Game information generation method and device, storage medium and electronic device

By acquiring virtual character operation behavior data and displaying tactical switching controls on the game interface, it is possible to quickly switch tactical information in sports team games, solving the problems of complex operation and high learning cost, and improving game convenience and experience.

CN115920397BActive Publication Date: 2026-07-21GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
GUANGZHOU BOGUAN TELECOMM TECH LTD
Filing Date
2022-12-13
Publication Date
2026-07-21

AI Technical Summary

Technical Problem

In team sports games, switching tactical information during gameplay is complex and requires pausing the game to make adjustments, resulting in high operational complexity, high learning costs, and a high barrier to entry.

Method used

By acquiring the target operation behavior data of the virtual character in the current game, selecting target tactical information from the pre-configured tactical confrontation table, and displaying tactical switching controls on the graphical user interface, players can switch tactics during the game through simple switching operations.

Benefits of technology

It reduces the complexity of switching tactics during gameplay, improves player convenience and gaming experience, lowers the learning curve, and simplifies the tactical adjustment process.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a game information generation method, a game information generation device, a computer storage medium and an electronic device, and relates to the technical field of games. The game information generation method comprises: obtaining target operation behavior data of each first virtual character of a first camp in a current game; selecting target tactical information corresponding to the target operation behavior data from a pre-configured tactical confrontation table; wherein the tactical confrontation table comprises tactical information corresponding to different operation behavior data; and in response to a switching operation on a tactical switching control, switching the current tactics of the first camp corresponding to the switching operation to target tactics corresponding to the target tactical information. The present disclosure can reduce the operation complexity of switching tactics during the game.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a game information generation method, a game information generation device, a computer storage medium, and an electronic device. Background Technology

[0002] In existing team sports games, such as soccer and basketball, a player typically controls a team composed of multiple virtual characters. Since the player can only control the virtual character currently in possession of the ball at any given time, the other virtual characters, not in possession of the ball, play according to tactical information pre-set on the player's tactical board. During the game, the player can switch tactical boards in real-time based on the current game situation.

[0003] Currently, players need to pause the game before they can change the tactical information on the tactics board to switch tactics. However, this method is complex to switch tactics during gameplay. Summary of the Invention

[0004] This disclosure provides a game information generation method, a game information generation device, a computer storage medium, and an electronic device, thereby reducing the operational complexity of switching tactics during gameplay.

[0005] In a first aspect, one embodiment of this disclosure provides a game information generation method, including: acquiring target operation behavior data of each first virtual character of the first faction in the current game; selecting target tactical information corresponding to the target operation behavior data from a pre-configured tactical confrontation table; wherein the tactical confrontation table contains tactical information corresponding to different operation behavior data; and switching the current tactic to the target tactic corresponding to the target tactical information in response to a switching operation on a tactical switching control.

[0006] In an optional embodiment of this disclosure, before switching the current tactic of the first camp corresponding to the switching operation to the target tactic corresponding to the target tactic information in response to the switching operation on the tactic switching control, the method further includes: displaying the tactic switching control in the graphical user interface in response to the switching wake-up operation.

[0007] In an optional embodiment of this disclosure, the tactical switching control includes a tactical display component and an operation control component; wherein the tactical display component is used to display current tactical information and target tactical information to be switched.

[0008] In an optional embodiment of this disclosure, displaying a tactical switching control in a graphical user interface includes: if the game duration is longer than a preset duration and the score of the first team is less than or equal to the score of the second team, then displaying the tactical switching control in the graphical user interface.

[0009] In an optional embodiment of this disclosure, the target operational behavior data includes at least first behavior type data and second behavior type data, and the tactical information includes first behavior type strategy and second behavior type strategy; selecting target tactical information corresponding to the operational behavior data from a pre-configured tactical confrontation table includes: selecting the second behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table based on the first behavior type data of each first virtual character in the first camp; and selecting the first behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table based on the second behavior type data of each first virtual character in the first camp.

[0010] In an optional embodiment of this disclosure, the game is a ball game. The selection of a first behavior type strategy for each second virtual character in the second camp from a pre-configured tactical confrontation table based on the second behavior type data of each first virtual character in the first camp includes: dividing the preset defensive area of ​​the second camp into multiple defensive sub-areas; determining the interception ratio between the number of interceptions by each first virtual character in the first camp within the multiple defensive sub-areas and the total number of interceptions by all members of the second camp; determining the second behavior type data of the first camp based on the target defensive sub-area where the interception ratio is highest; and selecting a first behavior type strategy for each second virtual character in the second camp from the pre-configured tactical confrontation table based on the second behavior type data.

[0011] In one optional embodiment of this disclosure, the game is a ball game. The second behavior type strategy of each second virtual character in the second camp is selected from a pre-configured tactical confrontation table based on the first behavior type data of each first virtual character in the first camp. This includes: obtaining the passing parameters of each first virtual character in the first camp; determining the first behavior type data of the first camp based on the passing parameters; and selecting the second behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table based on the first behavior type data.

[0012] In an optional embodiment of this disclosure, the tactical information includes at least a first width for configuring a first behavior type lineup and a second width for configuring a second behavior type lineup. The method further includes: determining the second width for configuring a second behavior type lineup in the target tactical information based on the movement range of each first virtual character in the first camp within a preset defense area of ​​the second camp; and determining the first width for configuring a first behavior type lineup in the target tactical information based on the movement range of each first virtual character in the first camp within a preset attack area of ​​the second camp.

[0013] Secondly, one embodiment of this disclosure provides a game information generation device, which includes: a data acquisition module for acquiring target operation behavior data of each first virtual character of the first faction in the current game; an information selection module for selecting target tactical information corresponding to the target operation behavior data from a pre-configured tactical confrontation table; wherein the tactical confrontation table contains tactical information corresponding to different operation behavior data; and a tactical switching module for switching the current tactic to the target tactic corresponding to the target tactical information in response to a switching operation on a tactical switching control.

