Game scene switching method and device, computer device and storage medium

By acquiring historical operation data and scoring mechanisms from game accounts, personalized game scene switching modes are determined, solving the problem of a single game scene switching method and improving the game operation experience and switching efficiency.

CN115591233BActive Publication Date: 2026-03-31ANHUI SHANGQU PLAY NETWORK TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-09-29
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

In existing technologies, the methods for switching game scenes are limited, which reduces the player's operational experience.

Method used

By acquiring the historical game operation data of the current game account, the importance score of the target dynamic vehicle element and the account's game habit score are determined. Combined with the weighted score, a personalized game scene switching mode is determined, including standard, rough and fast switching modes, to achieve flexible switching of game scenes.

Benefits of technology

It enriches the ways to switch game scenes, improves the player's operating experience, increases the efficiency and convenience of scene switching, and reduces the space occupied by background cache.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application relates to a game scene switching method and device, computer equipment and a storage medium. The method comprises the following steps: in response to a target trigger operation on a target dynamic carrier element in a current game display scene, obtaining historical game operation data of a current game account; determining an element importance score according to the target dynamic carrier element; the element importance score is used for representing the importance of the target dynamic carrier element in a to-be-switched game display scene; determining an account game habit score according to the historical game operation data; determining a game scene switching mode according to the element importance score and the account game habit score, and switching the current game display scene to the to-be-switched game display scene according to the game scene switching mode. The method can enrich the switching mode of the game scene.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a game scene switching method, apparatus, computer device, and storage medium. Background Technology

[0002] With the development of internet technology, many types of games have emerged. Games typically offer multiple game scenes to enrich the game content and enhance the player's gaming experience. During game operation, it is often necessary to switch the current game display scene to the desired game display scene.

[0003] However, in the existing technology, users can only switch game scenes using pre-set scene switching methods, resulting in a relatively limited way of switching game scenes and reducing the player's operating experience. Summary of the Invention

[0004] Therefore, it is necessary to provide a game scene switching method, device, computer equipment, and storage medium that can enrich the ways of switching game scenes, in order to address the above-mentioned technical problems.

[0005] Firstly, a method for switching game scenes is provided, the method including:

[0006] In response to a target-triggered operation on a dynamic vehicle element in the current game display scene, retrieve the historical game operation data of the current game account;

[0007] The importance score of the target dynamic vehicle element is determined based on the target dynamic vehicle element; the element importance score is used to characterize the importance of the target dynamic vehicle element in the game display scene to be switched.

[0008] An account's game habit score is determined based on historical game operation data; the account's game habit score is used to represent the urgency of the current game account's need to switch game display scenarios in historical game operations.

[0009] The game scene switching mode is determined based on the element importance score and the account's game habit score, and the current game display scene is switched to the game display scene to be switched according to the game scene switching mode.

[0010] In one embodiment, determining the game scene switching mode based on element importance score and account game habit score includes: obtaining a scene switching speed score based on the sum of a first weighted score and a second weighted score; the first weighted score is the product of element importance score and a first preset weight; the second weighted score is the product of account game habit score and a second preset weight; and determining the game scene switching mode based on the preset score range in which the scene switching speed score is located.

[0011] In one embodiment, the preset scoring range includes a first scoring range; the game scene switching mode includes a standard switching mode; wherein, determining the game scene switching mode based on the preset scoring range in which the scene switching speed score is located includes: in response to the scene switching speed score belonging to the first scoring range, determining the game scene switching mode as the standard switching mode; wherein, the standard switching mode is used to characterize the use of a standard scene switching video to switch the current game display scene to the game display scene to be switched.

[0012] In one embodiment, the preset scoring interval includes a second scoring interval; the lower limit of the second scoring interval is greater than or equal to the upper limit of the first scoring interval; the game scene switching mode includes a coarse switching mode; wherein, determining the game scene switching mode according to the preset scoring interval in which the scene switching speed score is located includes: in response to the scene switching speed score belonging to the second scoring interval, determining the game scene switching mode as a coarse switching mode; wherein, the coarse switching mode is used to characterize the switching of the current game display scene to the game display scene to be switched using a coarse scene switching video; the coarse scene switching video is generated by performing frame extraction processing on the standard scene switching video to obtain the scene images.

[0013] In one embodiment, the preset scoring interval includes a third scoring interval; the lower limit of the third scoring interval is greater than or equal to the upper limit of the second scoring interval; the game scene switching mode includes a high-speed switching mode; wherein, determining the game scene switching mode based on the preset scoring interval in which the scene switching speed score is located includes: in response to the scene switching speed score belonging to the third scoring interval, determining the game scene switching mode as a high-speed switching mode; wherein, the high-speed switching mode is used to characterize the use of a high-speed scene switching video to switch the current game display scene to the game display scene to be switched; the high-speed scene switching video is generated based on the scene screen of the game display scene to be switched.

[0014] In one embodiment, determining the element importance score based on the target dynamic vehicle element includes: querying a preset vehicle element importance score table based on the target dynamic vehicle element to obtain the element importance score.

