidate personality parameter includes at least one sub-personality parameter, and each sub-personality parameter in the candidate personality parameters corresponds to its own proportion; determining all the sub-personality parameters included in each candidate personality parameter as the personality parameters that fit the current game account.

[0013] In an alternative embodiment, after the step of determining all the sub-personality parameters included in each candidate personality parameter as the personality parameters that fit the current game account, the method further includes: determining the proportion of each sub-personality parameter in the personality parameters that fit the current game account according to the proportion corresponding to each sub-personality parameter in each candidate personality parameter and the game result corresponding to each candidate personality parameter.

[0014] In an alternative embodiment, the step of generating a character object according to the personality parameter includes: determining a first character that matches the personality parameter from the preset alternative game characters; generating a character object that matches the first character based on the personality parameter.

[0015] In an alternative embodiment, the step of generating a character object that matches the first character based on the personality parameter includes: determining the target materials of each character dimension that match the personality parameter from the preset character material database; wherein, the character material database includes: a plurality of preset personality parameters, and the materials of a plurality of preset character dimensions corresponding to each preset personality parameter; generating a character object that matches the first character according to the target materials of each character dimension.

[0016] In an alternative embodiment, the step of generating a character object matching the first character based on the target materials for each character dimension includes: splicing the target materials for each character dimension to obtain an initial object; in response to a trigger operation on the virtual script corresponding to the first character, generating virtual clothing for the initial object according to the story background in the virtual script; and determining the initial object wearing the virtual clothing as the character object matching the first character.

[0017] In an alternative embodiment, after the step of generating a character object matching the first character based on the personality parameters, the method further includes: during the process of the character object participating in the game to which the first character belongs, adjusting the behavior of the character object according to the personality parameters; wherein the behavior of the character object includes multiple of voice, intonation, timbre, expression, and movement.

[0018] In an alternative embodiment, the step of determining the target materials for each character dimension matching the personality parameters from the preset character material database includes: determining the preset personality parameters matching the personality parameters from the character material database, and determining the materials for multiple preset character dimensions corresponding to the determined preset personality parameters as the target materials for each character dimension matching the personality parameters.

[0019] In an alternative embodiment, the personality parameters include multiple sub-personality parameters and the proportion of each sub-personality parameter; the step of determining the target materials for each character dimension matching the personality parameters from the preset character material database includes: for each sub-personality parameter, determining the preset personality parameters matching the current sub-personality parameter from the character material database, and determining the materials for multiple preset character dimensions corresponding to the determined preset personality parameters as the materials for each character dimension of the current sub-personality parameter; for each character dimension of the personality parameters, calculating the mean value of the materials corresponding to the current character dimension of each sub-personality parameter according to the proportion corresponding to each sub-personality parameter, and determining the mean value as the material of the personality parameters in the current character dimension.

[0020] In an alternative embodiment, the step of generating a character object according to the personality parameters includes: in response to an operation by a player to upload a specified character image of a virtual object, adjusting the specified character image based on the personality parameters to obtain a character object.

[0021] In a second aspect, the present invention provides a device for generating a game character. The device includes: a historical record acquisition module configured to acquire the historical game records of the current game account; wherein the historical game records include: the historical characters played by the current game account, and the historical game results of the current game account in the game to which the historical characters belong; a personality parameter determination module configured to determine, based on the historical game records, the personality parameters that match the current game account; and a character matching module configured to generate a character object according to the personality parameters; wherein the character object is used to: participate in the game as a controlled virtual object of the current game account.

[0022] In a third aspect, the present invention provides an electronic device, which includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for generating a game character.

[0023] In a fourth aspect, the present invention provides a computer-readable storage medium that stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned method for generating a game character.

[0024] The embodiments of the present invention bring the following beneficial effects:

[0025] A method, device, and electronic device for generating a game character provided by the present invention first acquire the historical game records of the current game account. The historical game records include: the historical characters played by the current game account and the historical game results of the current game account in the game to which the historical characters belong; then, based on the historical game records, determine the personality parameters that match the current game account; and then generate a character object according to the personality parameters. The character object is used to: participate in the game as a controlled virtual object of the current game account. This method can determine the character personality that matches the player based on the player's historical game records, and then generate a character that matches the player according to the character personality. This method eliminates the need for the player to manually select a character, improving the efficiency of character selection. Moreover, since the selected character personality is more in line with the player and the image of the character object is also more matched with the character personality, the player has a stronger sense of role substitution in the game.

[0026] Other features and advantages of the present invention will be described in the subsequent description, or some features and advantages can be inferred from the description without doubt, or can be learned by implementing the above-mentioned technologies of the present invention.

[0027] To make the above objects, features, and advantages of the present invention more obvious and understandable, the following specific preferred embodiments are given below in conjunction with the accompanying drawings for detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0028] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present invention. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0029] Figure 1 It is a flowchart of a method for generating a game character provided by an embodiment of the present invention;

[0030] Figure 2 It is a flowchart of another method for generating a game character provided by an embodiment of the present invention;

[0031] Figure 3 It is a flowchart of another method for generating a game character provided by an embodiment of the present invention;

[0032] Figure 4 It is a schematic structural diagram of a device for generating a game character provided by an embodiment of the present invention;

[0033] Figure 5 It is a schematic structural diagram of an electronic device provided by an embodiment of the present invention. Specific Embodiments

[0034] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are some, but not all, of the embodiments of the present invention. Usually, the components of the embodiments of the present invention described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations.

[0035] Therefore, the following detailed description of the embodiments of the present invention provided in the drawings is not intended to limit the scope of the claimed present invention, but merely represents the selected embodiments of the present invention. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without creative efforts belong to the scope of protection of the present invention.

[0036] In a script murder game, users can select different scripts to experience characters in different story backgrounds. In the related art, users need to select interesting scripts from a large number of optional scripts provided by the APP (Application, mobile software) and select their favorite characters from the interesting scripts. However, this method takes a long time to find scripts, and there may not be their favorite characters in the selected interesting scripts. Players can only choose any one character, resulting in a poor sense of role substitution for players during the game.

[0037] Based on the above problems, the embodiments of the present invention provide a method, device and electronic device for generating a game character; the technology can be applied to role-playing games or role selection games, especially script-killing games. In order to facilitate the understanding of the embodiments of the present invention, a method for generating a game character disclosed in the embodiments of the present invention is first introduced in detail. Figure 1 As shown, the method comprises the following specific steps:

[0038] Step S102, obtaining the historical game records of the current game account; wherein the historical game records include: the historical roles played by the current game account, and the historical game results of the current game account in the game to which the historical roles played belong.

[0039] In a specific implementation, the historical game records of the current game account can be obtained when the player logs into the game account or triggers a certain control in the game interface (the control can be set according to the research and development requirements). The historical game records usually store all the historical role-playing roles participated by the player corresponding to the current game account, and the historical game results of each historical role-playing role in its corresponding game. The historical game results may include whether each historical role-playing role wins in its corresponding game and the game score. The historical game results can be used to indicate whether the player is good at playing a certain historical role-playing role. Usually, if the player is good at playing a certain role, the probability of the player winning the game to which the role belongs will be high, and the game score will also be relatively high.

