A method, device, and computer-readable storage medium for dynamically hiding game objects.

By acquiring the color, texture, shape, and spatial location features of game objects, the system calculates the optimal hiding location based on fit, thus solving the accuracy problem of hiding operations in the game and improving the gaming experience.

CN115920387BActive Publication Date: 2026-05-26NUBIA TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NUBIA TECHNOLOGY CO LTD
Filing Date
2022-12-21
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

In team-based competitive games, players often struggle to accurately determine hidden locations based on their subjective senses, leading to failed ambushes and hindering the execution of team strategies.

Method used

By acquiring the color, texture, shape, and spatial location features of game objects, the system calculates the fit and recommends the best hiding places, using multi-dimensional feature analysis to reduce the difficulty of selecting hiding points.

Benefits of technology

It improves the accuracy of hiding operations, reduces the probability of hiding failure, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention discloses a method, device, and computer-readable storage medium for dynamically hiding game objects. The method includes: acquiring a first color feature of the object region of a game object and one or more of a first texture feature, a first shape feature, and a first spatial position feature of the game object in the current game screen; calculating a first color fit between a second color feature of a non-object region in the game screen and the first color feature; and acquiring a third color feature of an extended region of the object region when the first color fit is greater than a first threshold; and indicating the degree of recommended hiding of the non-object region in the game screen according to the value of the total fit. This implements a dynamic hiding scheme for game objects, effectively reducing the difficulty of selecting hiding points during gameplay and greatly enhancing the user's gaming experience.
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Description

Technical Field

[0001] This invention relates to the field of mobile communications, and more particularly to a method, device, and computer-readable storage medium for dynamically hiding game objects. Background Technology

[0002] With the continuous development of smart terminal devices, mobile games now come in a wide variety of types. In many team-based combat games, team strategies often involve using static objects and terrain on the game map to hide and ambush opponents. For example, when a character needs to conceal themselves, the player's eyes must observe the current scene to determine the best hiding spot. However, human judgment is based solely on subjective senses and experience. For players of varying skill levels, the resulting judgments may differ significantly in the rapidly changing battlefield, leading to failed ambushes and the enemy discovering the character, thus impacting the entire team's strategic execution.

[0003] Therefore, how to implement a solution that provides users with the best hiding places based on quantitative indicators has become an urgent technical problem to be solved. Summary of the Invention

[0004] To address the aforementioned technical deficiencies in the prior art, this invention proposes a method for dynamically hiding game objects, the method comprising:

[0005] In the current game screen, obtain the first color feature of the object region of the game object, as well as one or more of the first texture feature, first shape feature, and first spatial position feature of the game object;

[0006] Calculate the first color fit between the second color feature of the non-object area in the game screen and the first color feature, and when the first color fit is greater than a first threshold, obtain the third color feature of the extended area of ​​the object area;

[0007] When the second color fit between the third color feature and the first color feature is greater than a second threshold, one or more of the second texture feature, second shape feature, and second spatial location feature of the extended region are obtained.

[0008] Other fit degrees are calculated based on one or more of the first texture feature, the first shape feature, the first spatial position feature, the second texture feature, the second shape feature, and the second spatial position feature, and the total fit degree is determined based on the other fit degrees and the second color fit degree.

[0009] In the game screen, the degree of recommendation for hiding the non-object area is indicated by the value of the total adaptation.

[0010] Optionally, obtaining the first color feature of the object region of the game object and one or more of the first texture feature, first shape feature, and first spatial position feature of the game object in the current game screen includes:

[0011] The game screen is divided into multiple display units, and the display markers for each display unit are determined.

[0012] Based on the displayed markers, dynamic target recognition of the game object is performed to determine the object region of the game object.

[0013] Optionally, the step of calculating the first color fit between the second color feature of the non-object region in the game screen and the first color feature, and obtaining the third color feature of the extended region of the object region when the first color fit is greater than a first threshold, includes:

[0014] The non-object region that does not contain the game object is determined based on the display marker and the object region;

[0015] When the first color fit between the second color feature and the first color feature in the non-object area is greater than the first threshold, at least one target area in the non-object area where the first color fit is greater than the first threshold is determined, and the target display mark of the target display unit contained in the target area is recorded.