[0014] In an optional embodiment of this disclosure, the control display module is used to display tactical switching controls in a graphical user interface in response to a switching wake-up operation.

[0015] In an optional embodiment of this disclosure, the control display module is used for tactical switching controls, which include a tactical display component and an operation control component; wherein, the tactical display component is used to display current tactical information and target tactical information to be switched.

[0016] In an optional embodiment of this disclosure, the control display module is used to display a tactical switching control on the graphical user interface if the game duration is longer than a preset duration and the score of the first team is less than or equal to the score of the second team.

[0017] In an optional embodiment of this disclosure, the target operation behavior data includes at least first behavior type data and second behavior type data, and the tactical information includes first behavior type strategy and second behavior type strategy; the information selection module is used to select the second behavior type strategy of each second virtual character in the second camp from a pre-configured tactical confrontation table based on the first behavior type data of each first virtual character in the first camp; and to select the first behavior type strategy of each second virtual character in the second camp from a pre-configured tactical confrontation table based on the second behavior type data of each first virtual character in the first camp.

[0018] In an optional embodiment of this disclosure, the game is a ball game. The information selection module is used to divide the preset defensive area of ​​the second camp into multiple defensive sub-areas; determine the interception ratio between the number of interceptions by each first virtual character in the first camp in the multiple defensive sub-areas and the total number of interceptions by each member in the second camp; determine the second behavior type data of the first camp based on the target defensive sub-area where the interception ratio is the largest; and select the first behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table according to the second behavior type data.

[0019] In an optional embodiment of this disclosure, the game is a ball game, and the information selection module is used to obtain the passing parameters of each first virtual character in the first camp; determine the first behavior type data of the first camp based on the passing parameters; and select the second behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table based on the first behavior type data.

[0020] In an optional embodiment of this disclosure, the tactical information includes at least a first width for configuring a first behavior type lineup and a second width for configuring a second behavior type lineup. The method further includes: determining the second width for configuring a second behavior type lineup in the target tactical information based on the movement range of each first virtual character in the first camp within a preset defense area of ​​the second camp; and determining the first width for configuring a first behavior type lineup in the target tactical information based on the movement range of each first virtual character in the first camp within a preset attack area of ​​the second camp.

[0021] Thirdly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the game information generation method described above.

[0022] Fourthly, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the game information generation method described above by executing the executable instructions.

[0023] The technical solution disclosed herein has the following beneficial effects:

[0024] The aforementioned game information generation method acquires the target operation behavior data of the first virtual character of the first faction in the current game; selects the target tactical information corresponding to the target operation behavior data from a pre-configured tactical confrontation table; wherein the tactical confrontation table contains tactical information corresponding to different operation behavior data; and, in response to the switching operation of the tactical switching control, switches the current tactic to the target tactical information corresponding to the target tactical information. After determining the target tactical information usable by the team based on the current battle situation, this method displays a tactical switching control on the graphical user interface. Players only need to perform a switching operation based on the tactical switching control to quickly complete the tactical switching process, thus avoiding the technical problems of high player operation complexity and poor convenience caused by some technologies that require players to pause the game to change the tactical information in the tactical board to switch tactics. This achieves the technical effect of reducing the operational complexity of switching tactics during the game and improving the convenience of player operation. At the same time, this method does not require players to learn extensively to determine the tactical information that needs to be adjusted, reducing the learning cost and thus improving the efficiency of switching tactics during the game; moreover, players can participate in the game without tactical learning, lowering the game threshold and improving the player's gaming experience.

[0025] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0026] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0027] Figure 1 This illustration schematically shows a game pre-configured tactics board in this exemplary embodiment;

[0028] Figure 2 This schematic diagram illustrates a 4-3-3 formation of positions in this exemplary embodiment.

[0029] Figure 3 This schematic diagram illustrates tactical information in a tactical board according to this exemplary embodiment.

[0030] Figure 4 This schematic diagram illustrates an application scenario of a game information generation method in this exemplary embodiment.

[0031] Figure 5 This schematically illustrates a flowchart of a game information generation method in this exemplary embodiment;

[0032] Figure 6 This schematically illustrates a flowchart of a method for determining first attack behavior data of each member in a first camp according to this exemplary embodiment;

[0033] Figure 7 This schematic diagram illustrates a region division method in this exemplary embodiment.

[0034] Figure 8 This schematically illustrates a flowchart of a method for determining the first defensive behavior data of each member in a first camp according to this exemplary embodiment;

[0035] Figure 9 This schematic diagram illustrates a method for determining the direction of a pass in this exemplary embodiment.

[0036] Figure 10 This schematic diagram illustrates a method for determining offensive and defensive widths in this exemplary embodiment.

[0037] Figure 11This schematic diagram illustrates the structure of a game information generation device in this exemplary embodiment.

[0038] Figure 12 This schematic diagram illustrates another game information generation device structure in this exemplary embodiment.

[0039] Figure 13 The schematic diagram illustrates the structure of an electronic device in this exemplary embodiment. Detailed Implementation

[0040] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0041] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0042] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0043] To help those skilled in the art better understand the technical solutions of this disclosure, the relevant content related to the technical solutions provided in the embodiments of this disclosure will be introduced below.

[0044] (1) Tactical information: methods used to guide and conduct combat, typically including combat deployment, coordinated actions, combat command, combat operations, etc., that is, methods or strategies for directing team members to carry out overall actions through combat information. In the ball sports of the exemplary embodiments of this disclosure, tactics are the comprehensive expression of individual and collective cooperative means adopted in order to defeat the opponent in the game based on subjective and objective actual needs, mainly divided into information such as the offensive tactics and defensive tactics of team members; among them, offensive tactics and defensive tactics are determined by the data of each team member in the game scene.