[0015] In one embodiment, historical game operation data includes historical trigger operation frequency and / or historical trigger operation duration; wherein, determining the account game habit score based on historical game operation data includes: inputting the historical trigger operation frequency and / or historical trigger operation duration into a pre-trained account game habit evaluation model to obtain the account game habit score.

[0016] In one embodiment, the method further includes: obtaining the operation duration of the user-triggered operation; the user-triggered operation is a triggering operation on a target dynamic vehicle element in the current game display scene; in response to the operation duration being less than or equal to an operation duration threshold, determining the user-triggered operation as a target triggering operation; and in response to the operation duration being greater than the operation duration threshold, displaying an option box for switching game scene modes.

[0017] Secondly, a game scene switching device is provided, which includes a vehicle element determination module, an importance score determination module, a game habit score determination module, and a scene switching mode determination module.

[0018] The system comprises several modules: a vehicle element determination module, an importance score determination module, and a scene switching mode determination module. The vehicle element determination module determines the importance score of the target dynamic vehicle element based on the target dynamic vehicle element's status within the desired game display scene. The game habit determination module determines the account's game habit score based on historical game operation data, indicating the urgency of the current game account's need to switch game display scenes in historical game operations. The scene switching mode determination module determines the game scene switching mode based on the element importance score and the account game habit score, and switches the current game display scene to the desired game display scene according to the game scene switching mode.

[0019] Thirdly, a computer device is provided, the storage device including a memory and a processor, the memory storing a computer program, and the processor executing the computer program to implement the steps of any of the methods in the above method embodiments.

[0020] Fourthly, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the steps of any of the methods described in the above method embodiments.

[0021] The aforementioned game scene switching method, device, computer equipment, and storage medium acquire historical game operation data of the current game account by responding to a target trigger operation of a target dynamic vehicle element in the current game display scene. Then, an element importance score is determined based on the target dynamic vehicle element; this score characterizes the importance of the target dynamic vehicle element in the game display scene to be switched. Furthermore, an account game habit score is determined based on the historical game operation data; this score characterizes the urgency of the current game account's need to switch game display scenes in historical game operations. Finally, a game scene switching mode is determined based on the element importance score and the account game habit score, and the current game display scene is switched to the game display scene to be switched according to the game scene switching mode. This avoids the limitation of only being able to use pre-set scene switching methods during gameplay, enriching the ways to switch game scenes. By automatically matching a personalized game scene switching mode based on the element importance score and the account game habit score, the player's operating experience is improved. Attached Figure Description

[0022] Figure 1 This is an application environment diagram of a game scene switching method in one embodiment;

[0023] Figure 2 This is a schematic diagram of the first process of a game scene switching method in one embodiment;

[0024] Figure 3 This is a schematic diagram of the second process of a game scene switching method in one embodiment;

[0025] Figure 4 This is a schematic diagram of the third process of a game scene switching method in one embodiment;

[0026] Figure 5 This is a schematic diagram of the first step in determining the game scene switching mode based on element importance score and account game habit score in one embodiment;

[0027] Figure 6 This is a second flowchart illustrating the steps of determining the game scene switching mode based on element importance scores and account game habit scores in one embodiment.

[0028] Figure 7 This is a schematic diagram of the fourth process of a game scene switching method in one embodiment;

[0029] Figure 8 This is a structural block diagram of a game scene switching device in one embodiment;

[0030] Figure 9 This is an internal structural diagram of a computer device in one embodiment. Detailed Implementation

[0031] To make the objectives, technical solutions, and advantages of this application clearer, the following detailed description is provided in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the scope of this application.

[0032] To facilitate understanding of this application, a more complete description will be provided below with reference to the accompanying drawings, which illustrate embodiments of the present application. However, the present application can be implemented in many different forms and is not limited to the embodiments described herein. Rather, these embodiments are provided so that the disclosure of this application will be thorough and complete.

[0033] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application.

[0034] It is understood that the terms "first," "second," etc., used herein may be used to describe various elements, but these elements are not limited by these terms. These terms are only used to distinguish one element from another. For example, without departing from the scope of this application, a first resistor may be referred to as a second resistor, and similarly, a second resistor may be referred to as a first resistor. Both the first resistor and the second resistor are resistors, but they are not the same resistor.

[0035] It is understood that the term "connection" in the following embodiments should be understood as "electrical connection," "communication connection," etc., if the connected circuits, modules, units, etc., have electrical signal or data transmission with each other.

[0036] When used herein, the singular forms of “a,” “an,” and “the” may also include the plural forms unless the context clearly indicates otherwise. It should also be understood that the terms “comprising / including” or “having,” etc., specify the presence of the stated features, wholes, steps, operations, components, parts, or combinations thereof, but do not preclude the possibility of the presence or addition of one or more other features, wholes, steps, operations, components, parts, or combinations thereof. Meanwhile, the term “and / or” as used in this specification includes any and all combinations of the associated listed items.

[0037] The game scene switching method provided in this application can be applied to, for example... Figure 1In the application environment shown, terminal 102 communicates with game server 104 via a network. Terminal 102 can be, but is not limited to, various personal computers, laptops, smartphones, tablets, and portable wearable devices, and game server 104 can be implemented using a standalone server or a server cluster consisting of multiple servers.