[0016] Optionally, the step of calculating the first color fit between the second color feature of the non-object region in the game screen and the first color feature, and obtaining the third color feature of the extended region of the object region when the first color fit is greater than a first threshold, further includes:

[0017] Taking the target display unit determined by the target display mark as the origin, the region is expanded to the right and downward to obtain the first reference region in the non-object region;

[0018] Obtain the third color feature of the first reference region.

[0019] Optionally, when the second color fit between the third color feature and the first color feature is greater than a second threshold, acquiring one or more of the second texture feature, second shape feature, and second spatial location feature of the extended region includes:

[0020] When the third color feature of the first reference region has a second color fit greater than the second threshold with the first color feature, at least one second reference region with the second color fit greater than the second threshold is determined in the first reference region.

[0021] Obtain one or more of the second texture feature, the second shape feature, and the second spatial location feature in the second reference region.

[0022] Optionally, the step of calculating other adaptation scores based on one or more of the first texture feature, the first shape feature, the first spatial location feature, the second texture feature, the second shape feature, and the second spatial location feature, and determining the total adaptation score based on the other adaptation scores and the second color adaptation score, includes:

[0023] Calculate texture fit based on the first texture feature and the second texture feature, calculate shape fit based on the first shape feature and the second shape feature, and calculate spatial position fit based on the first spatial position feature and the second spatial position feature.

[0024] The other fitting degree is calculated based on one or more of the texture fitting degree, the shape fitting degree, and the spatial position fitting degree.

[0025] Optionally, the step of calculating other adaptation scores based on one or more of the first texture feature, the first shape feature, the first spatial location feature, the second texture feature, the second shape feature, and the second spatial location feature, and determining the total adaptation score based on the other adaptation scores and the second color adaptation score, further includes:

[0026] The second color fit is updated to the third color fit based on the color characteristics of the second reference area;

[0027] The total adaptation degree is determined based on the other adaptation degrees and the third color adaptation degree, and a mark of the second reference area is generated at a third threshold preset in the total adaptation degree.

[0028] Optionally, the step of indicating the degree of hiding recommendation for the non-object area in the game screen according to the value of the total adaptation includes:

[0029] Based on the value, determine one or more of the following: the color state, the numerical state, and the blinking state of the marker;

[0030] The degree of recommended hiding of the currently selectable hidden areas of the game object is indicated by one or more of the color state, the numerical state, and the flashing state.

[0031] The present invention also proposes a device for dynamically hiding game objects, the device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game object dynamic hiding method as described in any of the preceding claims.

[0032] The present invention also proposes a computer-readable storage medium storing a game object dynamic hiding program, which, when executed by a processor, implements the steps of the game object dynamic hiding method as described in any of the preceding claims.

[0033] The present invention discloses a method, device, and computer-readable storage medium for dynamically hiding game objects. This involves: acquiring a first color feature of the object region of a game object and one or more of a first texture feature, a first shape feature, and a first spatial position feature of the game object in the current game screen; calculating a first color fit between a second color feature of a non-object region in the game screen and the first color feature; and acquiring a third color feature of an extended region of the object region when the first color fit is greater than a first threshold; acquiring one or more of a second texture feature, a second shape feature, and a second spatial position feature of the extended region when the second color fit between the third color feature and the first color feature is greater than a second threshold; calculating other fits based on one or more of the first texture feature, the first shape feature, the first spatial position feature, the second texture feature, the second shape feature, and the second spatial position feature; and determining a total fit based on the other fits and the second color fit; and indicating the recommended hiding level of the non-object region in the game screen according to the value of the total fit. This provides a dynamic hiding scheme for game objects, effectively reducing the difficulty of selecting hiding points during gameplay and greatly enhancing the user's gaming experience. Attached Figure Description

[0034] The present invention will be further described below with reference to the accompanying drawings and embodiments. In the accompanying drawings:

[0035] Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal according to the present invention;

[0036] Figure 2 This is the first flowchart of the game object dynamic hiding method of the present invention;

[0037] Figure 3 This is the second flowchart of the game object dynamic hiding method of the present invention;

[0038] Figure 4 This is the third flowchart of the game object dynamic hiding method of the present invention;

[0039] Figure 5 This is the fourth flowchart of the game object dynamic hiding method of the present invention;

[0040] Figure 6 This is the fifth flowchart of the game object dynamic hiding method of the present invention;

[0041] Figure 7 This is the sixth flowchart of the game object dynamic hiding method of the present invention;

[0042] Figure 8 This is the seventh flowchart of the game object dynamic hiding method of the present invention;

[0043] Figure 9 This is the eighth flowchart of the game object dynamic hiding method of the present invention;

[0044] Figure 10 This is the ninth flowchart of the game object dynamic hiding method of the present invention. Detailed Implementation

[0045] It should be understood that the specific embodiments described herein are for illustrative purposes only and are not intended to limit the scope of the invention.

[0046] In the following description, the use of suffixes such as "module," "part," or "unit" to denote elements is solely for the purpose of illustrative purposes and has no specific meaning in itself. Therefore, "module," "part," or "unit" may be used interchangeably.

[0047] Terminals can be implemented in various forms. For example, the terminals described in this invention may include mobile terminals such as mobile phones, tablets, laptops, handheld computers, personal digital assistants (PDAs), portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., as well as fixed terminals such as digital TVs and desktop computers.

[0048] The following description will use a mobile terminal as an example. Those skilled in the art will understand that, apart from elements specifically designed for mobile purposes, the construction according to embodiments of the present invention can also be applied to fixed-type terminals.

[0049] Please see Figure 1This is a schematic diagram of the hardware structure of a mobile terminal implementing various embodiments of the present invention. The mobile terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (Audio / Video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111, etc. Those skilled in the art will understand that... Figure 1 The mobile terminal structure shown does not constitute a limitation on the mobile terminal. The mobile terminal may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0050] The following is combined Figure 1 A detailed introduction to each component of the mobile terminal:

[0051] The radio frequency unit 101 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with the processor 110; additionally, it transmits uplink data to the base station. Typically, the radio frequency unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, and a duplexer. Furthermore, the radio frequency unit 101 can also communicate wirelessly with networks and other devices. The aforementioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution), and TDD-LTE (Time Division Duplexing-Long Term Evolution).

[0052] WiFi is a short-range wireless transmission technology. Mobile terminals using the WiFi module 102 can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 1 WiFi module 102 is shown, but it is understood that it is not a necessary component of a mobile terminal and can be omitted as needed without changing the nature of the invention.

[0053] The audio output unit 103 can convert audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into audio signals and output them as sound when the mobile terminal 100 is in call signal receiving mode, call mode, recording mode, voice recognition mode, broadcast receiving mode, etc. Furthermore, the audio output unit 103 can also provide audio output related to specific functions performed by the mobile terminal 100 (e.g., call signal receiving sound, message receiving sound, etc.). The audio output unit 103 may include a speaker, a buzzer, etc.

[0054] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on the display unit 106. The image frames processed by the GPU 1041 can be stored in the memory 109 (or other storage medium) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sound (audio data) in operating modes such as telephone call mode, recording mode, and voice recognition mode, and can process such sound into audio data. The processed audio (voice) data can be converted into a format that can be transmitted to a mobile communication base station via the radio frequency unit 101 in telephone call mode. The microphone 1042 can implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.

[0055] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 1061 according to the ambient light level, and the proximity sensor can turn off the display panel 1061 and / or backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that may be configured in the phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0056] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.

[0057] User input unit 107 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of the mobile terminal. Specifically, user input unit 107 may include touch panel 1071 and other input devices 1072. Touch panel 1071, also known as touch screen, can collect touch operations on or near the user (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 1071), and drive corresponding connection devices according to a pre-set program. Touch panel 1071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to processor 110, and can receive and execute commands from processor 110. In addition, touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may also include other input devices 1072. Specifically, other input devices 1072 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc., without being limited here.