[0045] (2) Offensive behavior: This usually refers to the actions of team members in one's own camp to control the ball and attack the opponent's defensive area or to block the opponent's passing in order to gain control of the ball and score points from the opponent.

[0046] (3) Defensive behavior: This usually refers to the behavior of defending against the offensive behavior of the opposing team members in the defensive area of ​​one's own camp in order to prevent the opponent from scoring.

[0047] (4) Tactical board: In practical applications, it is a miniature simulated competition field used to assist coaches in determining the positions of each member of the team on the competition field so as to arrange tactics to facilitate the defense and offense of each team member; in the game disclosed herein, the tactical board is used by players to arrange tactical information used during the game so as to automatically control the behavior of each virtual character in the team based on the tactical information, such as moving, intercepting the ball, passing the ball, etc.

[0048] The game information generation method provided by the exemplary embodiments of this disclosure can be applied to team cooperative battle games. For example, the game can be a ball game, such as football, basketball, volleyball, etc., or any other type of team battle game, such as a team shooting game.

[0049] In any of the following embodiments, a football game is used as an example. Typically, in a football match, each team consists of 11 virtual characters, including 10 players and one goalkeeper. A player can control any one of the virtual characters on the team, and can only control one virtual character at a time, usually the one currently in possession of the ball. Other virtual characters not in possession of the ball are automatically controlled by the player through tactical information preset in the tactics board.

[0050] It should be understood that players can preset multiple tactical boards based on their own combat experience, or they can directly use the tactical boards pre-configured by the game.

[0051] Figure 1 This illustration schematically depicts a game pre-configured tactics board in this exemplary embodiment. For example... Figure 1Five common tactical boards are displayed, showing a decreasing defensive stance and increasing offensive stance in the order of turtling defense, defense, balance, offense, and all-out attack. The offensive and defensive styles are determined by the attack and defense behavior data of each virtual character within the team.

[0052] The following will use the "balanced" state as an example to explain in detail the contents of the tactics board. Figure 2 The diagram illustrates a 4-3-3 formation in this exemplary embodiment, where 10 players are positioned. This formation is typically a balanced one for both offense and defense.

[0053] right Figure 2 Once the "Balance" tactical board is unfolded, players can adjust the tactical information within it according to their actual needs. Figure 3 This schematic diagram illustrates tactical information in a tactical board according to this exemplary embodiment, such as... Figure 3 As shown, tactical information includes at least attacking and defensive behavioral data, the defensive width of the defensive formation, and the attacking width (i.e., attacking width) of the attacking formation. Attacking behavioral data can include parameters such as offensive organization, chance creation, attacking width, players in the penalty area, angles, and free kicks. Defensive behavioral data can include parameters such as defensive depth and defensive width. Attacking behavioral data determines the team's offensive style; defensive behavioral data determines the team's defensive style. For example, in a football game, the offensive style could be possession rate, fast organization, or slow organization, while the defensive style could be heavy pressing, pressing, or retreating.

[0054] Currently, players can switch tactics boards during gameplay based on real-time match conditions. However, adjusting tactical information on the tactics board requires pausing the game, making the operation complex. Furthermore, players need extensive practice to accurately assess the current match situation and adjust tactics accordingly, resulting in a high learning curve, being time-consuming, labor-intensive, and complex, leading to low efficiency in switching tactics. Additionally, it presents a significant challenge for beginners, resulting in a high entry barrier and a less than ideal gaming experience.

[0055] This disclosure, in consideration of the aforementioned problems, proposes a game information generation method through exemplary embodiments. This method acquires target action behavior data of each virtual character in the first faction within the game; then, it searches for target tactical information that counters the action behavior data of the first faction in a pre-configured tactical confrontation table, and displays the target tactical information on the graphical user interface using a tactical switching control. Players only need to perform a switching operation using the tactical switching control provided on the graphical user interface to quickly switch to the target tactical information with a single click. This method eliminates the need for players to pause the game to switch tactical information; instead, it achieves one-click switching directly during the game, reducing operational complexity and improving the efficiency of switching tactical information. Furthermore, it eliminates the need for extensive practice, lowering the learning cost and game threshold for players, and enhancing their gaming experience.

[0056] The game information generation method disclosed herein can be applied to football games. Figure 4 This illustration shows an application scenario diagram of a game information generation method in this exemplary embodiment, such as... Figure 4 As shown, the game scene includes a football match field, players from two opposing teams, a football, match time (401), current match scores for both teams (402), a tactical switching control (403), and a mini-match field (404). A typical football match lasts 90 minutes, with each half lasting 45 minutes. The tactical switching control (403) includes a tactical display component (4301) and an operation control component (4302).

[0057] In the aforementioned application scenarios, the current game time (401), the current scores of both teams (402), the offensive and defensive tactics of both teams, and the position information of each player determined through the small playing field (404) are all included. The tactical display component (4301) in the tactical switching control (403) displays both the current tactical information and the target tactical information to be switched to on the graphical user interface. Players can interact with the system through the operation control component (4302) in the tactical switching control (403), thereby switching the current tactic of the first team (their own team) to the target tactic corresponding to the target tactical information, achieving a one-click tactical information switching process.

[0058] For the above example operating scenario, the game information generation method provided in this disclosure can be configured in a terminal device, and the tactical switching control 403 can be displayed on the graphical user interface provided by the terminal device. The terminal device's display screen can be internal, such as a mobile phone or laptop; or it can be external, such as a desktop computer.

[0059] The game information generation method disclosed herein can be configured in a terminal device, such as a personal computer, server, PDA, laptop, or any other computing device with network connectivity.