[0040] Step S104, based on the above historical game records, determine the personality parameters that match the current game account.

[0041] Based on all the historical role-playing characters contained in the historical game records corresponding to the current game account, and the historical game results of each historical role-playing character in the corresponding game, the personality parameters of the character that the player corresponding to the current game account is more adept at playing can be determined. Usually, when the historical game result is a win in this game or a high score in this game, the historical role-playing character corresponding to the historical game result is the one that the player is more adept at, that is, the personality parameters of the historical role-playing character corresponding to the historical game result are more compatible with the player.

[0042] Step S106, generating a character object according to the personality parameters; wherein the character object is used to: participate in the game as a controlled virtual object of the current game account.

[0043] In the specific implementation, the character dimensions such as height, figure, facial features, hairstyle, skin color, etc. of the character object can be determined according to the personality parameters that match the current game account, and then the clothing and various character dimensions of the character object can be adjusted according to the characteristics of the first character to obtain the final character object so that the player can participate in the game through the final character object.

[0044] A method for generating a game character provided by an embodiment of the present invention first obtains the historical game records of the current game account, the historical game records including: the historical roles played by the current game account and the historical game results of the current game account in the game to which the historical roles belong; then, based on the historical game records, character parameters matching the current game account are determined; then, according to the character parameters, a character object is generated, and the character object is used to: participate in the game as a controlled virtual object of the current game account. This method can determine the character personality matching the player based on the player's historical game records, and then generate a character matching the player based on the character personality. This method does not require the player to manually select the character, which improves the efficiency of character selection. Moreover, because the character personality selected by this method is more matching with the player, and the image of the character object is more matching with the character personality, the player has a stronger sense of role substitution in the game.

[0045] The embodiment of the present invention also provides another method for generating a game character, which is implemented on the basis of the above embodiment. The method focuses on describing the specific process of determining the personality parameters that match the current game account based on historical game records (specifically implemented through the following steps S204-S208); Figure 2 As shown, the method comprises the following specific steps:

[0046] Step S202, obtaining the historical game records of the current game account; wherein the historical game records include: the historical roles played by the current game account, the game achievements of the current game account in the game to which the historical roles belong, and the evaluation information of other accounts on the historical roles played.

[0047] In specific implementation, the game achievements may include whether the historical role-playing character wins in the game to which it belongs, and the game score of the historical role-playing character in the game to which it belongs (multiple tasks may be set in the game, and different scores may be obtained according to the number of tasks completed and the quality of task completion). The evaluation information of the historical role-playing character by other accounts mentioned above generally refers to the evaluation of the role played by the current player by other players (that is, players who play other roles in the same game) in the same game. The evaluation may be positive or negative, and is usually determined by the performance of the current player in the game.

[0048] Step S204, determining the initial compatibility between the current game account and the personality parameters of the historical role-playing character according to the game achievements of the historical role-playing character in the historical game records.

[0049] Generally, the higher the game achievement corresponding to a historical role-playing character, the higher the degree of fit between the personality parameters of the historical role-playing character and the player corresponding to the current game account. In specific implementation, the historical game record usually contains multiple historical role-playing characters. When the game achievement includes whether the historical role-playing character wins in the game to which it belongs, the initial degree of fit between the player corresponding to the current game account and the personality parameters of each historical role-playing character can be obtained through the following steps 10-11:

[0050] Step 10, use the personality parameters of the current character in the historical game record as the first personality parameters, and determine the first quantity of the historical role-playing characters with the first personality parameters in the historical game record.

[0051] When determining the current character for the first time, the first historical role-playing character in the historical game record can be used as the current character, or any historical role-playing character in the historical game record can be used as the current character. When determining the current character subsequently, it is necessary to exclude from the historical game record the historical role-playing characters that have been used as the current character before, as well as the historical role-playing characters with the same personality parameters as the historical role-playing characters that have been used as the current character before.

[0052] Step 11, determine the initial degree of fit between the current game account and the first personality parameters according to whether each historical role-playing character with the first personality parameters wins and the first quantity.

[0053] In specific implementation, the weight can be determined according to the first quantity, and then the product of the number of wins and the weight can be used as the initial degree of fit; it is also possible to determine the ratio of the number of wins of each historical role-playing character with the first personality parameters to the first quantity as the initial degree of fit between the current game account and the first personality parameters.

[0054] For example, in the historical game record, the number of times the personality parameters of the player's role-playing character are cautious and kind is 5, and the number of winning games is 4; then the initial degree of fit corresponding to the personality parameters of cautious + kind can be obtained as 80%.

[0055] When the game achievement includes the game score of the historical role-playing character in the game to which it belongs, the initial degree of fit between the player corresponding to the current game account and the personality parameters of each historical role-playing character can be obtained through the following steps 20-21:

[0056] Step 20, use the personality parameters of the current character as the second personality parameters, and determine the total game score corresponding to the historical role-playing characters with the second personality parameters in the historical game record.

[0057] When determining the current character for the first time, the first historical role-playing character in the historical game record can be used as the current character, or any historical role-playing character in the historical game record can be used as the current character; when determining the current character subsequently, it is necessary to exclude from the historical game record the historical role-playing characters that have previously served as the current character, as well as the historical role-playing characters with the same personality parameters as those that have previously served as the current character.

[0058] Step 21: Determine the initial fit degree between the current game account and the second personality parameter by taking the ratio of the total score to the full score of all games of the historical role-playing character with the second personality parameter.

[0059] For example, if there are two historical role-playing characters with the second personality parameter in the historical game record, and the game scores corresponding to these two historical role-playing characters are 80 points and 90 points respectively, and the full score of each game is 100 points, then the initial fit degree corresponding to the second personality parameter is (80 + 90) / 200 = 0.85.

[0060] Step S206: Adjust the initial fit degree corresponding to the personality parameter of the historical role-playing character based on the evaluation information corresponding to the historical role-playing character to obtain the final fit degree.

[0061] In specific implementation, players will evaluate other players based on the performance of their role-playing characters. For example, if the character played by a player wins in this game and performs excellently, then other players will give positive evaluations to this player (such as, "You performed extremely well"); if the character played by a player loses in this game, but the player also performs excellently, other players may also give positive evaluations; if the character played by a player wins in this game, but the player performs poorly, other players will also give negative evaluations (the player did not perform well in this game, but was carried by teammates. At this time, the evaluation of this player by teammates may be on the negative side, such as: "This teammate won by lying down").

[0062] Therefore, the fit degree between the player and the historical role-playing character cannot be determined only from the game achievements. It is necessary to conduct a comprehensive evaluation through the evaluation information, so as to more accurately determine the personality parameters that match the player. In specific implementation, the above step S206 can be implemented through the following steps 30-31:

[0063] Step 30: Conduct a bias analysis on the evaluation information corresponding to the historical role-playing character to obtain a bias coefficient; among them, the bias coefficient is used to indicate the degree to which the evaluation information biases towards positive evaluations or negative evaluations.