[0058] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides corresponding visual output on the display panel 1061 based on the type of touch event. Although in Figure 1 In this embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal. The specific implementation is not limited here.

[0059] Interface unit 108 serves as an interface through which at least one external device can connect to mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, and so on. Interface unit 108 may be used to receive input (e.g., data, power, etc.) from the external device and transmit the received input to one or more elements within mobile terminal 100, or it may be used to transmit data between mobile terminal 100 and the external device.

[0060] The memory 109 can be used to store software programs and various data. The memory 109 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 109 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0061] The processor 110 is the control center of the mobile terminal. It connects various parts of the mobile terminal via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 109, and by calling data stored in the memory 109, it performs various functions and processes data of the mobile terminal, thereby providing overall monitoring of the mobile terminal. The processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 110.

[0062] The mobile terminal 100 may also include a power supply 111 (such as a battery) that supplies power to various components. Preferably, the power supply 111 can be logically connected to the processor 110 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0063] although Figure 1 As not shown, the mobile terminal 100 may also include a Bluetooth module, etc., which will not be described in detail here.

[0064] Based on the above-described mobile terminal hardware structure, various embodiments of the method of the present invention are proposed.

[0065] Figure 2 This is the first flowchart of the game object dynamic hiding method of the present invention. This embodiment proposes a game object dynamic hiding method, which includes:

[0066] S1. Obtain the first color feature of the object area of ​​the game object and one or more of the first texture feature, first shape feature, and first spatial position feature of the game object in the current game screen;

[0067] S2. Calculate the first color fit between the second color feature of the non-object area in the game screen and the first color feature, and when the first color fit is greater than the first threshold, obtain the third color feature of the extended area of ​​the object area.

[0068] S3. When the second color fit between the third color feature and the first color feature is greater than the second threshold, one or more of the second texture feature, second shape feature, and second spatial location feature of the extended region are obtained.

[0069] S4. Calculate other adaptation degrees based on one or more of the first texture feature, the first shape feature, the first spatial position feature, the second texture feature, the second shape feature, and the second spatial position feature, and determine the total adaptation degree based on the other adaptation degrees and the second color adaptation degree.

[0070] S5. In the game screen, the degree of recommendation for hiding the non-object area is indicated by the value of the total adaptation degree.

[0071] This embodiment proposes a multi-dimensional real-time image feature analysis scheme. By comparing the game character's image with the screen game image to calculate the similarity, it provides the best hiding place for the game character, or multiple high-probability hiding places as alternatives. Specifically, firstly, in the current game screen, the first color feature of the object region of the game object and one or more of the first texture feature, first shape feature, and first spatial position feature of the game object are obtained; then, the first color fit degree between the second color feature of the non-object region in the game screen and the first color feature is calculated, and when the first color fit degree is greater than a first threshold, the third color feature of the extended region of the object region is obtained; when the second color fit degree between the third color feature and the first color feature is greater than a second threshold, one or more of the second texture feature, second shape feature, and second spatial position feature of the extended region are obtained; other fit degrees are calculated based on one or more of the first texture feature, first shape feature, first spatial position feature, second texture feature, second shape feature, and second spatial position feature, and the total fit degree is determined based on the other fit degrees and the second color fit degree; finally, the hiding recommendation degree of the non-object region is indicated in the game screen according to the value of the total fit degree.

[0072] In this embodiment, the recommended location for hiding a game character is quantified in the game. Based on the analysis of the color features, texture features, shape features, and spatial relationship features of the game screen, a suitability score is generated and displayed in the corresponding area of ​​the game screen. This provides a quantitative reference for users to operate the game character to hide and ambush in which area, reducing the probability of failure due to subjective factors such as different game players. As a result, the success rate of game strategy implementation in team battles is improved, enhancing the user's gaming experience.