[0038] In a specific example, terminal 102 can be, but is not limited to, the terminal where the browser running the web game is located. The terminal can establish a communication connection with game server 104 through the game application or browser, enabling the exchange of relevant game data during game operation between terminal 102 and game server 104. For example, terminal 102 can return the operation behavior data or game status data of the player on terminal 102 to the game server, and can also obtain game screen data or game status data of other players from game server 104, etc. The above are just specific examples; in actual applications, the settings can be flexibly configured according to user needs, and no restrictions are imposed here.

[0039] Firstly, such as Figure 2 As shown, a method for switching game scenes is provided, which can be applied to... Figure 1 Taking terminal 102 as an example, the explanation includes the following steps 202 to 208.

[0040] Step 202: In response to a target-triggered operation on a target dynamic vehicle element in the current game display scene, obtain the historical game operation data of the current game account.

[0041] It is understood that the game configuration running on the terminal in this application has multiple game display scenes. Specifically, the game mentioned in this application can be any type of game that involves switching game scenes on the terminal side. For example, the game can be, but is not limited to, a strategy game (SLG).

[0042] Specifically, a game showcase scene refers to the environment in which people and objects within a game exist. Game showcase scenes are typically virtual environments designed and constructed by game developers, rather than real-world scenes. A game showcase scene generally includes multiple scene elements, which are the various components necessary to create that scene. For example, scene elements may include the background and the objects presented within the scene. Depending on the game genre, the objects presented within the scene will vary; for example, objects may include dynamic vehicle elements, virtual game character elements, mountain elements, and plant elements, etc.

[0043] The game display scene includes at least the current game display scene and the game display scene to be switched to. Specifically, the current game display scene refers to the game display scene currently running in the foreground; the game display scene to be switched to refers to the game display scene running in the background and waiting to be switched. The current game display scene includes at least one dynamic vehicle element. The dynamic vehicle element can be, but is not limited to, an airplane, ship, train, subway, high-speed rail, motorcycle, bicycle, taxi, bus, or electric vehicle.

[0044] Specifically, the target trigger operation for dynamic vehicle elements in the current game display scene refers to a user-triggered operation that meets preset conditions. Here, a user-triggered operation refers to an action taken on a target dynamic vehicle element within the current game display scene. For example, a user clicks on the icon of a target dynamic vehicle element in the current game display scene shown on the terminal's game interface. The target dynamic vehicle element is determined based on the touch point location of the target trigger operation. The current game account refers to the account logged into the game application during the current game session. The historical game operation data of the current game account includes historical operation behavior data or historical game status data. Historical operation behavior data may include, but is not limited to, historical trigger operation frequency and / or the longest duration of historical trigger operations.

[0045] In a specific example, the current game display scene includes multiple dynamic vehicle elements. Terminal 102 can determine the corresponding target dynamic vehicle element among these elements based on the touch point location of the target trigger operation. This is merely a specific example; in actual applications, the settings can be flexibly configured according to user needs, and no restrictions are imposed here.

[0046] In a specific example, a preset condition could be that the duration of a user-triggered action is less than or equal to an operation duration threshold. In other words, a user-triggered action is considered to meet the preset condition and is identified as the target action only if its duration is less than or equal to the threshold, thus ensuring the sensitivity and accuracy of game scene transitions. Another preset condition could be that the distance between the touch point and the target dynamic vehicle element is less than or equal to a distance threshold. This means that a user-triggered action is considered to meet the preset condition and is identified as the target action only if the distance between the touch point and the target dynamic vehicle element is less than or equal to the threshold, thus ensuring the sensitivity and accuracy of game scene transitions. These are just specific examples; in actual applications, the settings should be flexibly adjusted according to user needs, and no restrictions are imposed here.

[0047] It is understandable that when the terminal recognizes the target trigger operation of the target dynamic vehicle element in the current game display scene, it can obtain the historical game operation data of the current game account.

[0048] Step 204: Determine the importance score of the elements based on the target dynamic vehicle elements.

[0049] The element importance score characterizes the degree of importance of the target dynamic vehicle element within the game display scene to be switched. In other words, a higher element importance score indicates a higher degree of importance for the target dynamic vehicle element within the game display scene to be switched. Conversely, a lower element importance score indicates a lower degree of importance for the target dynamic vehicle element within the game display scene to be switched.

[0050] Understandably, terminal 102 can assess the importance of the target dynamic vehicle element in the game display scene to be switched based on the target dynamic vehicle element determined by the touch point position of the target trigger operation, thereby obtaining the corresponding element importance score.

[0051] In one embodiment, such as Figure 3 As shown, the importance score of the elements is determined based on the target dynamic vehicle elements, including step 301.

[0052] Step 301: Query the preset vehicle element importance scoring table based on the target dynamic vehicle element to obtain the element importance score.

[0053] The terminal 102 can store a preset vehicle element importance rating table. After determining the target dynamic vehicle element based on the touch point position of the target trigger operation, the terminal can query the preset vehicle element importance rating table to obtain the element importance rating corresponding to the target dynamic vehicle element.

