A game parameter dynamic configuration method, device and computer readable storage medium

By acquiring device resources and user operation data, game parameters are dynamically adjusted, solving the problem of complex game parameter settings in existing technologies, realizing adaptive personalized configuration, and improving user experience.

CN115957516BActive Publication Date: 2026-04-24NUBIA 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
2026-04-24

AI Technical Summary

Technical Problem

In existing technologies, setting game parameters requires users to invest a high learning curve, and the general strategies of terminals cannot meet personalized operation needs.

Method used

By acquiring device resource data and user operation data during gameplay, including the number of fingers, area, and gesture data, the system determines the operation level and game category, and dynamically adjusts game and system settings to achieve adaptive parameter configuration.

Benefits of technology

It reduces the burden of configuration learning and debugging for users, enhances the gaming experience, and enables intelligent matching of game parameters.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game parameter dynamic configuration method and device and a computer readable storage medium, wherein the method comprises the following steps: acquiring resource data of a device and one or more of finger number data, finger area data and gesture action data in a current user operation in a game process; determining an operation level of the current user according to one or more of the finger number data, the finger area data and the gesture action data, and determining a game category of a current game according to the resource data; acquiring a game setting item of the current game and a system setting item of the device; and dynamically adjusting the game setting item and the system setting item according to the operation level and the game category. The application realizes an adaptive game parameter dynamic configuration scheme, reduces the learning and debugging burden of users on game and system configuration, and enhances the game playing experience of the users.
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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 configuring game parameters. Background Technology

[0002] In the current technology, with the continuous development of smart terminal devices and the improvement of users' living standards brought about by mobile games, mobile game players are willing to invest more money or time in their favorite games, such as casual, entertainment, and competitive games. With a rich variety of game types, users need to set parameters that suit their own needs and habits. The parameter setting process requires users to invest a significant amount of time and effort in exploration and learning, while the general strategies of the terminal cannot meet the needs of players' personalized operation.

[0003] Therefore, how to achieve a game parameter configuration scheme that can intelligently match users' operation needs and habits 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 configuring game parameters, the method comprising:

[0005] During gameplay, acquire one or more of the following: device resource data, current user finger count data, finger area data, and gesture data;

[0006] The user's current operation level is determined based on one or more of the finger count data, finger area data, and gesture data, and the game category of the current game is determined based on the resource data.

[0007] Retrieve the current game settings and the device's system settings;

[0008] The game settings and system settings are dynamically adjusted based on the operation level and the game category.

[0009] Optionally, acquiring one or more of the following during gameplay: device resource data, current user finger count data, finger area data, and gesture data;

[0010] During the game, the current game state is identified, wherein the game state includes one or more of the following: game progress, game node, and game moment.

[0011] Based on the game state, one or more of the device's central processing unit resources, graphics processing unit resources, memory resources, and battery power will be used as the resource data.

[0012] Optionally, the step of acquiring one or more of the following during gameplay: device resource data, current user finger count data, finger area data, and gesture data; further includes:

[0013] Based on the game state, determine the number of fingers, finger area, and data acquisition time and area of ​​the user's gestures during operation;

[0014] Within the data acquisition time and the data acquisition area, the data on the number of fingers, the data on the finger area, and the data on the gesture corresponding to the number of fingers, the area of ​​fingers, and the gesture are acquired respectively.

[0015] Optionally, determining the current user's operation level based on one or more of the finger count data, finger area data, and gesture data, and determining the game category of the current game based on the resource data, includes:

[0016] The first, second, and third operation levels of the current user are determined based on the number of fingers, the area of ​​the fingers, and the gesture data, respectively.

[0017] The data processing type, image processing type, memory consumption type, and power consumption type of the current game are determined based on the central processing unit resources, the image processing unit resources, the memory resources, and the battery power, respectively.

[0018] Optionally, obtaining the game settings of the current game and the system settings of the device includes:

[0019] Based on the game state, determine the first and second control times for the game settings and the system settings, respectively.

[0020] During the first control period, one or more of the current game screen parameters, game sensitivity parameters, and touch area parameters are acquired; during the second control period, one or more of the current screen display parameters, screen sampling parameters, and processing resource parameters are acquired.

[0021] Optionally, dynamically adjusting the game settings and system settings based on the operation level and the game category includes:

[0022] Determine the operation weight data corresponding to the first operation level, the second operation level, and the third operation level;

[0023] Based on the operation weight data, one or more of the first operation level, the second operation level, and the third operation level are used to adjust one or more of the game screen parameters, the game sensitivity parameters, and the touch area parameters in real time.