[0060] The following example illustrates how the game information generation method can be applied to the aforementioned terminal device. (See also...) Figure 5 The game information generation method provided in this embodiment includes the following steps S501-S503:

[0061] Step S501: Obtain the target operation behavior data of the first virtual character of the first faction in the current game.

[0062] In this game, the first faction can be the enemy faction, and the second faction is the player's own faction, i.e., the team faction controlled through the current terminal device. The operational behavior data of each virtual character in the first faction can be data generated by controlling each virtual character to perform any action during the game. For example, operational behavior data can be the position of each virtual character relative to the playing field, ball possession time, number of tackles, number of passes, and pass direction; it can also be the movement range, ball possession rate, ball possession area, tackle rate, etc.

[0063] For example, the offensive and defensive tactical styles of the first camp can be determined based on the target operation behavior data of each first virtual character in the first camp, thereby determining the tactical information used by the first camp.

[0064] According to some embodiments of this disclosure, the terminal device can obtain the current battle status of the game. The current battle status refers to the battle status of the entire game at the current moment, including the battle status between the first team and the second team. The battle status may be that the score of the first team is lower or higher than that of the second team; or that the scores of the first team and the second team are the same, and the first team is adjusting the positions of its members and is continuously scoring, etc. For example, the battle status can be determined by real-time game data, that is, the real-time game data may be the game duration, the scores of the first and second teams, the real-time position information of each member in the first team, and the real-time position information of each member in the second team; if it is a ball game, it may also be the real-time position information of the virtual ball, the ball control time of each member, the ball control rate, the number of steals, etc.

[0065] Step S502: Select the target tactical information corresponding to the target operation behavior data from the pre-configured tactical confrontation table.

[0066] The tactical confrontation table contains tactical information corresponding to different operational behavior data. The tactical information in the table corresponding to the operational behavior data is used to counter the tactical information of the leading faction, thereby reversing the current battle situation. In other words, the tactical confrontation table consists of different operational behavior data – tactical information, or tactical information a – tactical information b, where tactical information b can counter tactical information a.

[0067] Step S503: In response to the switching operation of the tactical switching control, switch the current tactic of the second camp corresponding to the switching operation to the target tactic corresponding to the target tactic information.

[0068] For example, the terminal device can add the identified target tactical information to the display panel of the tactical switching control and display it on the graphical user interface of the screen, so that the player can select "Confirm" to switch tactics or select "Abandon" to switch tactics. Selecting "Confirm" to switch tactics will directly switch the current tactical information of the second faction to the target tactical information during the game.

[0069] In some embodiments of this disclosure, the technical solutions involve acquiring target operation behavior data of each virtual character in the first faction of the current game; selecting target tactical information corresponding to the target operation behavior data from a pre-configured tactical confrontation table; wherein the tactical confrontation table contains tactical information corresponding to different operation behavior data; and, in response to a switching operation on the tactical switching control, switching the current tactic of the second faction corresponding to the switching operation to the target tactical information. After determining the target tactical information usable by the team based on the target operation behavior data of the first faction, this method displays a tactical switching control on the graphical user interface. Players can quickly complete the tactical switching process simply by performing a switching operation based on the tactical switching control. This avoids the technical problems of high player operation complexity and poor operation convenience caused by requiring players to pause the game to change tactical information in the tactical board to switch tactics, thus achieving the technical effect of reducing the operational complexity of switching tactics during the game and improving player operation convenience.

[0070] At the same time, this method eliminates the need for players to learn extensively to determine the tactical information that needs to be adjusted, reducing the learning cost and thus improving the efficiency of switching tactics during the game; moreover, players can participate in the game without having to learn tactics, lowering the game threshold and improving the player's gaming experience.

[0071] According to some embodiments of this disclosure, in step S503, before switching the current tactic of the second faction corresponding to the switching operation to the target tactic corresponding to the target tactic information in response to the switching operation of the tactic switching control, it is necessary to display the tactic switching control on the graphical user interface first so that the player can perform human-computer interaction.

[0072] In one exemplary embodiment of this disclosure, when a tactical switching control is displayed on a graphical user interface, the terminal device may display the tactical switching control in the graphical user interface in response to a switching wake-up operation.

[0073] The toggle wake-up operation can be used to wake up the tactical switching control. That is, the user can actively wake up the tactical switching control through the toggle wake-up operation to display the tactical switching control in the game scene of the graphical user interface.

[0074] For example, the wake-up switching operation can be any operation such as multiple taps on the screen, swiping, or single taps on the screen, or it can be controlled by an external device, such as a keyboard shortcut or mouse. This disclosure does not limit the specific method of implementing the wake-up switching operation, and all such methods are within the protection scope of this disclosure.

[0075] Meanwhile, there are no restrictions on the display position of the tactical switching control on the graphical user interface. To facilitate user operation without affecting the player's gameplay, it is usually displayed in the lower right corner. This disclosure does not impose any restrictions on the display position of the tactical switching control; any position is within the protection scope of this disclosure.

[0076] By switching the wake-up operation to control the display of the tactical switching control on the graphical user interface, users can actively invoke the tactical switching control to switch tactics when they cannot reverse the current game situation or do not understand the game rules, thereby reducing game complexity and improving the user's gaming experience.

[0077] In another exemplary embodiment of this disclosure, when the tactical switching control is displayed in the graphical user interface, if the game duration is longer than a preset duration and the score of the first team is greater than or equal to the score of the second team, then the tactical switching control is displayed in the graphical user interface.

[0078] The preset duration can be adjusted according to actual needs. Taking a football match as an example, a football match is divided into a 45-minute first half and a 45-minute second half, with a 15-minute halftime break between the two halves. The preset duration can be set to the moment the football match has just entered the second half. Selecting the preset duration as the moment the football match has just entered the second half allows the game server to analyze the real-time match data from the first half during the halftime break. In other words, the game server analyzes the real-time match data without running the game process, which can alleviate the server load pressure.