[0064] In specific implementation, it is possible to determine whether the evaluation information is a positive evaluation or a negative evaluation based on a plurality of preset first keywords and a plurality of preset second keywords; based on the number of first keywords included in the evaluation information or the number of second keywords included, the deviation coefficient corresponding to the evaluation information is determined.

[0065] The above-mentioned first keywords are preset keywords for positive evaluations, which are specifically set according to R & D requirements. For example, they can be: good, nice, wonderful, etc.; the above-mentioned second keywords are preset keywords for negative evaluations, which are specifically set according to R & D requirements. For example, they can be: lying to win, slacking off, leading the way, etc. Generally, the deviation coefficient corresponding to a positive evaluation is greater than or equal to 1, while the deviation coefficient corresponding to a negative evaluation is greater than 0 and less than 1; in addition, when the evaluation information is a positive evaluation, the size of the deviation coefficient also needs to be determined according to the number of first keywords included in the evaluation information (usually, the more first keywords included in the evaluation information, the larger the value of the deviation coefficient). Similarly, when the evaluation information is a negative evaluation, the size of the deviation coefficient also needs to be determined according to the number of second keywords included in the evaluation information (usually, the more second keywords included in the evaluation information, the smaller the value of the deviation coefficient).

[0066] In specific implementation, usually, for each keyword quantity, there is a corresponding specific value of the deviation coefficient. In some embodiments, a preset quantity can be set, and only when the number of first keywords included in the evaluation information reaches this preset quantity, or when the number of second keywords included in the evaluation information reaches this preset quantity, the initial fit degree is adjusted.

[0067] Step 31, multiply the above-mentioned deviation coefficient by the initial fit degree of the personality parameters of the historical role-playing character to obtain the final fit degree corresponding to the personality parameters of the historical role-playing character.

[0068] For example, the personality parameter is A + B, and the initial fit degree corresponding to this personality parameter is 80%. However, the comments from the other players are biased towards negative evaluations, and the total number of second keywords included in the evaluation reaches the preset quantity, and the coefficient corresponding to this total number is X. At this time, the initial fit degree is adjusted to obtain the final fit degree of 80% * X.

[0069] Step S208, determine the personality parameters that fit the current game account according to the above-mentioned final fit degree.

[0070] In specific implementation, there are various ways to determine the personality parameters according to the final fit degree, which can be specifically determined according to R & D requirements. For example, the personality parameters that fit the current game account can be determined through the following two methods:

[0071] Method 1: Determine the personality parameters of the historical role-playing character corresponding to the highest fit degree in the final fit degree as the personality parameters that match the current game account. This method is simple, convenient, and easy to implement.

[0072] Method 2: Select the personality parameters of the historical role-playing character corresponding to the final fit degree greater than the preset value to obtain multiple candidate personality parameters; among them, each candidate personality parameter includes at least one sub-personality parameter, and each sub-personality parameter in the candidate personality parameter corresponds to its own proportion; determine all the sub-personality parameters included in each candidate personality parameter as the personality parameters that match the current game account. This method can comprehensively determine the personality parameters that match the player.

[0073] The above preset value can be determined according to the R & D requirements. For example, the preset value can be set to 80% or 75%, etc. In specific implementation, the proportion of each sub-personality parameter in the personality parameters that match the current game account can also be determined according to the proportion corresponding to each sub-personality parameter in each candidate personality parameter and the game result corresponding to each candidate personality parameter.

[0074] For example, select the personality parameters corresponding to the historical role-playing character with a final fit degree greater than 80% to obtain multiple candidate personality parameters: Candidate Personality Parameter 1 (including Sub-personality Parameter A and Sub-personality Parameter B), Candidate Personality Parameter 2 (including Sub-personality Parameter C and Sub-personality Parameter B), Candidate Personality Parameter 3 (including Sub-personality Parameter A and Sub-personality Parameter C). Among them, in Candidate Personality Parameter 1, 70% A + 30% B, and the game result corresponding to this Candidate Personality Parameter 1 is: the number of winning games is 4 / the total score is 20; in Candidate Personality Parameter 2, 50% B + 50% C, and the game result corresponding to Candidate Personality Parameter 2 is: the number of winning games is 3 / the total score is 12; in Candidate Personality Parameter 3, 40% A + 60% C, and the game result corresponding to Candidate Personality Parameter 3 is the number of winning games is 3 / the total score is 14. In specific implementation, the proportion of each sub-personality parameter in the personality parameters that match the current game account can be determined according to the number of winning games or the total score.

[0075] If the total score is used to determine the proportion of each sub-personality parameter in the personality parameters that match the current game account, then:

[0076] The score of Personality Parameter A is: 70% * 20 + 40% * 14 = Ax;

[0077] The score of Personality Parameter B is: 50% * 12 + 30% * 20 = Bx;

[0078] The score of Personality Parameter C is: 50% * 12 + 60% * 14 = Cx;

[0079] Then, among the personality parameters that match the current game account, the proportion of A personality parameter is Ax / (Ax + Bx + Cx); the proportion of B personality parameter is Bx / (Ax + Bx + Cx); the proportion of C personality parameter is Cx / (Ax + Bx + Cx).

[0080] Step S210, determine a first character that matches the personality parameter from the preset alternative game characters; generate a character object that matches the first character based on the personality parameter.

[0081] The above-mentioned alternative game characters may include multiple ones, and the specific quantity and the personalities of the alternative characters are set according to the R & D requirements. For example, in a murder mystery game, there are multiple scripts, and each script corresponds to multiple game characters. Therefore, the multiple game characters included in each script are the alternative game characters. At the same time, each alternative game character is pre-set with corresponding personality parameters. For example, in a murder mystery game, each game character is pre-set with corresponding personality parameters according to the background story of the script it is in, and the personality parameter can be cautious, lively, etc.

[0082] Determine the personality parameters that are the same as or match the personality parameters that match the current game account from the personality parameters of all alternative game characters, and determine the alternative game characters corresponding to the same or matching personality parameters as the first character. Then, generate a character object for participating in the game according to the personality parameters that match the current game account and the characteristics of the first character.

[0083] In specific implementation, a character object can be automatically generated according to the personality parameter and the characteristics of the first character; it can also respond to the operation of the player uploading the specified character image of the virtual object, and adjust the specified character image based on the personality parameter to obtain the character object; that is, the player can upload the specified character image of the virtual object according to personal preference, and then adjust the specified character image through the matching personality parameter based on this specified character image to obtain the final character object.

[0084] For the above-mentioned method for generating game characters, this method can obtain the personality parameters that match the player according to the game achievements and evaluation information corresponding to the historical played characters in the historical game records, then generate a character object corresponding to the matching character according to the personality parameters, and start the game through this character object. This method can accurately judge the player's preference for game characters, thus improving the player's game experience and also enhancing the efficiency of the player's selection of game characters.

[0085] An embodiment of the present invention also provides another method for generating a game character. This method is implemented on the basis of the above embodiment, and focuses on describing the specific process of generating a character object that matches the first character according to the personality parameters (specifically implemented through the following steps S308-S310); as Figure 3 shown, the method includes the following specific steps:

[0086] Step S302, obtain the historical game records of the current game account; the historical game records include: the historical played characters of the current game account, and the historical game results of the current game account in the games to which the historical played characters belong.