[0024] Optionally, the step of dynamically adjusting the game settings and system settings based on the operation level and the game category further includes:

[0025] Determine the system weight data corresponding to the data processing type, the image processing type, the memory consumption type, and the power consumption type;

[0026] Based on the system weight data, one or more of the following: the data processing type, the image processing type, the memory consumption type, and the power consumption type, one or more of the screen display parameters, screen sampling parameters, and processing resource parameters are adjusted in real time.

[0027] Optionally, the step of dynamically adjusting the game settings and system settings based on the operation level and the game category further includes:

[0028] Based on operation weight data, one or more of the first operation level, the second operation level, and the third operation level, the system weight data, and one or more of the data processing type, the image processing type, the memory consumption type, and the power consumption type, one or more of the game screen parameters, game sensitivity parameters, and touch area parameters are adjusted in real time.

[0029] Based on the operation weight data, one or more of the first operation level, the second operation level, and the third operation level, the system weight data, and one or more of the data processing type, the image processing type, the memory consumption type, and the power consumption type, one or more of the screen display parameters, screen sampling parameters, and processing resource parameters are adjusted in real time.

[0030] The present invention also proposes a device for dynamically configuring game parameters, 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 parameter dynamic configuration method as described in any of the preceding claims.

[0031] The present invention also proposes a computer-readable storage medium storing a game parameter dynamic configuration program, which, when executed by a processor, implements the steps of the game parameter dynamic configuration method as described in any of the preceding claims.

[0032] The present invention discloses a game parameter dynamic configuration method, device, and computer-readable storage medium. During gameplay, it acquires one or more of the following: device resource data and current user finger count data, finger area data, and gesture data. Based on the finger count data, finger area data, and gesture data, it determines the current user's operation level and the current game category based on the resource data. It also acquires the current game settings and the device's system settings. Finally, it dynamically adjusts the game settings and system settings based on the operation level and game category. This achieves an adaptive game parameter dynamic configuration scheme, enabling various settings during gameplay to intelligently match the user's current operational needs and historical operating habits. This reduces the user's burden of learning and debugging game and system configurations, enhancing the user's gaming experience. Attached Figure Description

[0033] The present invention will be further described below with reference to the accompanying drawings and embodiments. In the accompanying drawings:

[0034] Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal according to the present invention;

[0035] Figure 2 This is the first flowchart of the game parameter dynamic configuration method of the present invention;

[0036] Figure 3 This is the second flowchart of the game parameter dynamic configuration method of the present invention;

[0037] Figure 4 This is the third flowchart of the game parameter dynamic configuration method of the present invention;

[0038] Figure 5 This is the fourth flowchart of the game parameter dynamic configuration method of the present invention;

[0039] Figure 6 This is the fifth flowchart of the game parameter dynamic configuration method of the present invention;

[0040] Figure 7 This is the sixth flowchart of the game parameter dynamic configuration method of the present invention;

[0041] Figure 8 This is the seventh flowchart of the game parameter dynamic configuration method of the present invention;

[0042] Figure 9 This is the eighth flowchart of the game parameter dynamic configuration method of the present invention. Detailed Implementation

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] Please see Figure 1 This 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.

[0048] The following is combined Figure 1 A detailed introduction to each component of the mobile terminal:

[0049] 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).

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] Based on the above-described mobile terminal hardware structure, various embodiments of the method of the present invention are proposed.

[0063] Figure 2 This is the first flowchart of the game parameter dynamic configuration method of the present invention. This embodiment proposes a game parameter dynamic configuration method, which includes:

[0064] S1. During the game, acquire one or more of the following: device resource data, current user finger count data, finger area data, and gesture data;

[0065] S2. Determine the current user's operation level based on one or more of the finger count data, finger area data, and gesture action data, and determine the game category of the current game based on the resource data;

[0066] S3. Obtain the game settings of the current game and the system settings of the device;

[0067] S4. Dynamically adjust the game settings and system settings according to the operation level and the game category.