[0079] Terminal devices can automatically display tactical switching controls on the graphical user interface. The following are some situations that trigger the display of tactical switching controls on the graphical user interface:

[0080] In the first scenario, in an optional embodiment of this disclosure, the terminal device can display a tactical switching control on the graphical user interface when the game duration exceeds a preset duration.

[0081] For example, when the game duration exceeds the preset duration, the terminal device can obtain real-time match data from before the preset duration to determine the tactical information of the second team and the current battle status.

[0082] By displaying the tactical switching control when the game duration exceeds the preset duration, the game terminal device can obtain sufficient real-time match data to accurately analyze the tactical information of the second camp, thereby determining the target tactical information of the first camp based on the current battle situation and improving the accuracy of determining the target tactical information.

[0083] In a second, optional embodiment of this disclosure, the terminal device can display a tactical switching control on the graphical user interface when the game duration exceeds a preset duration and the score of the first team is less than that of the second team.

[0084] For example, when the game duration exceeds the preset duration and the first team's score is lower than the second team's score, players typically need to switch tactics to reverse the current score situation. In this case, displaying tactic switching controls on the graphical user interface can improve the user's gaming experience and reduce operational complexity.

[0085] In a third, optional embodiment of this disclosure, the terminal device can display a tactical switching control on the graphical user interface when the game duration exceeds a preset duration and the score of the first team is equal to the score of the second team.

[0086] Switching tactics when the game duration exceeds the preset duration and the first team's score equals the second team's score can increase the tension of the match. In this situation, displaying tactical switching controls on the graphical user interface allows users to easily switch tactics without stopping the game, simplifying the tactical switching process.

[0087] In an exemplary embodiment of this disclosure, the tactical switching control includes a tactical display component and an operation control component; wherein, the tactical display component is used to display current tactical information and target tactical information to be switched.

[0088] For example, tactical information includes at least offensive behavior data (offensive style) and defensive behavior data (defensive style), as well as information such as the defensive width of the defensive lineup and the offensive width of the offensive lineup.

[0089] Players can choose to switch tactical information proactively based on their match experience during gameplay, or choose not to. Therefore, to facilitate one-click switching of tactical information and allow players to compare their current tactical information with the target tactical information to be switched to, such as... Figure 4 As shown in the tactical switching control 403, the tactical switching control may include a tactical display component and an operation control component. The tactical display component includes the current tactical information and the target tactical information to be switched. The operation control component may be a component for "confirming" the switch or a component for "canceling" the switch.

[0090] In the tactical display component, to avoid affecting the player's attention and highlighting key information, the current tactical information and the target tactical information can be displayed differently. For example, the contrast of the target tactical information can be increased while the contrast of the current tactical information can be decreased; or the target tactical information can be displayed in green while the current tactical information is displayed in red; or the target tactical information can be flashed at a preset frequency. This disclosure does not impose any restrictions on the display method of tactical information in the tactical display component.

[0091] According to some embodiments of this disclosure, when the display duration of the tactical switching control is greater than a preset duration and the player does not perform any touch operation on the operation control component (the server does not respond to the switching operation), it is determined that the player does not need to switch tactics, and the tactical switching control is automatically hidden, thereby reducing the operational complexity of the game.

[0092] In an exemplary embodiment of this disclosure, the second behavior type strategy of each second virtual character in the second camp is determined from a pre-configured tactical confrontation table based on the first behavior type data of each first virtual character in the first camp; the first behavior type strategy of each second virtual character in the second camp is determined from the pre-configured tactical confrontation table based on the second behavior type data of each first virtual character in the first camp.

[0093] In this game, the first and second behavior type data correspond to different actions performed by each team. The first behavior type data represents the data generated when a player performs a defensive action; the second behavior type data represents the data generated when a player performs an offensive action. The offensive behavior data consists of the parameters of each action performed when the current team attacks the opposing team, and the defensive behavior data consists of the parameters of each action performed when the current team defends against an attack. The current game situation can be determined based on the offensive and defensive behavior data.

[0094] Correspondingly, the first behavior type strategy is the data corresponding to the first behavior type data, that is, the first behavior type strategy is the defensive behavior strategy corresponding to the defensive behavior of each virtual character in the faction; the second behavior type strategy is the data corresponding to the second behavior type data, that is, the second behavior type strategy is the attack behavior strategy corresponding to the attack behavior of each virtual character in the faction.

[0095] For example, the defensive behavior strategy of each second virtual character in the second camp can be determined based on the attack behavior type data of each first virtual character in the first camp; the offensive behavior strategy of each second virtual character in the second camp can be determined based on the defensive behavior type data of each first virtual character in the first camp.

[0096] Next, taking ball games as an example, we will explain in detail the first type of data and the second type of data, namely attack behavior data and defensive behavior data, and combine them with... Figure 6 The strategy for determining the second behavior type of each second virtual character in the second camp from a pre-configured tactical confrontation table based on the first behavior type data of the first camp is explained in detail.

[0097] See Figure 6 In an optional embodiment of this disclosure, the above-mentioned selection of the second behavior type strategy of each second virtual character in the second camp from a pre-configured tactical confrontation table based on the first behavior type data of each first virtual character in the first camp includes the following steps S601-S604:

[0098] Step S601: Divide the preset defense area of ​​the second camp into multiple defense sub-areas.