[0087] Step S304, based on the above historical game records, determine the personality parameters that fit the current game account.

[0088] Step S306, determine the first character that matches the personality parameters from the preset alternative game characters.

[0089] In a specific implementation, the above alternative characters are all the characters in each virtual script among the preset multiple virtual scripts, and each character in each virtual script corresponds to a personality label (the personality label is used to indicate the personality parameters of the character, and in some embodiments, the personality label also indicates the proportion of each personality parameter corresponding to the character. For example, the personality label of the character is 70% cautious + 30% lively). According to the coincidence degree between the personality parameters that fit the current game account and the character labels of all characters, the matching degree between the player and each character is obtained, and the character with the highest matching degree is determined as the first character.

[0090] Step S308, from the preset character material database, determine the target materials of each character dimension that match the above personality parameters.

[0091] The above character material database contains: multiple preset personality parameters, and materials of multiple preset character dimensions corresponding to each preset personality parameter. The preset personality parameters here can be determined according to R & D requirements. For example, the preset personality parameters can include lively, cheerful, cautious, honest, bold, etc. The above preset character dimensions can include dimensions such as height, body shape, facial features, hairstyle, skin color, etc. For example, when the preset personality is lively and cheerful, the height is 175, the body shape is tall, the facial features are regular, the hairstyle is short hair, and the skin color is yellow.

[0092] In a specific implementation, the implementation manner of the above step S308 can be: from the character material database, determine the preset personality parameters that match the personality parameters, and determine the materials of multiple preset character dimensions corresponding to the determined preset personality parameters as the target materials of each character dimension that match the personality parameters.

[0093] In some embodiments, when the personality parameter includes multiple sub-personality parameters and the proportion of each sub-personality parameter, the above step S308 can also be implemented through the following steps 40-41:

[0094] Step 40, for each sub-personality parameter, determine the preset personality parameter that matches the current sub-personality parameter from the role material database, and determine the materials of multiple preset role dimensions corresponding to the determined preset personality parameter as the materials of each role dimension of the current sub-personality parameter.

[0095] Step 41, for each role dimension of the personality parameter, calculate the mean value of the materials corresponding to the current role dimension of each sub-personality parameter according to the proportion corresponding to each sub-personality parameter, and determine the mean value as the material of the personality parameter under the current role dimension.

[0096] For example, if the personality parameter includes multiple sub-personality parameters, then it is necessary to separately obtain the materials of multiple sub-personality parameters in each dimension from the role material library, and then calculate the mean value of the materials in each dimension (e.g., for height, calculate the mean value according to the height corresponding to each personality according to the proportion corresponding to each sub-personality parameter; for example, for eyes, obtain A and B, get the evolution process from A to B, and take a certain picture in the evolution process as a fixed value according to the proportion of A and B. If the number exceeds 2, first calculate A and B, and then calculate the result of A and B with C).

[0097] Step S310, generate a role object that matches the first role according to the target materials of each role dimension.

[0098] In specific implementation, it is necessary to splice the target materials of each role dimension, then perform smoothing processing on the splicing part to obtain an initial object, and then adjust the initial object according to the characteristics of the first role to obtain a role object that matches the first role.

[0099] In some embodiments, the above step S310 can be implemented through the following steps 50-52:

[0100] Step 50, perform splicing processing on the target materials of each role dimension to obtain an initial object.

[0101] Step 51, in response to the trigger operation on the virtual script corresponding to the first role, generate virtual clothing for the initial object according to the story background in the virtual script.

[0102] In the script murder game, each role corresponds to a virtual script, and a virtual script also includes multiple roles. The trigger operation of the player on the virtual script of the first role object is also the operation of selecting the virtual script to play the script murder game.

[0103] Step 52: Determine the initial object wearing virtual clothing as a character object that matches the first character.

[0104] Step S312: During the process of the above-mentioned character object participating in the game to which the first character belongs, adjust the behavior of the character object according to the personality parameters; among them, the behavior of the character object includes multiple types such as voice, intonation, timbre, expression, and movement.

[0105] Players can control the character object to perform corresponding exploration and speaking operations in the game to which the first character belongs. During the exploration process, the action process of the player operating the character object is associated with the appropriate personality parameters and the surrounding environment (e.g., for a timid personality, when exploring a dim environment, they will walk carefully and look back frequently); during the speaking process, obtain the player's speech content, perform word segmentation and parsing to judge the degree of the content expressed by the speech (e.g., "I'm scared" and "I'm really scared" express different degrees), optimize the player's speech speed and intonation according to the degree, and optimize the timbre of the character object according to the personality parameters.

[0106] The above method for generating game characters can generate a character object according to the personality parameters that match the current game account, and optimize the interaction of the character in the game according to the scenario background, thereby increasing the player's sense of role substitution and enhancing the player's game experience.

[0107] Corresponding to the above method embodiment, an embodiment of the present invention provides a device for generating game characters, as Figure 4 shown, the device includes:

[0108] A historical record acquisition module 40, configured to acquire the historical game record of the current game account; wherein, the historical game record includes: the historical role played by the current game account, and the historical game result of the current game account in the game to which the historical role belongs.

[0109] A personality parameter determination module 41, configured to determine the personality parameters that match the current game account based on the historical game record.

[0110] A role matching module 42, configured to generate a character object according to the personality parameters; wherein, the character object is used to: participate in the game as a controlled virtual object of the current game account.

[0111] The above-mentioned game character generation device first obtains the historical game records of the current game account. The historical game records include: the historical played characters of the current game account and the historical game results of the current game account in the games to which the historical played characters belong. Then, based on the historical game records, it determines the personality parameters that match the current game account. Then, according to the personality parameters, it generates a character object, which is used to: participate in the game as a controlled virtual object of the current game account. This method can determine the character personality that matches the player according to the player's historical game records, and then generate a character that matches the player according to the character personality. This method does not require the player to manually select a character, improving the efficiency of character selection. Moreover, since the character personality selected by this method is more in line with the player and the image of the character object is also more matched with the character personality, the player has a stronger sense of role substitution in the game.

[0112] In specific implementation, the above-mentioned historical game results include: the game achievements of the historical played character in the game to which it belongs, and the evaluation information of other accounts on the historical played character. The above-mentioned personality parameter determination module 41 includes: an initial matching degree determination unit, which is used to determine the initial matching degree between the current game account and the personality parameters of the historical played character according to the game achievements of the historical played character in the historical game records; a matching degree adjustment unit, which is used to adjust the initial matching degree corresponding to the personality parameters of the historical played character based on the evaluation information corresponding to the historical played character to obtain the final matching degree; a personality determination unit, which is used to determine the personality parameters that match the current game account according to the final matching degree.

[0113] Furthermore, the above-mentioned game achievements include whether the historical played character wins in the game to which it belongs. The above-mentioned initial matching degree determination unit is also used to: for each historical played character included in the historical game records, perform the following operations: take the personality parameters of the current character as the first personality parameters, and determine the first quantity of the historical played characters with the first personality parameters in the historical game records; according to whether each historical played character with the first personality parameters wins and the first quantity, determine the initial matching degree between the current game account and the first personality parameters.