[0073] The beneficial effect of this embodiment is that, by acquiring a first color feature of the object region of a game object and one or more of the first texture feature, first shape feature, and first spatial position feature of the game object in the current game screen; calculating the first color fit between the second color feature of the non-object region in the game screen and the first color feature, and when the first color fit is greater than a first threshold, acquiring a third color feature of the extended region of the object region; when the second color fit between the third color feature and the first color feature is greater than a second threshold, acquiring one or more of the second texture feature, second shape feature, and second spatial position feature of the extended region; calculating other fit based on one or more of the first texture feature, first shape feature, first spatial position feature, second texture feature, second shape feature, and second spatial position feature, and determining the total fit based on the other fit and the second color fit; and indicating the degree of hiding recommendation of the non-object region in the game screen according to the value of the total fit. This implements a dynamic hiding scheme for game objects, effectively reducing the difficulty of selecting hidden points during gameplay and greatly enhancing the user's gaming experience.

[0074] Figure 3 This is a second flowchart of the game object dynamic hiding method of the present invention. Based on the above embodiment, the step of obtaining the first color feature of the object area of ​​the game object and one or more of the first texture feature, first shape feature, and first spatial position feature of the game object in the current game screen includes:

[0075] S11. Divide the game screen into multiple display units and determine the display markers for each display unit;

[0076] S12. Based on the display mark, perform dynamic target recognition of the game object to determine the object area of ​​the game object.

[0077] Optionally, in this embodiment, please refer to Figure 10 Each display unit is treated as a cell, and a display mark is determined for each display unit, where the display mark can be a label or coordinates.

[0078] Figure 4 This is the third flowchart of the game object dynamic hiding method of the present invention. Based on the above embodiment, the step of calculating the first color fit between the second color feature of the non-object area in the game screen and the first color feature, and obtaining the third color feature of the extended area of ​​the object area when the first color fit is greater than a first threshold, includes:

[0079] S21. Determine the non-object area that does not contain the game object based on the display mark and the object area;

[0080] S22. When the first color fit between the second color feature and the first color feature in the non-object area is greater than the first threshold, at least one target area in the non-object area where the first color fit is greater than the first threshold is determined, and the target display mark of the target display unit contained in the target area is recorded.

[0081] Optionally, in this embodiment, please refer to Figure 10 The selected non-object area can be one or more, or all other areas of the entire game screen excluding game objects.

[0082] Figure 5 This is the fourth flowchart of the game object dynamic hiding method of the present invention. Based on the above embodiment, the step of calculating the first color fit between the second color feature of the non-object area in the game screen and the first color feature, and obtaining the third color feature of the extended area of ​​the object area when the first color fit is greater than a first threshold, further includes:

[0083] S23. Taking the target display unit determined by the target display mark as the origin, expand to the right and downward to obtain the first reference area in the non-object area;

[0084] S24. Obtain the third color feature of the first reference region.

[0085] Optionally, in this embodiment, please refer to Figure 10 Taking the target display unit as the origin, the regions are expanded to the right and downward respectively to obtain one or more first reference regions in the non-object region, which serve as the large cell region shown in the figure.

[0086] Figure 6 This is the fifth flowchart of the game object dynamic hiding method of the present invention. Based on the above embodiment, when the second color fit between the third color feature and the first color feature is greater than a second threshold, acquiring one or more of the second texture feature, second shape feature, and second spatial position feature of the extended region includes:

[0087] S31. When the second color fit between the third color feature of the first reference region and the first color feature is greater than the second threshold, at least one second reference region is determined in the first reference region where the second color fit is greater than the second threshold.

[0088] S32. Obtain one or more of the second texture feature, the second shape feature, and the second spatial position feature in the second reference region.

[0089] Optionally, in this embodiment, the second reference region is obtained by further extraction of the first reference region, and Figure 10 Another approach shown is to directly use the first reference area as the second reference area, that is, the same large cell area is used as the comparison reference for both color matching tests.