[0099] Taking football as an example of ball games, Figure 7The game field is divided into equal areas, with the second team's goal (their own goal) as the baseline, forming three defensive zones and three offensive zones. To prevent the first team's virtual characters from kicking the ball into their own goal, and to attack the first team to kick the ball into the opponent's goal, the defensive zones closer to the player's own goal require stronger defense and weaker offense. Specifically, the defensive strength is: Defensive Zone 3 > Defensive Zone 2 > Defensive Zone 1, while the offensive strength is: Offensive Zone 3 > Offensive Zone 2 > Offensive Zone 1. Correspondingly, the second team's defensive sub-zones correspond to... Figure 7 The central defensive zone consists of Zone 3, Zone 2, and Zone 1.

[0100] Step S602: Determine the ratio of the number of interceptions by each first virtual character in the first camp in multiple defensive sub-areas to the total number of interceptions by each first virtual character in the first camp.

[0101] Interception is the method of seizing a pass from an opponent. In ball games such as basketball and football, when one team intercepts a pass from the other team, it can also be called a steal.

[0102] Step S603: Based on the target defensive sub-area where the interception ratio is the largest, determine the first action type strategy of the second camp.

[0103] For example, the number of steals by each virtual character in the first camp within multiple defensive sub-areas of the second camp, and the total number of steals by all virtual characters in the first camp, are counted to determine that the stealing actions of the virtual characters are concentrated in the target defensive sub-areas of the second camp. In this case, the first defensive action data of the first camp is the steal ratio or the number of steals in each defensive sub-area.

[0104] For example, if the total number of interceptions by each virtual character in the first camp is 100, and the corresponding number of interceptions in the second camp's defensive zones 3, 2, and 1 are 30, 20, and 20 respectively, then the defensive sub-zone with the highest interception ratio is defensive zone 3. At this point, it can be determined that all members of the second camp are under "heavy pressure" from the members of the first camp, and the second camp's situation is extremely poor compared to the first camp. Therefore, the second camp's primary action strategy is the highest level of defense, with a primary strategy biased towards defense.

[0105] If the target defensive sub-area with the highest interception ratio is the second defensive zone, then the current battle situation is determined to be that each member of the first camp is being "pressurized" by each member of the second camp. The battle situation between the first camp and the second camp tends to be balanced. At this time, the first action type strategy of the second camp is moderate defense level, and mainly adopts a balanced offensive and defensive strategy.

[0106] If the target defensive sub-area with the highest interception ratio is defensive zone one, then the current battle situation is determined to be that the members of the second camp are being "strongly pressured" by the members of the first camp, that is, the second camp is overpowering the first camp. At this time, the first action type strategy of the second camp is a low defensive level, and the main strategy is offensive.

[0107] In another optional embodiment of this disclosure, the number of times each first virtual character in the first camp intercepts the ball in multiple defensive sub-areas can be directly determined, and the first behavior type strategy of the second camp can be determined based on the target defensive sub-area where the number of interceptions is the largest.

[0108] Step S604: Select the second behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table, which corresponds to the first behavior type data of the first camp.

[0109] For example, by statistically analyzing the defensive sub-areas where the second team makes the most interceptions, we can determine the defensive behavior data of the second team and then obtain the offensive behavior strategy of the first team. This can help players quickly determine the target tactical information and assist the second team in developing defensive tactics to defeat the first team.

[0110] Taking ball games as an example, combined with Figure 8 The strategy for determining the first behavior type of each second virtual character in the second camp from a pre-configured tactical confrontation table based on the second behavior type data of each first virtual character in the first camp is explained in detail.

[0111] Step S801: Obtain the passing parameters of each second virtual character in the second camp.

[0112] The passing parameters can be the number of passes and the direction of the pass. The direction of the pass is divided into lateral passes and vertical passes.

[0113] To provide a clearer explanation of the passing direction, we will combine... Figure 9 The process of determining the direction of the pass is explained in detail. Figure 9 This schematic diagram illustrates a method for determining the direction of a pass in this exemplary embodiment.

[0114] like Figure 9 As shown, player A passes the ball to player B, that is... At that time, the passing direction is a lateral pass; player A passes the ball to player D, that is... At that time, the passing direction is a vertical pass. If player A passes the ball to player C, if... If the angle is greater than the preset angle, the pass direction is determined to be a vertical pass; otherwise, the pass direction is determined to be a horizontal pass. The preset angle can be set to 45°.

[0115] It is understood that the preset angle can be adjusted according to actual needs. This disclosure does not impose any restrictions on the size of the preset angle, and it is more or less within the protection scope of this disclosure.

[0116] Step S802: Determine the second action type data of the second camp based on the passing parameters.

[0117] For example, based on the number of passes and the direction of passes, multiple different second-behavior types of data can be determined for the second team. These correspond to four scenarios: the number of passes is greater than a preset number, and the pass direction is a horizontal pass; the number of passes is greater than a preset number, and the pass direction is a vertical pass; the number of passes is less than a preset number, and the pass direction is a horizontal pass; and the number of passes is less than a preset number, and the pass direction is a vertical pass.

[0118] Step S803: Select the first behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table based on the second behavior type data.

[0119] For example, in a football game, the passing parameters of the entire first half of the game can be statistically analyzed to form a passing route map for visualization.

[0120] By analyzing the passing parameters in the real-time match data, the second action type data of the first camp can be determined, thereby identifying the first action type strategy of each second virtual character in the second camp. This can assist players controlling the second camp in quickly identifying target tactical information to repel the attack tactics of the first camp.

[0121] Furthermore, the tactical information also includes the defensive width of the defensive lineup and the offensive width of the offensive lineup.

[0122] In one exemplary embodiment of this disclosure, the second width of the second behavior type lineup configured in the target tactical information is determined based on the movement range of each first virtual character in the first camp within the preset defense area of ​​the second camp; the first width of the first behavior type lineup configured in the target tactical information is determined based on the movement range of each first virtual character in the first camp within the preset attack area of ​​the second camp.