[0114] Specifically, the above-mentioned initial matching degree determination unit is also used to: determine the ratio of the number of historical played characters with the first personality parameters that win to the first quantity as the initial matching degree between the current game account and the first personality parameters.

[0115] Further, the above-mentioned game achievements include the game scores of historical role-playing characters in their respective games; the above-mentioned initial matching degree determination unit is further configured to: for each historical role-playing character included in the historical game record, perform the following operations: use the personality parameters of the current character as the second personality parameters, and determine the sum of the game scores corresponding to the historical role-playing characters with the second personality parameters in the historical game record; determine the ratio of the sum to the total full score of the games to which the historical role-playing characters with the second personality parameters belong as the initial matching degree between the current game account and the second personality parameters.

[0116] In some embodiments, the above-mentioned matching degree adjustment unit is further configured to: perform a bias analysis on the evaluation information corresponding to the historical role-playing character to obtain a bias coefficient; wherein, the bias coefficient is used to indicate the degree of bias of the evaluation information towards positive evaluation or negative evaluation; multiply the bias coefficient by the initial matching degree of the personality parameters of the historical role-playing character to obtain the final matching degree corresponding to the personality parameters of the historical role-playing character.

[0117] Further, the above-mentioned matching degree adjustment unit is further configured to: determine whether the evaluation information is a positive evaluation or a negative evaluation according to a preset plurality of first keywords and a preset plurality of second keywords; wherein, the first keywords are preset keywords for positive evaluation, and the second keywords are preset keywords for negative evaluation; determine the bias coefficient corresponding to the evaluation information based on the number of first keywords included in the evaluation information or the number of second keywords included.

[0118] In specific implementation, the above-mentioned personality determination unit is configured to: determine the personality parameters of the historical role-playing character corresponding to the highest matching degree in the final matching degree as the personality parameters that match the current game account.

[0119] In some embodiments, the above-mentioned personality determination unit is further configured to: select the personality parameters of the historical role-playing characters corresponding to the final matching degrees greater than a preset value to obtain a plurality of candidate personality parameters; wherein, each candidate personality parameter includes at least one sub-personality parameter, and each sub-personality parameter in the candidate personality parameter corresponds to its own proportion; determine all the sub-personality parameters included in each candidate personality parameter as the personality parameters that match the current game account.

[0120] Further, the above-mentioned device further includes a proportion determination module, configured to: determine the proportion of each sub-personality parameter in the personality parameters that match the current game account according to the proportion corresponding to each sub-personality parameter in each candidate personality parameter and the game result corresponding to each candidate personality parameter.

[0121] Further, the above-mentioned role matching module 42 is further configured to: determine a first role that matches the personality parameters from the preset alternative game characters; generate a role object that matches the first role based on the personality parameters.

[0122] In specific implementation, the above-mentioned role matching module 42 includes: a material determination unit, which is used to determine the target materials of each role dimension that match the personality parameters from a preset role material database; wherein, the role material database contains: multiple preset personality parameters, and materials of multiple preset role dimensions corresponding to each preset personality parameter; an object generation unit, which is used to generate a role object that matches the first role according to the target materials of each role dimension.

[0123] Furthermore, the above-mentioned material determination unit is used to: splice and process the target materials of each role dimension to obtain an initial object; in response to a trigger operation on the virtual script corresponding to the first role, generate virtual clothing for the initial object according to the story background in the virtual script; and determine the initial object wearing the virtual clothing as a role object that matches the first role.

[0124] Furthermore, the above-mentioned device further includes a behavior adjustment module, which is used to: after generating a role object that matches the first role according to the personality parameters, during the process of the role object participating in the game to which the first role belongs, adjust the behavior of the role object according to the personality parameters; wherein, the behavior of the role object includes multiple of voice, intonation, timbre, expression and movement.

[0125] In specific implementation, the above-mentioned material determination unit is further used to: determine the preset personality parameters that match the personality parameters from the role material database, and determine the materials of multiple preset role dimensions corresponding to the determined preset personality parameters as the target materials of each role dimension that match the personality parameters.

[0126] In some embodiments, the above-mentioned personality parameters include multiple sub-personality parameters and the proportion of each sub-personality parameter; the above-mentioned material determination unit is further used to: for each sub-personality parameter, determine the preset personality parameters that match the current sub-personality parameter from the role material database, and determine the materials of multiple preset role dimensions corresponding to the determined preset personality parameters as the materials of each role dimension of the current sub-personality parameter; for each role dimension of the personality parameters, calculate the mean value of the materials corresponding to the current role dimension of each sub-personality parameter according to the proportion corresponding to each sub-personality parameter, and determine the mean value as the material of the personality parameter in the current role dimension.

[0127] In some embodiments, the above-mentioned role matching module 42 is used to: in response to an operation of a player uploading a specified role image of a virtual object, adjust the specified role image based on the personality parameters to obtain a role object.

[0128] The game character generation device provided in the embodiment of the present invention has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.

[0129] The embodiment of the present invention further provides an electronic device, such as Figure 5 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned method for generating a game character.

[0130] Specifically, the above-mentioned method for generating a game character includes: obtaining the historical game records of the current game account; wherein the historical game records include: the historical role played by the current game account, and the historical game results of the current game account in the game to which the historical role played belongs; based on the historical game records, determining the personality parameters that match the current game account; according to the personality parameters, generating a character object; wherein the character object is used to: participate in the game as a controlled virtual object of the current game account.

[0131] The above-mentioned method for generating game characters can determine the character personality that matches the player based on the player's historical game records, and then generate a character that matches the player based on the character personality. This method does not require the player to manually select the character, which improves the efficiency of character selection. Moreover, because the character personality selected by this method is more consistent with the player and the image of the character object is more matched with the character personality, the player has a stronger sense of role involvement in the game.

[0132] In an optional implementation, the above-mentioned historical game results include: the game achievements of the historical role-playing character in the corresponding game, and the evaluation information of the historical role-playing character by other accounts; the above-mentioned step of determining the personality parameters that match the current game account based on the historical game records includes: determining the initial degree of fit between the current game account and the personality parameters of the historical role-playing character based on the game achievements of the historical role-playing character in the historical game records; adjusting the initial degree of fit corresponding to the personality parameters of the historical role-playing character based on the evaluation information corresponding to the historical role-playing character to obtain the final degree of fit; and determining the personality parameters that match the current game account based on the final degree of fit.

[0133] In an alternative embodiment, the above game achievements include whether the historical role-playing character wins in the game to which it belongs; the step of determining the initial degree of fit between the current game account and the personality parameters of the historical role-playing character according to the game achievements of the historical role-playing character in the historical game record includes: for each historical role-playing character included in the historical game record, perform the following operations: taking the personality parameters of the current character as the first personality parameters, determining the first quantity of historical role-playing characters with the first personality parameters in the historical game record; according to whether each historical role-playing character with the first personality parameters wins and the first quantity, determining the initial degree of fit between the current game account and the first personality parameters.