[0068] In this embodiment, parameters that match the player's gaming experience are matched based on user operating habits, including multi-finger gestures, gesture characteristics (e.g., fingertips, finger pads), gesture actions (e.g., swiping, flicking), switching frequency, swiping and clicking speeds, and user terminal usage data over a period of time (e.g., game type, system status). Specifically, firstly, content is collected, including objects related to user operating habits, mainly including: 1) the number of fingers (ABS_MT_SLOT); 2) the size of the fingers (ABS_MT_TOUCH_MAJOR); 3) the frequency of gesture action switching (e.g., clicking, swiping, flicking, dragging, drag-and-expand, long-pressing); 4) the speed of gesture actions; and 5) the types of applications frequently opened and the percentage of system CPU and memory resources they occupy. Furthermore, the collected content is refined. Touch events are input via InputEvent. Specifically, for the number of fingers, the ABS_MT_SLOT is obtained through the EV_KEY event of the touch InputEvent. For example, with three fingers, there are three keywords: ABS_MT_SLOT 0, ABS_MT_SLOT 1, and ABS_MT_SLOT 2. Initially, SLOT ≤ 3 is set as low complexity. For the finger area, the ABS_MT_TOUCH_MAJOR event keyword is used to capture the size. The maximum value is 255, the minimum is 0, and the median is 125. This value is higher as the area of ​​the finger touching the screen increases. A value below 80 indicates the user is continuously using their fingertip. Optionally, the first 200 consecutive data points can be collected and recorded. For the gesture actions, the EV_KEY event is used... Down / Up / Mov represent pressing, lifting, and sliding, respectively, for recording. Regarding the speed of these gesture operations (e.g., divided into clicks and slides, data recording begins after the game starts to improve accuracy), for example, if a player operates A(x1, y1) and B(x2, y2), the click is T = TA - TB. The distance between the two endpoints A and B of the slide is calculated as SAB = √(x1 - x2)² + (y1 - y2)², and the speed vAB = SAB / TAB. Similarly, 100 consecutive clicks can be recorded. A mean T ≥ 800ms indicates a low user response time requirement. Recording 50 consecutive clicks with varying speeds (vAB > 20ms / s) indicates a need for faster response times. Furthermore, the system's Top command is used to obtain the types of applications that users frequently open and the percentage of system CPU and memory resources they consume, thereby determining or identifying game categories, such as FPS (first-person shooter), RPG (role-playing game), and MOBA (multiplayer online battle arena) games.

[0069] In this embodiment, after completing the above information collection, information processing and judgment are then performed. For example, for simple operation types, there are basically no requirements for the operation settings; the default parameters are sufficient. Players' operating habits are typically single / two-finger taps, single clicks only (with an average recorded time not exceeding 500ms), and finger size less than 100. It can be seen that in this state, players use few fingers, perform simple actions, and there are no requirements for operation speed. Occasionally, in vertical / horizontal mode, there may be reports of ABS_MT_TOUCH_MAJOR being greater than 180, allowing for accidental touches. For another example, for medium-level operation types, which involve multiple point-to-surface switching, there are certain requirements for response speed and system resources. Players' operating habits are typically two-finger taps, with three types of gestures, such as taps, swipes, and long presses. The average speed of 100 taps is between 500ms and 800ms, and the swipe speed varies, but the speed is relatively balanced, averaging less than 10ms. Correspondingly, the CPU usage is 10%. For example, in complex operation games, i.e., advanced player mode, the player's operation habits are as follows: more than 3 fingers, faster operation frequency, more than 3 gestures, click speed average below 100ms, swipe speed average above 20ms / s in more than 50% of cases, CPU usage 50% to 80%, memory usage above 7%, and frequent occurrences of ABS_MT_TOUCH_MAJOR greater than 180 in the lower left and right corners, indicating a possible accidental touch. Combining the user habits of the above three examples with the system resource usage of different game categories, for example, if CPU and GPU usage is below 10% and memory consumption is below 2%, it is judged to be a small to medium-sized game category. The first two examples are then matched with parameters to more comprehensively and accurately determine and match more reasonable game parameters.

[0070] In this embodiment, after completing the above information processing and judgment, the game parameters are configured. The game parameters in this embodiment include, but are not limited to: sensitivity, responsiveness, sampling rate, accidental touch prevention, game frame rate, refresh rate, and performance mode selection; optionally, the game parameters are defaulted to the most stable and optimally balanced settings by the manufacturer. Based on the default options above, this embodiment defines the simple class of the first type of instance as ordinary players, and only optimizes the anti-mistouch function, increasing large-area suppression at the vertical edges and corners in both landscape and portrait modes. This embodiment defines the medium complexity class of the second type of instance as mid-range players, with sensitivity and responsiveness (e.g., increased by one level), sampling rate unchanged, and anti-mistouch function (e.g., large-area suppression and two-point anti-mistouch). The game frame rate and refresh rate are mainly increased by one level based on the default frame rate of the opened application (e.g., from 60FPS to 90FPS), and the performance is adjusted to medium. This embodiment defines the more complex class of the third type of instance as high-end players, with sensitivity and responsiveness (e.g., increased to the highest level), sampling rate increased to the highest level (e.g., from 480Hz to 960Hz), and the game frame rate and screen refresh rate adjusted to the second highest or highest level, and the performance is adjusted to the highest level.