[0123] In this context, the first action type faction can be a defensive formation, which refers to the positioning information of the second virtual character in the second faction defending against an attack from the first virtual character in the first faction; the second action type faction can be an offensive formation, which refers to the positioning information of the second virtual character in the second faction launching an attack on the first virtual character in the first faction. Correspondingly, the first width configured for the defensive formation can also be the defensive width; the second width configured for the offensive formation can also be the offensive width or the attack width.

[0124] Taking a football game as an example, after completing the first half and entering halftime, Figure 10 The illustration schematically shows a diagram of determining a first width and a second width in this exemplary embodiment. Figure 10 (a) shows a location heatmap generated in real time by the game server, displaying the location information of each member in the first and second teams during the first half of the game. For example... Figure 10 As shown in (a), it includes the current match scores of both teams, as well as various data analyses for the first and second halves, so that players can obtain match data.

[0125] exist Figure 7 Based on the defensive sub-zones shown, taking the upper position as the second-team goal as an example, the corresponding... Figure 10 The location heatmap shown illustrates the location heatmap ranges of each member of the first faction within the attack and defense zones of the second faction. Figure 10 In (b), within the second camp's defensive zone 1001 (defensive sub-area), h1 is determined as the attack width of the attack formation formed by the second camp; the movement range h2 of each member of the first camp entering the second camp's offensive zone 1002 is counted, and thus the movement range h2 is determined as the defensive width of the second camp's defensive formation.

[0126] In another exemplary embodiment of this disclosure, the offensive width of the offensive lineup configured in the target tactical information is determined based on the movement range of the ball-controlling members of each first virtual character in the first team within the preset defensive area of ​​the second team; and the defensive width of the defensive lineup configured for the second team in the target tactical information is determined based on the movement range of the ball-controlling members of each team in the first team within the preset offensive area of ​​the second team.

[0127] By analyzing the positional heatmaps of ball handlers in the second team, and to determine the effectiveness of ball control, it can be determined that if a ball handler's possession time exceeds a preset duration, the positional information of that ball handler can be considered valid. This generates positional heatmaps for the corresponding valid positions, thereby improving the accuracy of configuring the offensive width of the offensive lineup and the defensive width of the defensive lineup for the second team.

[0128] Determining the attack width of the second camp by observing the movement range of each team member in the first camp within the preset defense area can prevent members of the first camp from attacking the area of ​​the second camp, generate targeted tactical information, and improve the accuracy of parameter settings.

[0129] To implement the above-mentioned game information generation method, one embodiment of this disclosure provides a game information generation device. Figure 11 A schematic diagram of the game information generation device is shown.

[0130] The game information generation device 1100 includes a data acquisition module 1101, an information selection module 1102, and a tactical switching module 1103.

[0131] The data acquisition module 1101 is used to acquire the target operation behavior data of each first virtual character of the first faction in the current game; the information selection module 1102 is used to select the target tactical information corresponding to the target operation behavior data from the pre-configured tactical confrontation table; wherein, the tactical confrontation table contains tactical information corresponding to different operation behavior data; the tactical switching module 1103 is used to switch the current tactic to the target tactic corresponding to the target tactical information in response to the switching operation of the tactical switching control.

[0132] The game information generation device 1100 provided in this embodiment can execute the technical solution of the game information generation method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the game information generation method. Please refer to the implementation principle and beneficial effects of the game information generation method. It will not be repeated here.

[0133] Furthermore, in order to implement the above-mentioned game information generation method, one embodiment of this disclosure provides another game information generation device. Figure 12 A schematic diagram of the game information generation device is shown.

[0134] The game information generation device 1200 includes a control display module 1201, an information selection module 1202, and a parameter determination module 1203.

[0135] In an optional embodiment, the control display module 1201 is configured to display tactical switching controls in a graphical user interface in response to a switching wake-up operation.

[0136] In an optional embodiment, the control display module 1201 is used for tactical switching controls that include a tactical display component and an operation control component; wherein, the tactical display component is used to display current tactical information and target tactical information to be switched.

[0137] In an optional embodiment, the control display module 1201 is used to display a tactical switching control on the graphical user interface if the game duration is longer than a preset duration and the second team's match score is less than or equal to the second team's match score.

[0138] In an optional embodiment, the information selection module 1202 is used to select the second behavior type strategy of each second virtual character in the second camp from a pre-configured tactical confrontation table based on the first behavior type data of each first virtual character in the first camp; and to select the first behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table based on the second behavior type data of each first virtual character in the first camp.

[0139] In an optional embodiment, the information selection module 1202 is used to divide the preset defensive area of ​​the second camp into multiple defensive sub-areas; determine the interception ratio between the number of interceptions by each first virtual character in the first camp in the multiple defensive sub-areas and the total number of interceptions by each member in the second camp; determine the second behavior type data of the first camp based on the target defensive sub-area where the interception ratio is the largest; and select the first behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table according to the second behavior type data.

[0140] In an optional embodiment, the information selection module 1202 is used to obtain the passing parameters of each first virtual character in the first camp; determine the first behavior type data of the first camp based on the passing parameters; and select the second behavior type strategy of each second virtual character in the second camp from the pre-configured tactical confrontation table based on the first behavior type data.

[0141] In an optional embodiment, the parameter determination module 1203 is used to determine the second width of the second behavior type lineup configured in the target tactical information based on the movement range of each first virtual character in the first camp within the preset defense area of ​​the second camp; and to determine the first width of the first behavior type lineup configured in the target tactical information based on the movement range of each first virtual character in the first camp within the preset attack area of ​​the second camp.

[0142] The game information generation device 1200 provided in this embodiment can execute the technical solution of the game information generation method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the game information generation method. Please refer to the implementation principle and beneficial effects of the game information generation method. It will not be repeated here.