[0054] In this embodiment, the importance score of an element is obtained by querying a preset vehicle element importance score table based on the target dynamic vehicle element, which improves the efficiency and convenience of obtaining the element importance score, and thus improves the efficiency and convenience of switching game scenes.

[0055] Step 206: Determine the account's gaming habit score based on historical game operation data.

[0056] The account game habit score is used to characterize the urgency of the current game account's need to switch game display scenarios in historical game operations. In other words, the higher the account game habit score, the higher the urgency of the current game account's need to switch game display scenarios in historical game operations. Conversely, the lower the account game habit score, the lower the urgency of the current game account's need to switch game display scenarios in historical game operations.

[0057] Understandably, terminal 102 can assess the urgency of the current game account's need to switch game display scenarios in historical game operations based on the acquired historical game operation data of the current game account, thereby obtaining the corresponding account game habit score.

[0058] In one embodiment, such as Figure 4 As shown, historical game operation data includes the frequency of historical triggered operations and / or the longest duration of historical triggered operations.

[0059] It is understandable that the frequency of historical trigger operations refers to the frequency of trigger operations within a preset time in historical game operations. The longest duration of a historical trigger operation refers to the longest operation time of a trigger operation in historical game operations.

[0060] Among them, determining the account's gaming habit score based on historical game operation data includes step 401.

[0061] Step 401: Input the frequency of historical triggering operations and / or the longest duration of historical triggering operations into the pre-trained account game habit evaluation model to obtain the account game habit score.

[0062] The terminal 102 can be pre-configured with a pre-trained account game habit evaluation model. After obtaining the historical trigger operation frequency and / or the longest historical trigger operation time in the historical game operation data of the current game account, the historical trigger operation frequency and / or the longest historical trigger operation time can be input into the pre-trained account game habit evaluation model to obtain the account game habit score.

[0063] In this embodiment, by inputting the frequency of historical triggering operations and / or the longest duration of historical triggering operations into a pre-trained account game habit evaluation model, an account game habit score is obtained, thereby improving the efficiency and convenience of obtaining the account game habit score, which in turn improves the efficiency and convenience of game scene switching.

[0064] Step 208: Determine the game scene switching mode based on the element importance score and the account game habit score, and switch the current game display scene to the game display scene to be switched according to the game scene switching mode.

[0065] In this application, the game running on the terminal is configured with multiple game scene switching modes, and the scene switching speed of switching the current game display scene to the game display scene to be switched is different between different game scene switching modes.

[0066] Understandably, the game scene switching mode can be matched based on the element importance score and the account's game habit score. The current game display scene is then switched to the desired game display scene based on this game scene switching mode. This avoids the situation where players can only use pre-set scene switching methods during gameplay, thus enriching the ways to switch game scenes. The automatic matching of personalized game scene switching modes based on element importance score and account game habit score improves the player's operating experience.

[0067] Based on this, the aforementioned game scene switching method obtains the historical game operation data of the current game account by responding to the target trigger operation of the target dynamic vehicle element in the current game display scene; then, it determines the element importance score based on the target dynamic vehicle element, where the element importance score is used to characterize the importance of the target dynamic vehicle element in the game display scene to be switched; and, it determines the account game habit score based on the historical game operation data, where the account game habit score is used to characterize the urgency of the current game account's need to switch game display scenes in historical game operations; finally, it determines the game scene switching mode based on the element importance score and the account game habit score, and switches the current game display scene to the game display scene to be switched according to the game scene switching mode, thereby avoiding the limitation of only being able to use a pre-set scene switching method to complete the game scene switching during the game, enriching the game scene switching methods, and automatically matching a personalized game scene switching mode based on the element importance score and the account game habit score, thus improving the player's operating experience.

[0068] In one embodiment, such as Figure 5 As shown, the game scene switching mode is determined based on the element importance score and the account game habit score, including steps 501 and 502.

[0069] Step 501: Obtain the scene switching speed score based on the sum of the first weighted score and the second weighted score.

[0070] Step 502: Determine the game scene switching mode based on the preset scoring range where the scene switching speed score is located.

[0071] The first weighted score is the product of the element importance score and the first preset weight; the second weighted score is the product of the account's gaming habits score and the second preset weight. The first and second preset weights can be flexibly set according to user needs and are not restricted here.

[0072] Specifically, terminal 102 can obtain a first weighted score by product of element importance score and first preset weight, and obtain a second weighted score by product of account game habit score and second preset weight; then, the scene switching speed score can be obtained by sum of the first weighted score and the second weighted score; then, the corresponding game scene switching mode can be determined by the preset score range in which the scene switching speed score is located.

[0073] Furthermore, a higher scene switching speed score indicates a faster scene switching speed from the current game display scene to the game display scene to be switched; conversely, a lower scene switching speed score indicates a slower scene switching speed from the current game display scene to the game display scene to be switched.