[0071] The beneficial effects of this embodiment are as follows: During gameplay, it acquires one or more of the following data: device resource data, finger count data, finger area data, and gesture data during the current user's operation; determines the current user's operation level based on the finger count data, finger area data, and gesture data; and determines the current game category based on the resource data. It also acquires the current game's settings and the device's system settings; and dynamically adjusts the game settings and system settings based on the operation level and game category. This achieves an adaptive dynamic configuration scheme for game parameters, enabling various settings during gameplay to intelligently match the user's current operational needs and historical operating habits. This reduces the user's burden of learning and debugging game and system configurations, and enhances the user's gaming experience.

[0072] Figure 3 This is the second flowchart of the game parameter dynamic configuration method of the present invention. Based on the above embodiment, the step of acquiring one or more of the following during the game process: device resource data, current user finger count data, finger area data, and gesture action data:

[0073] S11. During the game, identify the current game state, wherein the game state includes one or more of game progress, game node, and game moment;

[0074] S12. Based on the game state, one or more of the central processing unit resources, image processing unit resources, memory resources, and battery power of the device are used as the resource data.

[0075] Figure 4 This is the third flowchart of the game parameter dynamic configuration method of the present invention. Based on the above embodiments, the step of acquiring one or more of the following during the game process: device resource data, current user finger count data, finger area data, and gesture action data; further includes:

[0076] S13. Determine the number of fingers, finger area, and data acquisition time and data acquisition area of ​​the user's gestures based on the game state.

[0077] S14. Within the range of the data acquisition time and the data acquisition area, acquire the data of the number of fingers, the data of the finger area, and the data of the gesture corresponding to the number of fingers, the area of ​​fingers, and the gesture.

[0078] Figure 5 This is the fourth flowchart of the game parameter dynamic configuration method of the present invention. Based on the above embodiments, the step of determining the current user's operation level according to one or more of the finger count data, finger area data, and gesture action data, and determining the game category of the current game according to the resource data, includes:

[0079] S21. Determine the first operation level, the second operation level, and the third operation level of the current user based on the finger count data, the finger area data, and the gesture data, respectively.

[0080] S22. Determine the current game's data processing type, image processing type, memory consumption type, and power consumption type based on the central processing unit resources, the image processor resources, the memory resources, and the battery power, respectively.

[0081] Figure 6 This is the fifth flowchart of the game parameter dynamic configuration method of the present invention. Based on the above embodiments, the step of obtaining the game settings of the current game and the system settings of the device includes:

[0082] S31. Determine the first and second control times of the game settings and the system settings according to the game state.

[0083] S32. During the first control time, acquire one or more of the current game screen parameters, game sensitivity parameters, and touch area parameters; during the second control time, acquire one or more of the current screen display parameters, screen sampling parameters, and processing resource parameters.

[0084] Figure 7 This is the sixth flowchart of the game parameter dynamic configuration method of the present invention. Based on the above embodiments, the step of dynamically adjusting the game settings and the system settings according to the operation level and the game category includes:

[0085] S41. Determine the operation weight data corresponding to the first operation level, the second operation level, and the third operation level;

[0086] S42. Based on the operation weight data, one or more of the first operation level, the second operation level, and the third operation level are used to adjust one or more of the game screen parameters, the game sensitivity parameters, and the touch area parameters in real time.

[0087] Figure 8 This is the seventh flowchart of the game parameter dynamic configuration method of the present invention. Based on the above embodiments, the step of dynamically adjusting the game settings and the system settings according to the operation level and the game category further includes:

[0088] S43. Determine the system weight data corresponding to the data processing type, the image processing type, the memory consumption type, and the power consumption type;

[0089] S44. Based on the system weight data, one or more of the data processing type, the image processing type, the memory consumption type, and the power consumption type, adjust one or more of the screen display parameters, screen sampling parameters, and processing resource parameters in real time.