[0134] In an alternative embodiment, the step of determining the initial degree of fit between the current game account and the first personality parameters according to whether each historical role-playing character with the first personality parameters wins and the first quantity includes: determining the ratio of the number of historical role-playing characters with the first personality parameters that win to the first quantity as the initial degree of fit between the current game account and the first personality parameters.

[0135] In an alternative embodiment, the above game achievements include the game scores of the historical role-playing characters in the game to which they belong; the step of determining the initial degree of fit between the current game account and the personality parameters of the historical role-playing character according to the game achievements of the historical role-playing character in the historical game record includes: for each historical role-playing character included in the historical game record, perform the following operations: taking the personality parameters of the current character as the second personality parameters, determining the total sum of the game scores corresponding to the historical role-playing characters with the second personality parameters in the historical game record; determining the ratio of the total sum to the full score of all games of the historical role-playing characters with the second personality parameters as the initial degree of fit between the current game account and the second personality parameters.

[0136] In an alternative embodiment, the step of adjusting the initial degree of fit corresponding to the personality parameters of the historical role-playing character based on the evaluation information corresponding to the historical role-playing character to obtain the final degree of fit includes: performing a bias analysis on the evaluation information corresponding to the historical role-playing character to obtain a bias coefficient; wherein, the bias coefficient is used to indicate the degree of bias towards positive evaluation or negative evaluation of the evaluation information; multiplying the bias coefficient by the initial degree of fit of the personality parameters of the historical role-playing character to obtain the final degree of fit corresponding to the personality parameters of the historical role-playing character.

[0137] In an alternative embodiment, the step of performing a bias analysis on the evaluation information corresponding to the historical role played to obtain a bias coefficient includes: determining whether the evaluation information is a positive evaluation or a negative evaluation according to a plurality of preset first keywords and a plurality of preset second keywords; wherein, the first keywords are preset keywords for positive evaluations, and the second keywords are preset keywords for negative evaluations; based on the number of first keywords included in the evaluation information or the number of second keywords included, determining the bias coefficient corresponding to the evaluation information.

[0138] In an alternative embodiment, the step of determining the personality parameter that matches the current game account according to the final fit includes: determining the personality parameter of the historical role played corresponding to the highest fit in the final fit as the personality parameter that matches the current game account.

[0139] In an alternative embodiment, the step of determining the personality parameter that matches the current game account according to the final fit includes: selecting the personality parameters of the historical role played corresponding to the final fit greater than a preset value to obtain a plurality of candidate personality parameters; wherein, each candidate personality parameter includes at least one sub-personality parameter, and each sub-personality parameter in the candidate personality parameters corresponds to its own proportion; determining all the sub-personality parameters included in each candidate personality parameter as the personality parameters that match the current game account.

[0140] In an alternative embodiment, after the step of determining all the sub-personality parameters included in each candidate personality parameter as the personality parameters that match the current game account, the method further includes: determining the proportion of each sub-personality parameter in the personality parameters that match the current game account according to the proportion corresponding to each sub-personality parameter in each candidate personality parameter and the game result corresponding to each candidate personality parameter.

[0141] In an alternative embodiment, the step of generating a character object according to the personality parameter includes: determining a first character that matches the personality parameter from the preset alternative game characters; generating a character object that matches the first character based on the personality parameter.

[0142] In an alternative embodiment, the step of generating a character object that matches the first character based on the personality parameter includes: determining the target materials of each character dimension that match the personality parameter from the preset character material database; wherein, the character material database includes: a plurality of preset personality parameters, and materials of a plurality of preset character dimensions corresponding to each preset personality parameter; generating a character object that matches the first character according to the target materials of each character dimension.

[0143] In an alternative embodiment, the step of generating a character object matching the first character based on the target materials for each character dimension includes: splicing the target materials for each character dimension to obtain an initial object; in response to a trigger operation on the virtual script corresponding to the first character, generating virtual clothing for the initial object according to the story background in the virtual script; and determining the initial object wearing the virtual clothing as the character object matching the first character.

[0144] In an alternative embodiment, after the step of generating a character object matching the first character based on the personality parameters, the method further includes: during the process of the character object participating in the game to which the first character belongs, adjusting the behavior of the character object according to the personality parameters; wherein the behavior of the character object includes multiple ones of voice, intonation, timbre, expression, and movement.

[0145] In an alternative embodiment, the step of determining the target materials for each character dimension matching the personality parameters from the preset character material database includes: determining the preset personality parameters matching the personality parameters from the character material database, and determining the materials for multiple preset character dimensions corresponding to the determined preset personality parameters as the target materials for each character dimension matching the personality parameters.

[0146] In an alternative embodiment, the personality parameters include multiple sub-personality parameters and the proportion of each sub-personality parameter; the step of determining the target materials for each character dimension matching the personality parameters from the preset character material database includes: for each sub-personality parameter, determining the preset personality parameters matching the current sub-personality parameter from the character material database, and determining the materials for multiple preset character dimensions corresponding to the determined preset personality parameters as the materials for each character dimension of the current sub-personality parameter; for each character dimension of the personality parameters, calculating the mean value of the materials corresponding to the current character dimension of each sub-personality parameter according to the proportion corresponding to each sub-personality parameter, and determining the mean value as the material of the personality parameters in the current character dimension.

[0147] In an alternative embodiment, the step of generating a character object according to the personality parameters includes: in response to an operation of a player uploading a specified character image of a virtual object, adjusting the specified character image based on the personality parameters to obtain a character object.

[0148] Furthermore, Figure 5 The illustrated electronic device further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.

[0149] Among them, the memory 100 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between this system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 5 only a bidirectional arrow is used in Figure 5 , but it does not mean that there is only one bus or one type of bus.

[0150] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit in the hardware of the processor 101 or instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. This storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0151] An embodiment of the present invention also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned method for generating game characters. For specific implementation, refer to the method embodiment, which will not be elaborated here.

[0152] Specifically, the above-mentioned method for generating game characters includes: obtaining the historical game records of the current game account; wherein, the historical game records include: the historical played roles of the current game account, and the historical game results of the current game account in the game to which the historical played roles belong; based on the historical game records, determining the personality parameters that fit the current game account; according to the personality parameters, generating a character object; wherein, the character object is used for: serving as a controlled virtual object of the current game account to participate in the game.

[0153] The above-mentioned method for generating game characters can determine the character personality that fits the player according to the player's historical game records, and then generate a character that matches the player according to the character personality. This method does not require the player to manually select a character, improving the efficiency of character selection. Moreover, since the selected character personality fits the player better and the image of the character object also matches the character personality more, the player has a stronger sense of role substitution in the game.

[0154] In an optional implementation manner, the above-mentioned historical game results include: the game achievements of the historical played role in the game to which it belongs, and the evaluation information of other accounts on the historical played role; the step of determining the personality parameters that fit the current game account based on the historical game records includes: according to the game achievements of the historical played role in the historical game records, determining the initial degree of fit between the current game account and the personality parameters of the historical played role; based on the evaluation information corresponding to the historical played role, adjusting the initial degree of fit corresponding to the personality parameters of the historical played role to obtain the final degree of fit; according to the final degree of fit, determining the personality parameters that fit the current game account.