[0074] In this embodiment, a scene switching speed score is obtained by summing the element importance score and the product of the first preset weight (i.e., the first weighted score), and the account game habit score and the product of the second preset weight (i.e., the second weighted score). Then, the game scene switching mode is determined based on the preset score range in which the scene switching speed score falls. This enriches the ways to switch game scenes, improves the efficiency and accuracy of determining the game scene switching mode based on the element importance score and the account game habit score, and enhances the player's operating experience. Furthermore, using a game scene switching mode corresponding to a higher scene switching speed score, compared to a game scene switching mode corresponding to a lower scene switching speed score, avoids the problem of excessive memory consumption and data accumulation caused by rendering the entire process of switching the current game display scene to the desired game display scene for some less important vehicle elements.

[0075] In one embodiment, the preset rating range includes a first rating range. The game scene switching mode includes a standard switching mode. For example... Figure 6 As shown, the game scene switching mode is determined based on the preset scoring range where the scene switching speed score is located, including step 601.

[0076] Step 601: In response to the scene switching speed score falling within the first scoring range, the game scene switching mode is determined as the standard switching mode.

[0077] The standard switching mode is used to characterize the switching of the current game display scene to the game display scene to be switched using a standard scene switching video. Terminal 102 can determine the game scene switching mode as the standard switching mode when the scene switching speed score is within the first score range. Therefore, when switching the current game display scene to the game display scene to be switched according to the game scene switching mode, the standard scene switching video can be used to switch the current game display scene to the game display scene to be switched. Furthermore, the standard scene switching video includes footage of the game display scene to be switched.

[0078] In a specific example, using a standard scene transition video to switch the current game display scene to the desired game display scene can be achieved by destroying the currently running game display scene (i.e., the current game display scene) and playing the standard scene transition video cached in the background. The transition is completed when the final screen of the standard scene transition video, which is the screen of the desired game display scene, is displayed. This is just a specific example; in actual applications, the settings should be flexibly adjusted according to user needs, and no restrictions are imposed here.

[0079] In this embodiment, by determining the game scene switching mode as the standard switching mode based on the scene switching speed score falling within the first score range, the current game display scene is switched to the game display scene to be switched using a standard scene switching video. This improves the convenience of scene switching and ensures that some users who need to watch standard scene switching videos can do so.

[0080] In one embodiment, the preset rating interval includes a second rating interval; the lower limit of the second rating interval is greater than or equal to the upper limit of the first rating interval; the game scene switching mode includes a coarse switching mode. For example... Figure 6 As shown, the game scene switching mode is determined based on the preset scoring range where the scene switching speed score is located, including step 602.

[0081] Step 602: In response to the scene switching speed score falling within the second scoring range, the game scene switching mode is determined to be a coarse switching mode.

[0082] The coarse switching mode is used to represent switching the current game display scene to the game display scene to be switched using a coarse scene switching video. The coarse scene switching video is generated from scene frames obtained by frame extraction processing of a standard scene switching video. Specifically, each scene frame obtained after frame extraction includes at least one scene frame of the scene being displayed during the switching process and one scene frame of the game display scene to be switched. Furthermore, the scene frame of the current game display scene can be the initial scene frame of the standard scene switching video, the scene frame of the game display scene to be switched can be the final scene frame of the standard scene switching video, and the scene frame of the scene being displayed during the switching process can be any frame from the standard scene switching video other than the initial and final scene frames.

[0083] When the scene switching speed score of terminal 102 falls within the second scoring range, the game scene switching mode is determined to be a coarse switching mode. Therefore, when switching the current game display scene to the game display scene to be switched according to the coarse game scene switching mode, the coarse scene switching video can be used to switch the current game display scene to the game display scene to be switched. In other words, the backend does not need to cache the standard scene switching video, which occupies a large amount of space, but only needs to cache the coarse scene switching video, which occupies a relatively small amount of space. This shortens the time for switching the current game display scene to the game display scene to be switched and reduces the space occupied by the backend cache.

[0084] In a specific example, using a coarse scene transition video to switch the current game display scene to the desired game display scene can be achieved by destroying the currently running game display scene (i.e., the current game display scene) and playing the background-cached coarse scene transition video. This will sequentially display the scene images of each transition process and the scene image of the desired game display scene. Finally, the final image of the desired game display scene is played, thus achieving the switch from the current game display scene to the desired game display scene. This is merely a specific example; in actual applications, the settings should be flexibly adjusted according to user needs, and no restrictions are imposed here.

[0085] In this embodiment, when the scene switching speed score falls within the second score range, the game scene switching mode is determined to be a coarse switching mode. This enables the use of coarse scene switching videos to switch the current game display scene to the game display scene to be switched, shortening the time to switch the current game display scene to the game display scene to be switched and reducing the space occupied by the background cache.

[0086] In one embodiment, the preset rating interval includes a third rating interval; the lower limit of the third rating interval is greater than or equal to the upper limit of the second rating interval; the game scene switching mode includes a rapid switching mode. For example... Figure 6 As shown, the game scene switching mode is determined based on the preset scoring range where the scene switching speed score is located, including step 603.

[0087] Step 603: In response to the scene switching speed score falling into the third scoring range, the game scene switching mode is determined to be the ultra-fast switching mode.