[0090] Figure 7 This is the sixth flowchart of the game object dynamic hiding method of the present invention. Based on the above embodiments, the step of calculating other adaptation degrees according to one or more of the first texture feature, the first shape feature, the first spatial position feature, the second texture feature, the second shape feature, and the second spatial position feature, and determining the total adaptation degree according to the other adaptation degrees and the second color adaptation degree, includes:

[0091] S41. Calculate texture fit based on the first texture feature and the second texture feature, calculate shape fit based on the first shape feature and the second shape feature, and calculate spatial position fit based on the first spatial position feature and the second spatial position feature.

[0092] S42. Calculate the other fitting degree based on one or more of the texture fitting degree, the shape fitting degree, and the spatial position fitting degree.

[0093] Figure 8 This is the seventh flowchart of the game object dynamic hiding method of the present invention. Based on the above embodiment, the step of calculating other adaptation degrees according to one or more of the first texture feature, the first shape feature, the first spatial position feature, the second texture feature, the second shape feature, and the second spatial position feature, and determining the total adaptation degree according to the other adaptation degrees and the second color adaptation degree, further includes:

[0094] S43. Update the second color fit to the third color fit based on the color characteristics of the second reference area;

[0095] S44. Determine the total adaptation degree based on the other adaptation degrees and the third color adaptation degree, and generate a mark for the second reference area at a preset third threshold of the total adaptation degree.

[0096] Figure 9 This is the eighth flowchart of the game object dynamic hiding method of the present invention. Based on the above embodiments, the step of indicating the hiding recommendation degree of the non-object area in the game screen according to the value of the total adaptation degree includes:

[0097] S51. Determine one or more of the color state, numerical state, and flashing state of the mark based on the value;

[0098] S52. Indicate the degree of recommendation for hiding the currently selectable hidden areas of the game object based on one or more of the color state, the numerical state, and the flashing state.

[0099] In this embodiment, please refer to Figure 10 The study compares and analyzes the color, texture, shape, and spatial relationship features of game character images and game images without game characters, and then gives an adaptation score based on the comparison of the four features.

[0100] Specifically, firstly, the current screen is divided into cells containing multiple squares according to a certain aspect ratio. Each cell contains a portion of the game's visuals and is numbered in a fixed, sequential order. For example, from top to bottom and from left to right, they are numbered 1, 2, 3, ..., n, respectively.

[0101] Then, the player clicks to select a game character, thereby selecting the cell where the game character is located. Dynamic target recognition and detection are used to dynamically track the game character. The real-time image of the target game character is extracted to obtain the color features, texture features, shape features and spatial relationship features of the game character. The color features of the cell screen that does not contain the game character are compared with the color features of the target game character to generate their respective color correlation maps, thereby obtaining the color feature adaptation degree of different areas.

[0102] Next, based on the set relevant color feature fit threshold, multiple cell regions with high color feature similarity are obtained. Taking these cell regions as the origin regions, the adjacent cell regions are expanded to the right and downward respectively, and the comprehensive color feature fit is calculated. The number of expanded cell regions is related to the number and direction of the cell regions occupied by the target game character. For example, BackgroudCellNum(right) = 1 + RoleCellNum(right), BackgroudCellNum(bottom) = 1 + RoleCellNum(bottom). Thus, the color feature fit f(color) is obtained.

[0103] Furthermore, for the multiple combined large cell regions obtained in the previous step, texture features, shape features, and spatial relationship features are extracted and compared with the relevant features of the game character screen to obtain their respective fit in three dimensions, namely texture fit f(texture), shape fit f(shape), and spatial relationship fit f(relation). Based on the preset weights of multiple dimensions, the final fit of each large cell region is obtained, where the final fit can be calculated by the following formula: f(total) = w(color)*f(color) + w(texture)*f(texture) + w(shape)*f(shape) + w(relation)*f(relation).

[0104] Finally, the compatibility scores that meet the preset thresholds are displayed in the corresponding target areas, allowing game players to decide whether to play in those areas and hide or ambush.

[0105] Based on the above embodiments, the present invention also proposes a game object dynamic hiding device, the device including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game object dynamic hiding method as described in any of the above embodiments.