[0155] In an optional implementation manner, the above-mentioned game achievements include whether the historical played role won in the game to which it belongs; the step of determining the initial degree of fit between the current game account and the personality parameters of the historical played role according to the game achievements of the historical played role in the historical game records includes: for each historical played role included in the historical game records, performing the following operations: taking the personality parameters of the current role as the first personality parameters, determining the first quantity of the historical played roles with the first personality parameters in the historical game records; according to whether each historical played role with the first personality parameters won, and the first quantity, determining the initial degree of fit between the current game account and the first personality parameters.

[0156] In an alternative embodiment, the step of determining the initial compatibility degree between the current game account and the first personality parameter according to whether each historical role-playing character with the first personality parameter wins and the first quantity includes: determining the ratio of the number of wins of each historical role-playing character with the first personality parameter to the first quantity as the initial compatibility degree between the current game account and the first personality parameter.

[0157] In an alternative embodiment, the game achievement includes the game score of the historical role-playing character in the game to which it belongs; the step of determining the initial compatibility degree between the current game account and the personality parameter of the historical role-playing character according to the game achievements of the historical role-playing character in the historical game record includes: for each historical role-playing character included in the historical game record, performing the following operations: taking the personality parameter of the current character as the second personality parameter, and determining the total sum of the game scores corresponding to the historical role-playing characters with the second personality parameter in the historical game record; determining the ratio of the total sum to the full score of all games of the game to which the historical role-playing character with the second personality parameter belongs as the initial compatibility degree between the current game account and the second personality parameter.

[0158] In an alternative embodiment, the step of adjusting the initial compatibility degree corresponding to the personality parameter of the historical role-playing character based on the evaluation information corresponding to the historical role-playing character to obtain the final compatibility degree includes: performing a bias analysis on the evaluation information corresponding to the historical role-playing character to obtain a bias coefficient; wherein the bias coefficient is used to indicate the degree of bias of the evaluation information towards positive evaluation or negative evaluation; multiplying the bias coefficient by the initial compatibility degree of the personality parameter of the historical role-playing character to obtain the final compatibility degree corresponding to the personality parameter of the historical role-playing character.

[0159] In an alternative embodiment, the step of performing a bias analysis on the evaluation information corresponding to the historical role-playing character to obtain a bias coefficient includes: determining whether the evaluation information is a positive evaluation or a negative evaluation according to a preset plurality of first keywords and a preset plurality of second keywords; wherein the first keywords are preset keywords for positive evaluation, and the second keywords are preset keywords for negative evaluation; determining the bias coefficient corresponding to the evaluation information based on the number of first keywords or the number of second keywords included in the evaluation information.

[0160] In an alternative embodiment, the step of determining the personality parameter compatible with the current game account according to the final compatibility degree includes: determining the personality parameter of the historical role-playing character corresponding to the highest compatibility degree in the final compatibility degree as the personality parameter compatible with the current game account.

[0161] In an alternative embodiment, the step of determining the personality parameters that match the current game account according to the final fit includes: selecting the personality parameters of the historical role-playing characters corresponding to the final fit greater than the preset value to obtain multiple candidate personality parameters; wherein each candidate personality parameter includes at least one sub-personality parameter, and each sub-personality parameter in the candidate personality parameter corresponds to its own proportion; determining all the sub-personality parameters included in each candidate personality parameter as the personality parameters that match the current game account.

[0162] In an alternative embodiment, after the step of determining all the sub-personality parameters included in each candidate personality parameter as the personality parameters that match the current game account, the method further includes: determining the proportion of each sub-personality parameter in the personality parameters that match the current game account according to the proportion corresponding to each sub-personality parameter in each candidate personality parameter and the game result corresponding to each candidate personality parameter.

[0163] In an alternative embodiment, the step of generating a character object according to the personality parameters includes: determining a first character that matches the personality parameters from the preset alternative game characters; generating a character object that matches the first character based on the personality parameters.

[0164] In an alternative embodiment, the step of generating a character object that matches the first character based on the personality parameters includes: determining the target materials of each character dimension that match the personality parameters from the preset character material database; wherein the character material database contains: multiple preset personality parameters, and materials of multiple preset character dimensions corresponding to each preset personality parameter; generating a character object that matches the first character according to the target materials of each character dimension.

[0165] In an alternative embodiment, the step of generating a character object that matches the first character according to the target materials of each character dimension includes: performing splicing processing on the target materials of each character dimension to obtain an initial object; in response to a trigger operation on the virtual script corresponding to the first character, generating virtual clothing for the initial object according to the story background in the virtual script; determining the initial object wearing the virtual clothing as the character object that matches the first character.

[0166] In an alternative embodiment, after the step of generating a character object that matches the first character based on the personality parameters, the method further includes: adjusting the behavior of the character object according to the personality parameters during the process of the character object participating in the game to which the first character belongs; wherein the behavior of the character object includes multiple of voice, intonation, timbre, expression and movement.

[0167] In an alternative embodiment, the step of determining the target materials of each role dimension that matches the personality parameters from the preset role material database includes: determining the preset personality parameters that match the personality parameters from the role material database, and determining the materials of multiple preset role dimensions corresponding to the determined preset personality parameters as the target materials of each role dimension that matches the personality parameters.

[0168] In an alternative embodiment, the personality parameters include multiple sub-personality parameters and the proportion of each sub-personality parameter; the step of determining the target materials of each role dimension that matches the personality parameters from the preset role material database includes: for each sub-personality parameter, determining the preset personality parameters that match the current sub-personality parameter from the role material database, and determining the materials of multiple preset role dimensions corresponding to the determined preset personality parameters as the materials of each role dimension of the current sub-personality parameter; for each role dimension of the personality parameters, calculating the mean value of the materials corresponding to the current role dimension of each sub-personality parameter according to the proportion corresponding to each sub-personality parameter, and determining the mean value as the materials of the personality parameters in the current role dimension.

[0169] In an alternative embodiment, the step of generating a role object according to the personality parameters includes: in response to an operation of a player uploading a specified role image of a virtual object, adjusting the specified role image based on the personality parameters to obtain a role object.

[0170] If the described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0171] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation to the present invention. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.

[0172] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present invention, which are used to illustrate the technical solutions of the present invention, rather than limiting them. The protection scope of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present invention can still modify the technical solutions recorded in the foregoing embodiments, or can easily conceive of changes, or make equivalent replacements for some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered by the protection scope of the present invention. Therefore, the protection scope of the present invention should be determined by the protection scope of the claims.

Claims

1. A method for generating a game character, characterized in that, the method includes: Obtaining the historical game records of the current game account; wherein, the historical game records include: the historical played characters of the current game account, and the historical game results of the current game account in the game to which the historical played characters belong; Based on the historical game records, determining personality parameters that fit the current game account; Determining a first character that matches the personality parameters from a preset list of alternative game characters; Determining target materials for each character dimension that match the personality parameters from a preset character material database; wherein, the character material database contains: multiple preset personality parameters, and materials for multiple preset character dimensions corresponding to each of the preset personality parameters; Generating a character object that matches the first character according to the target materials for each character dimension; wherein, the character object is used to: participate in the game as a controlled virtual object of the current game account.