[0088] The "Rapid Scene Switching Mode" is used to transition the current game display scene to the next game display scene using a rapid scene switching video. The rapid scene switching video is generated based on a single frame from the next game display scene; that is, it includes only one frame from that scene. Furthermore, the current game display scene can be the initial frame from a standard scene switching video, and the next game display scene can be the final frame from that video.

[0089] Understandably, when switching the current game display scene to the game display scene to be switched according to the ultra-fast game scene switching mode, using ultra-fast scene switching videos to switch the current game display scene to the game display scene to be switched means that the backend does not need to cache standard scene switching videos and rough scene switching videos that occupy a lot of space. It only needs to cache ultra-fast scene switching videos that occupy the least space, which further shortens the time of switching the current game display scene to the game display scene to be switched and further reduces the space occupied by the backend cache.

[0090] In a specific example, using a high-speed scene switching video to switch the current game display scene to the game display scene to be switched can be achieved by destroying the game display scene currently running in the foreground (i.e., the current game display scene) and playing the high-speed scene switching video cached in the background. This will allow you to switch directly from the current game display scene to the game display scene to be switched. The above is just a specific example. In actual applications, it can be flexibly set according to user needs, and there are no restrictions here.

[0091] In this embodiment, when the scene switching speed score is in the third score range, the game scene switching mode is determined to be the ultra-fast switching mode, thereby realizing a direct switch from the current game display scene to the game display scene to be switched, further shortening the time to switch from the current game display scene to the game display scene to be switched, and further reducing the space occupied by the background cache.

[0092] In one embodiment, such as Figure 7 As shown, the above method also includes:

[0093] Step 701: Obtain the duration of the user-triggered operation.

[0094] Step 702: In response to the operation duration being less than or equal to the operation duration threshold, determine the target trigger operation for the user-triggered operation.

[0095] Step 703: In response to the operation duration exceeding the operation duration threshold, display the option box for switching game scene modes.

[0096] The user-triggered operation is a triggering operation on a target dynamic vehicle element in the current game display scene. After the user executes the user-triggered operation, the terminal 102 will obtain the operation duration of the user-triggered operation; then, if the operation duration is less than or equal to the operation duration threshold, the user-triggered operation is determined as the target triggering operation, and steps 202 to 208 can be executed to complete the automatic determination of the game scene switching mode; at the same time, in response to the operation duration being greater than the operation duration threshold, an option box for the game scene switching mode can be displayed, allowing the user to manually determine the game scene switching mode according to the option box.

[0097] In this embodiment, the operation duration of the user-triggered operation is obtained; then, when the operation duration is less than or equal to the operation duration threshold, the user-triggered operation is determined as the target triggered operation; and when the operation duration is greater than the operation duration threshold, an option box for the game scene switching mode is displayed, so that the user can choose to manually determine the game scene switching mode or automatically determine the game scene switching mode, thereby improving the user experience.

[0098] It should be understood that, although Figure 2-7 The steps in the flowchart are shown sequentially as indicated by the arrows, but these steps are not necessarily executed in the order indicated by the arrows. Unless otherwise specified herein, there is no strict order in which these steps are executed, and they can be performed in other orders. Figure 2-7 At least some of the steps in the process may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these sub-steps or stages is not necessarily sequential, but can be executed in turn or alternately with other steps or at least some of the sub-steps or stages of other steps.

[0099] Secondly, such as Figure 8 As shown, a game scene switching device is provided, which includes a vehicle element determination module 810, an importance score determination module 820, a game habit score determination module 830, and a scene switching mode determination module 840.

[0100] The vehicle element determination module 810 is used to obtain historical game operation data of the current game account in response to a target trigger operation on a target dynamic vehicle element in the current game display scene. The importance score determination module 820 is used to determine the element importance score based on the target dynamic vehicle element; the element importance score characterizes the importance of the target dynamic vehicle element in the game display scene to be switched. The game habit score determination module 830 is used to determine the account game habit score based on historical game operation data; the account game habit score characterizes the urgency of the current game account's need to switch game display scenes in historical game operations. The scene switching mode determination module 840 is used to determine the game scene switching mode based on the element importance score and the account game habit score, and switches the current game display scene to the game display scene to be switched according to the game scene switching mode.

[0101] In one embodiment, the scene switching mode determination module 840 includes a scene switching speed scoring calculation unit and a game scene switching mode determination unit.

[0102] The scene switching speed score calculation unit is used to obtain the scene switching speed score based on the sum of the first weighted score and the second weighted score; the first weighted score is the product of the element importance score and the first preset weight; the second weighted score is the product of the account game habit score and the second preset weight; the game scene switching mode determination unit is used to determine the game scene switching mode based on the preset score range in which the scene switching speed score is located.

[0103] In one embodiment, the preset scoring range includes a first scoring range; the game scene switching mode includes a standard switching mode; and the game scene switching mode determining unit includes a first mode determining subunit.

[0104] The first mode determination subunit is used to determine the game scene switching mode as the standard switching mode in response to the scene switching speed score belonging to the first score range; the standard switching mode is used to represent the use of standard scene switching video to switch the current game display scene to the game display scene to be switched.