[0090] Figure 9 This is the eighth flowchart of the game parameter dynamic configuration method of the present invention. Based on the above embodiments, the step of dynamically adjusting the game settings and the system settings according to the operation level and the game category further includes:

[0091] S45. Based on operation weight data, one or more of the first operation level, the second operation level, and the third operation level, the system weight data, one or more of the data processing type, the image processing type, the memory consumption type, and the power consumption type, adjust one or more of the game screen parameters, the game sensitivity parameters, and the touch area parameters in real time.

[0092] S46. Based on the operation weight data, one or more of the first operation level, the second operation level, and the third operation level, the system weight data, one or more of the data processing type, the image processing type, the memory consumption type, and the power consumption type, adjust one or more of the screen display parameters, screen sampling parameters, and processing resource parameters in real time.

[0093] Based on the above embodiments, the present invention also proposes a game parameter dynamic configuration device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps of the game parameter dynamic configuration method as described in any of the above embodiments.

[0094] 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.

[0095] Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a game parameter dynamic configuration program, which, when executed by a processor, implements the steps of the game parameter dynamic configuration method as described in any of the above embodiments.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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 configuring game parameters, characterized in that, The method includes: During gameplay, the system acquires one or more of the following: device resource data, current user finger count data, finger area data, and gesture data. During gameplay, the system identifies the current game state, which includes one or more of game progress, game node, and game time. Based on the game state, the system uses one or more of the following as the resource data: device CPU resources, GPU resources, memory resources, and battery level. Based on the game state, the system determines the data acquisition time and area for the user's finger count, finger area, and gesture data. Within the specified data acquisition time and area, the system acquires the finger count data, finger area data, and gesture data corresponding to the finger count, finger area, and gesture data, respectively. The user's operation level is determined based on one or more of the finger count data, finger area data, and gesture data, and the game category of the current game is determined based on the resource data; wherein, the user's first operation level, second operation level, and third operation level are determined based on the finger count data, finger area data, and gesture data, respectively; and the data processing type, image processing type, memory consumption type, and power consumption type of the current game are determined based on the central processing unit resources, the image processing unit resources, the memory resources, and the battery level, respectively. The system obtains the game settings of the current game and the system settings of the device; wherein, based on the game state, a first control time and a second control time for the game settings and the system settings are determined respectively; during the first control time, one or more of the current game screen parameters, game sensitivity parameters, and touch area parameters are obtained, and during the second control time, one or more of the current screen display parameters, screen sampling parameters, and processing resource parameters are obtained; The game settings and system settings are dynamically adjusted based on the operation level and the game category.

2. The method for dynamically configuring game parameters according to claim 1, characterized in that, The dynamic adjustment of the game settings and system settings based on the operation level and the game category includes: Determine the operation weight data corresponding to the first operation level, the second operation level, and the third operation level; Based on the operation weight data, one or more of the first operation level, the second operation level, and the third operation level are used to adjust one or more of the game screen parameters, the game sensitivity parameters, and the touch area parameters in real time.

3. The method for dynamically configuring game parameters according to claim 2, characterized in that, The method of dynamically adjusting the game settings and system settings based on the operation level and the game category also includes: Determine the system weight data corresponding to the data processing type, the image processing type, the memory consumption type, and the power consumption type; Based on the system weight data, one or more of the following: the data processing type, the image processing type, the memory consumption type, and the power consumption type, one or more of the screen display parameters, screen sampling parameters, and processing resource parameters are adjusted in real time.

4. The method for dynamically configuring game parameters according to claim 3, characterized in that, The method of dynamically adjusting the game settings and system settings based on the operation level and the game category also includes: Based on operation weight data, one or more of the first operation level, the second operation level, and the third operation level, the system weight data, and one or more of the data processing type, the image processing type, the memory consumption type, and the power consumption type, one or more of the game screen parameters, game sensitivity parameters, and touch area parameters are adjusted in real time. Based on the operation weight data, one or more of the first operation level, the second operation level, and the third operation level, the system weight data, and one or more of the data processing type, the image processing type, the memory consumption type, and the power consumption type, one or more of the screen display parameters, screen sampling parameters, and processing resource parameters are adjusted in real time.

5. A device for dynamically configuring game parameters, 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 parameter dynamic configuration method as described in any one of claims 1 to 4.

6. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a game parameter dynamic configuration program, which, when executed by a processor, implements the steps of the game parameter dynamic configuration method as described in any one of claims 1 to 4.

Citation Information

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