2. The method according to claim 1, characterized in that, the historical game results include: the game achievements of the historical played characters in the game to which they belong, and the evaluation information of other accounts on the historical played characters; The step of determining personality parameters that fit the current game account based on the historical game records includes: Determining the initial degree of fit between the current game account and the personality parameters of the historical played characters according to the game achievements of the historical played characters in the historical game records; Adjusting the initial degree of fit corresponding to the personality parameters of the historical played characters based on the evaluation information corresponding to the historical played characters to obtain the final degree of fit; Determining personality parameters that fit the current game account according to the final degree of fit.

3. The method according to claim 2, characterized in that, the game achievements include whether the historical played characters won in the game to which they belong; the step of determining the initial degree of fit between the current game account and the personality parameters of the historical played characters according to the game achievements of the historical played characters in the historical game records includes: For each historical played character included in the historical game records, perform the following operations: Taking the personality parameters of the current character as the first personality parameters, and determining the first quantity of the historical played characters having the first personality parameters in the historical game records; Determining the initial degree of fit between the current game account and the first personality parameters according to whether each of the historical played characters having the first personality parameters won, and the first quantity.

4. The method according to claim 3, characterized in that, the step of determining the initial degree of fit between the current game account and the first personality parameters according to whether each of the historical played characters having the first personality parameters won, and the first quantity includes: Taking the ratio of the number of historical played characters having the first personality parameters that won to the first quantity as the initial degree of fit between the current game account and the first personality parameters.

5. The method according to claim 2, wherein, the game achievements include the game scores of the historical role-playing character in the game; the step of determining the initial degree of fit between the current game account and the personality parameters of the historical role-playing character according to the game achievements of the historical role-playing character in the historical game record includes: performing the following operations for each historical role-playing character included in the historical game record: taking the personality parameters of the current character as the second personality parameters, and determining the sum of the game scores corresponding to the historical role-playing characters having the second personality parameters in the historical game record; determining the ratio of the sum to the full score of all games of the game to which the historical role-playing character having the second personality parameters belongs as the initial degree of fit between the current game account and the second personality parameters.

6. The method according to claim 2, wherein, the step of adjusting the initial degree of fit corresponding to the personality parameters of the historical role-playing character based on the evaluation information corresponding to the historical role-playing character to obtain the final degree of fit includes: performing a bias analysis on the evaluation information corresponding to the historical role-playing character to obtain a bias coefficient; wherein, the bias coefficient is used to indicate the degree of bias of the evaluation information towards positive evaluation or negative evaluation; multiplying the bias coefficient by the initial degree of fit of the personality parameters of the historical role-playing character to obtain the final degree of fit corresponding to the personality parameters of the historical role-playing character.

7. The method according to claim 6, wherein, the step of performing a bias analysis on the evaluation information corresponding to the historical role-playing character to obtain a bias coefficient includes: judging whether the evaluation information is a positive evaluation or a negative evaluation according to a plurality of preset first keywords and a plurality of preset second keywords; wherein, the first keywords are preset keywords for positive evaluation, and the second keywords are preset keywords for negative evaluation; determining the bias coefficient corresponding to the evaluation information based on the number of the first keywords included in the evaluation information or the number of the second keywords included in the evaluation information.

8. The method according to claim 2, wherein, the step of determining the personality parameters that fit the current game account according to the final degree of fit includes: determining the personality parameters of the historical role-playing character corresponding to the highest degree of fit in the final degree of fit as the personality parameters that fit the current game account.

9. The method according to claim 2, wherein, the step of determining the personality parameters that fit the current game account according to the final degree of fit includes: selecting the personality parameters of the historical role-playing character corresponding to the final degree of fit greater than a preset value to obtain a plurality of candidate personality parameters; wherein, each candidate personality parameter includes at least one sub-personality parameter, and each sub-personality parameter in the candidate personality parameters has its own proportion; determining each sub-personality parameter included in each candidate personality parameter as the personality parameters that fit the current game account.

10. The method according to claim 9, Characterized in that, After the step of determining each of the sub-character parameters included in each candidate character parameter as a character parameter that fits the current game account, the method further includes: Determine the proportion of each sub-character parameter in the character parameters that fit the current game account according to the proportion corresponding to each sub-character parameter in each candidate character parameter and the game result corresponding to each candidate character parameter.

11. The method according to claim 1, Characterized in that, The step of generating a character object that matches the first character according to the target materials of each character dimension includes: Perform splicing processing on the target materials of each character dimension to obtain an initial object; In response to a trigger operation on the virtual script corresponding to the first character, generate virtual clothing for the initial object according to the story background in the virtual script; Determine the initial object wearing the virtual clothing as a character object that matches the first character.

12. The method according to claim 1, Characterized in that, After the step of generating a character object that matches the first character according to the target materials of each character dimension, the method further includes: During the process of the character object participating in the game to which the first character belongs, adjust the behavior of the character object according to the character parameter; wherein, the behavior of the character object includes multiple of voice, intonation, timbre, expression and movement.

13. The method according to claim 1, Characterized in that, The step of determining the target materials of each character dimension that match the character parameter from the preset character material database includes: Determine the preset character parameter that matches the character parameter from the character material database, and determine the materials of multiple preset character dimensions corresponding to the determined preset character parameter as the target materials of each character dimension that match the character parameter.

14. The method according to claim 1, Characterized in that, The character parameter includes multiple sub-character parameters and the proportion of each sub-character parameter; The step of determining the target materials of each character dimension that match the character parameter from the preset character material database includes: For each sub-character parameter, determine the preset character parameter that matches the current sub-character parameter from the character material database, and determine the materials of multiple preset character dimensions corresponding to the determined preset character parameter as the materials of each character dimension of the current sub-character parameter; For each character dimension of the character parameter, calculate the mean value of the materials corresponding to the current character dimension of each sub-character parameter according to the proportion corresponding to each sub-character parameter, and determine the mean value as the material of the character parameter in the current character dimension.

15. A device for generating a game character, Characterized in that, The device includes: A historical record acquisition module for acquiring the historical game records of the current game account; wherein, the historical game records include: the historical played roles of the current game account, and the historical game results of the current game account in the games to which the historical played roles belong; A personality parameter determination module for determining personality parameters that match the current game account based on the historical game records; A character matching module for determining a first character that matches the personality parameters from a preset list of alternative game characters; determining target materials for each character dimension that match the personality parameters from a preset character material database; wherein, the character material database contains: a plurality of preset personality parameters, and materials for a plurality of preset character dimensions corresponding to each of the preset personality parameters; generating, based on the target materials for each character dimension, a character object that matches the first character; wherein, the character object is used to: serve as the controlled virtual object of the current game account and participate in the game.

16. An electronic device, Characterized in that, It includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the game character generation method according to any one of claims 1 to 14.

17. A computer-readable storage medium, Characterized in that, The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the game character generation method according to any one of claims 1 to 14.

Citation Information

Patent Citations

  • Persona driven dynamic content framework

    US20220118364A1