[0105] In one embodiment, the preset scoring interval includes a second scoring interval; the lower limit of the second scoring interval is greater than or equal to the upper limit of the first scoring interval; the game scene switching mode includes a coarse switching mode; wherein, the game scene switching mode determining unit includes a second mode determining subunit.

[0106] The second mode determination subunit is used to determine the game scene switching mode as a coarse switching mode in response to the scene switching speed score belonging to the second scoring range; wherein, the coarse switching mode is used to represent the use of coarse scene switching video to switch the current game display scene to the game display scene to be switched; the coarse scene switching video is generated by extracting frames from the standard scene switching video to obtain the scene images.

[0107] In one embodiment, the preset scoring interval includes a third scoring interval; the lower limit of the third scoring interval is greater than or equal to the upper limit of the second scoring interval; the game scene switching mode includes a rapid switching mode; wherein, the game scene switching mode determining unit includes a third mode determining subunit.

[0108] The third mode determination subunit is used to determine the game scene switching mode as the ultra-fast switching mode in response to the scene switching speed score belonging to the third scoring interval; the ultra-fast switching mode is used to represent the use of ultra-fast scene switching video to switch the current game display scene to the game display scene to be switched; the ultra-fast scene switching video is generated based on the scene screen of the game display scene to be switched.

[0109] In one embodiment, the importance scoring determination module 820 includes an importance scoring unit.

[0110] The importance scoring unit is used to query a preset vehicle element importance scoring table based on the target dynamic vehicle element to obtain the element importance score.

[0111] In one embodiment, the historical game operation data includes the frequency of historical triggered operations and / or the longest duration of historical triggered operations; wherein, the game habit rating determination module 830 includes a game habit rating unit.

[0112] The game habit scoring unit is used to input the frequency of historical triggered operations and / or the longest duration of historical triggered operations into a pre-trained account game habit evaluation model to obtain an account game habit score.

[0113] In one embodiment, the above-mentioned device further includes an operation duration acquisition module and a duration judgment module.

[0114] The operation duration acquisition module is used to acquire the operation duration of user-triggered operations; user-triggered operations are operations that trigger dynamic vehicle elements in the current game display scene; the duration judgment module is used to determine the target trigger operation when the operation duration is less than or equal to the operation duration threshold; the duration judgment module is used to display the option box for switching game scene modes when the operation duration is greater than the operation duration threshold.

[0115] For specific limitations regarding the game scene switching device, please refer to the limitations on the game scene switching method above, which will not be repeated here. Each module in the aforementioned game scene switching device can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in the processor of the computer device in hardware form or independent of it, or stored in the memory of the computer device in software form, so that the processor can call and execute the operations corresponding to each module.

[0116] In one embodiment, a computer device is provided, which may be a terminal, and its internal structure diagram may be as follows: Figure 9 As shown, the computer device includes a processor, memory, network interface, display screen, and input devices connected via a system bus. The processor provides computing and control capabilities. The memory includes non-volatile storage media and internal memory. The non-volatile storage media stores the operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs stored in the non-volatile storage media. The network interface is used to communicate with external terminals via a network connection. When the computer program is executed by the processor, it implements a game scene switching method. The display screen can be an LCD screen or an e-ink screen. The input devices can be a touch layer covering the display screen, buttons, a trackball, or a touchpad mounted on the computer device casing, or an external keyboard, touchpad, or mouse.

[0117] Those skilled in the art will understand that the structure shown in Figure Y is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or may combine certain components, or may have different component arrangements.

[0118] Thirdly, a computer device is provided, the storage device including a memory and a processor, the memory storing a computer program, and the processor executing the computer program to implement the steps of any of the methods in the above method embodiments.

[0119] Fourthly, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the steps of any of the methods described in the above method embodiments.

[0120] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. Any references to memory, storage, databases, or other media used in the embodiments provided in this application can include non-volatile and / or volatile memory. Non-volatile memory can include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), or flash memory. Volatile memory can include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in various forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), dual data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link DRAM (SLDRAM), Rambus direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), etc.

[0121] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0122] The embodiments described above are merely illustrative of several implementation methods of this application, and while the descriptions are relatively specific and detailed, they should not be construed as limiting the scope of the invention patent. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this application, and these all fall within the protection scope of this application. Therefore, the protection scope of this patent application should be determined by the appended claims.