[0143] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.

[0144] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0145] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0146] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0147] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0148] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0149] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.

[0150] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely in hardware, entirely in software (including firmware, microcode, etc.), or in a combination of hardware and software, collectively referred to herein as “circuit,” “module,” or “system.”

[0151] The following reference Figure 13 To describe an electronic device 1000 according to this embodiment of the present invention. Figure 13 The electronic device 1300 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0152] like Figure 13 As shown, the electronic device 1300 is presented in the form of a general-purpose computing device. The components of the electronic device 1300 may include, but are not limited to: at least one processing unit 1313, at least one storage unit 1320, a bus 1330 connecting different system components (including storage unit 1320 and processing unit 1310), and a display unit 1340.

[0153] The storage unit stores program code, which can be executed by the processing unit 1310 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 1310 can perform actions such as... Figure 5 Steps S501 to S503 are shown in the diagram.

[0154] Storage unit 1320 may include readable media in the form of volatile storage units, such as random access memory (RAM) 13201 and / or cache memory 13202, and may further include read-only memory (ROM) 13203.

[0155] Storage unit 1320 may also include a program / utility 13204 having a set (at least one) of program modules 13205, such program modules 13205 including but not limited to: an operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.

[0156] Bus 1330 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0157] Electronic device 1300 can also communicate with one or more external devices 1400 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1300, and / or any device that enables electronic device 1300 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1350. Furthermore, electronic device 1300 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1360. As shown, network adapter 1360 communicates with other modules of electronic device 1300 via bus 1330. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1300, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0158] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0159] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0160] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0161] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0162] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A method for generating game information, characterized in that, include: Obtain the target action behavior data of the first virtual character in the first faction of the current game; Select target tactical information corresponding to the target operational behavior data from a pre-configured tactical confrontation table; wherein, the tactical confrontation table contains tactical information corresponding to different operational behavior data; In response to a switching operation on the tactical switching control, the current tactic of the second faction corresponding to the switching operation is switched to the target tactic corresponding to the target tactical information. The tactical switching control includes a tactical display component and an operation control component; wherein, the tactical display component is used to display the current tactical information and the target tactical information to be switched.

2. The game information generation method according to claim 1, characterized in that, Before switching the current tactic of the second faction corresponding to the switching operation to the target tactic corresponding to the target tactic information in response to a switching operation on the tactic switching control, the method further includes: In response to a switch wake-up operation, the tactical switching control is displayed in the graphical user interface.

3. The game information generation method according to claim 2, characterized in that, Displaying the tactical switching control in the graphical user interface includes: If the game duration exceeds the preset duration, and the score of the first team is greater than or equal to the score of the second team, then the tactical switching control is displayed on the graphical user interface.

4. The game information generation method according to claim 1, characterized in that, The target operational behavior data includes at least first behavior type data and second behavior type data, and the tactical information includes first behavior type strategy and second behavior type strategy; The step of selecting target tactical information corresponding to the target operational behavior data from a pre-configured tactical confrontation table includes: Based on the first behavior type data of each first virtual character in the first camp, the second behavior type strategy of each second virtual character in the second camp is selected from the pre-configured tactical confrontation table; Based on the second behavior type data of each first virtual character in the first camp, the first behavior type strategy of each second virtual character in the second camp is selected from the pre-configured tactical confrontation table.

5. The game information generation method according to claim 4, characterized in that, The game is a ball game. The step of selecting the first behavior type strategy for each second virtual character in the second camp from the pre-configured tactical confrontation table based on the second behavior type data of each first virtual character in the first camp includes: The preset defense area of ​​the second camp is divided into multiple defense sub-areas. Determine the interception ratio between the number of interceptions by each first virtual character in the first camp within the multiple defensive sub-areas and the total number of interceptions by each member of the second camp; Based on the target defensive sub-area where the interception ratio is the largest, the second behavior type data of the first camp is determined; Based on the second behavior type data, the first behavior type strategy of each second virtual character in the second faction is selected from the pre-configured tactical confrontation table.

6. The game information generation method according to claim 4, characterized in that, The game is a ball game. The step of selecting the second behavior type strategy for each second virtual character in the second camp from the pre-configured tactical confrontation table based on the first behavior type data of each first virtual character in the first camp includes: Obtain the passing parameters of each first virtual character in the first camp; The first behavior type data of the first camp is determined based on the passing parameters; Based on the first behavior type data, the second behavior type strategy of each second virtual character in the second faction is selected from the pre-configured tactical confrontation table.

7. The game information generation method according to claim 1, characterized in that, The tactical information includes at least a first width for configuring a first type of formation and a second width for configuring a second type of formation, and the method further includes: Based on the movement range of each first virtual character in the first camp within the preset defense area of ​​the second camp, determine the second width of the lineup configured with the second behavior type in the target tactical information; Based on the movement range of each first virtual character in the first camp within the preset attack area of ​​the second camp, the first width of the first behavior type lineup configured in the target tactical information is determined.

8. A game information generation device, characterized in that, The device includes: The data acquisition module is used to acquire the target operation behavior data of each virtual character in the first faction of the current game; The information selection module is used to select target tactical information corresponding to the target operational behavior data from a pre-configured tactical confrontation table; wherein, the tactical confrontation table contains tactical information corresponding to different operational behavior data; The tactical switching module is used to respond to a switching operation on the tactical switching control and switch the current tactic of the second faction corresponding to the switching operation to the target tactic corresponding to the target tactical information. The tactical switching control includes a tactical display component and an operation control component; wherein, the tactical display component is used to display the current tactical information and the target tactical information to be switched.

9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the game information generation method according to any one of claims 1 to 7.

10. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the game information generation method according to any one of claims 1 to 7 by executing the executable instructions.