[0106] It should be noted that the above-described device embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the device embodiments, which will not be repeated here.

[0107] Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a game object dynamic hiding program, which, when executed by a processor, implements the steps of the game object dynamic hiding method as described in any of the above embodiments.

[0108] It should be noted that the above-described medium embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the medium embodiments, which will not be repeated here.

[0109] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.

[0110] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0111] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.

[0112] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims. All of these forms are within the protection scope of the present invention.

Claims

1. A method for dynamically hiding game objects, characterized in that, The method includes: In the current game screen, the first color feature of the object area of ​​the game object and one or more of the first texture feature, first shape feature and first spatial position feature of the game object are obtained, wherein the game screen is divided into multiple display units and the display mark of each display unit is determined. Calculate the first color fit between the second color feature of the non-object area in the game screen and the first color feature, and when the first color fit is greater than a first threshold, obtain the third color feature of the extended area of ​​the object area; When the second color fit between the third color feature and the first color feature is greater than a second threshold, one or more of the second texture feature, second shape feature, and second spatial location feature of the extended region are obtained. Other fit degrees are calculated based on one or more of the first texture feature, the first shape feature, the first spatial position feature, the second texture feature, the second shape feature, and the second spatial position feature, and the total fit degree is determined based on the other fit degrees and the second color fit degree. In the game screen, the degree of recommendation for hiding the non-object area is indicated by the value of the total adaptation. The step of calculating the first color fit between the second color feature of the non-object area in the game screen and the first color feature, and obtaining the third color feature of the extended area of ​​the object area when the first color fit is greater than a first threshold, includes: The non-object region that does not contain the game object is determined based on the display marker and the object region; When the first color fit between the second color feature and the first color feature in the non-object area is greater than the first threshold, at least one target area in the non-object area where the first color fit is greater than the first threshold is determined, and the target display mark of the target display unit contained in the target area is recorded. Taking the target display unit determined by the target display mark as the origin, the region is expanded to the right and downward to obtain the first reference region in the non-object region; Obtain the third color feature of the first reference region; When the second color fit between the third color feature and the first color feature is greater than a second threshold, acquiring one or more of the second texture feature, second shape feature, and second spatial location feature of the extended region includes: When the third color feature of the first reference region has a second color fit greater than the second threshold with the first color feature, at least one second reference region with the second color fit greater than the second threshold is determined in the first reference region. Obtain one or more of the second texture feature, the second shape feature, and the second spatial location feature in the second reference region; The step of calculating other adaptation scores based on one or more of the first texture feature, the first shape feature, the first spatial position feature, the second texture feature, the second shape feature, and the second spatial position feature, and determining the total adaptation score based on the other adaptation scores and the second color adaptation score, includes: Calculate texture fit based on the first texture feature and the second texture feature, calculate shape fit based on the first shape feature and the second shape feature, and calculate spatial position fit based on the first spatial position feature and the second spatial position feature. The other fitting degree is calculated based on one or more of the texture fitting degree, the shape fitting degree, and the spatial position fitting degree.

2. The method for dynamically hiding game objects according to claim 1, characterized in that, The step of obtaining the first color feature of the object region of the game object in the current game screen and one or more of the first texture feature, first shape feature, and first spatial position feature of the game object includes: Based on the displayed markers, dynamic target recognition of the game object is performed to determine the object region of the game object.

3. The method for dynamically hiding game objects according to claim 2, characterized in that, The method of indicating the degree of hiding recommendation for the non-object area in the game screen according to the value of the total adaptation includes: Based on the value, determine one or more of the following: the color state, the numerical state, and the blinking state of the marker; The degree of recommended hiding of the currently selectable hidden areas of the game object is indicated by one or more of the color state, the numerical state, and the flashing state.

4. A device for dynamically hiding game objects, characterized in that, The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game object dynamic hiding method as described in any one of claims 1 to 3.

5. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a game object dynamic hiding program, which, when executed by a processor, implements the steps of the game object dynamic hiding method as described in any one of claims 1 to 3.