Claims

1. A game scene switching method, characterized in that, The method comprises: in response to a target trigger operation on a target dynamic carrier element in a current game display scene, obtaining historical game operation data of a current game account; determining an element importance score according to the target dynamic carrier element; the element importance score is used to represent the importance of the target dynamic carrier element in a to-be-switched game display scene; determining an account game habit score according to the historical game operation data; the account game habit score is used to represent the urgency of switching the game display scene in the historical game operation of the current game account; determining a game scene switching mode according to the element importance score and the account game habit score, and switching the current game display scene to the to-be-switched game display scene according to the game scene switching mode; wherein the determination of the game scene switching mode according to the element importance score and the account game habit score comprises: obtaining a scene switching speed score according to the sum of a first weighted score and a second weighted score; the first weighted score is the product of the element importance score and a first preset weight; the second weighted score is the product of the account game habit score and a second preset weight; determining the game scene switching mode according to the preset score interval where the scene switching speed score is located; wherein the preset score interval comprises a first score interval; the game scene switching mode comprises a standard switching mode; wherein the determination of the game scene switching mode according to the preset score interval where the scene switching speed score is located comprises: in response to the scene switching speed score belonging to the first score interval, determining the game scene switching mode as the standard switching mode; wherein the standard switching mode is used to represent that the current game display scene is switched to the to-be-switched game display scene by using a standard scene switching video; wherein the preset score interval comprises a second score interval; the lower limit of the second score interval is greater than or equal to the upper limit of the first score interval; the game scene switching mode comprises a rough switching mode; wherein the determination of the game scene switching mode according to the preset score interval where the scene switching speed score is located comprises: in response to the scene switching speed score belonging to the second score interval, determining the game scene switching mode as the rough switching mode; wherein the rough switching mode is used to represent that the current game display scene is switched to the to-be-switched game display scene by using a rough scene switching video; the rough scene switching video is generated by frame extraction processing on the standard scene switching video.

2. The method of claim 1, wherein, The preset score interval comprises a third score interval; the lower limit of the third score interval is greater than or equal to the upper limit of the second score interval; the game scene switching mode comprises an ultra-speed switching mode; wherein the determination of the game scene switching mode according to the preset score interval where the scene switching speed score is located comprises: determining the game scene switching mode as the ultra-speed switching mode in response to the scene switching speed score belonging to the third score interval; wherein the ultra-speed switching mode is used to represent that an ultra-speed scene switching video is used to switch the current game display scene to the to-be-switched game display scene; and the ultra-speed scene switching video is generated according to a scene picture of the to-be-switched game display scene.

3. The method of claim 1, wherein, The determining the element importance score according to the target dynamic vehicle element comprises: querying a preset vehicle element importance score table according to the target dynamic vehicle element to obtain the element importance score.

4. The method of claim 1, wherein, The historical game operation data comprises a historical trigger operation frequency and / or a historical trigger operation longest time; The determining the account game habit score according to the historical game operation data comprises: inputting the historical trigger operation frequency and / or the historical trigger operation longest time into a pre-trained account game habit evaluation model to obtain the account game habit score.

5. The method of claim 1, wherein, The method further comprises: obtaining an operation duration of a user trigger operation; the user trigger operation is a trigger operation on the target dynamic vehicle element in the current game display scene; determining the user trigger operation as the target trigger operation in response to the operation duration being less than or equal to an operation duration threshold; displaying an option box of the game scene switching mode in response to the operation duration being greater than the operation duration threshold.

6. A game scene switching apparatus, characterized by comprising: The device comprises: a vehicle element determining module configured to obtain historical game operation data of a current game account in response to a target trigger operation on a target dynamic vehicle element in a current game display scene; an importance score determining module configured to determine an element importance score according to the target dynamic vehicle element; the element importance score is used to represent an importance degree of the target dynamic vehicle element in a to-be-switched game display scene; a game habit score determining module configured to determine an account game habit score according to the historical game operation data; the account game habit score is used to represent an urgency degree of switching a game display scene in historical game operation of the current game account; a scene switching mode determining module configured to determine a game scene switching mode according to the element importance score and the account game habit score, and switch the current game display scene to the to-be-switched game display scene according to the game scene switching mode; wherein the scene switching mode determining module comprises a scene switching speed score calculating unit and a game scene switching mode determining unit; the scene switching speed score calculating unit is configured to obtain a scene switching speed score according to a sum of a first weighted score and a second weighted score; the first weighted score is a product of the element importance score and a first preset weight; the second weighted score is a product of the account game habit score and a second preset weight; and the game scene switching mode determining unit is configured to determine the game scene switching mode according to a preset score interval in which the scene switching speed score belongs. The preset score interval includes a first score interval; the game scene switching mode includes a standard switching mode; the preset score interval includes a second score interval; a lower limit of the second score interval is greater than or equal to an upper limit of the first score interval; the game scene switching mode includes a rough switching mode; the game scene switching mode determination unit includes a first mode determination subunit and a second mode determination subunit; the first mode determination subunit is configured to determine the game scene switching mode as the standard switching mode in response to the scene switching speed score belonging to the first score interval; the standard switching mode is configured to represent that a standard scene switching video is used to switch a current game display scene to the game display scene to be switched; the second mode determination subunit is configured to determine the game scene switching mode as the rough switching mode in response to the scene switching speed score belonging to the second score interval; the rough switching mode is configured to represent that a rough scene switching video is used to switch the current game display scene to the game display scene to be switched; and the rough scene switching video is generated by frame extraction processing on the standard scene switching video.

7. A computer device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, The computer program is executed by the processor to implement the steps of the method of any one of claims 1 to 5.

8. A computer-readable storage medium having stored thereon a computer program, characterized in that, The computer program is executed by the processor to implement the steps of the method of any one of claims 1 to 5.

Citation Information

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