Method for pausing a game and electronic device

By recognizing user intent in electronic devices and reverting to an earlier point in the game to pause it, the problem of game loss of control caused by pausing operations in motion-sensing games is solved, improving user experience and resource utilization efficiency.

CN115970273BActive Publication Date: 2026-06-16HUAWEI TECH CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
HUAWEI TECH CO LTD
Filing Date
2021-10-15
Publication Date
2026-06-16

AI Technical Summary

Technical Problem

When users play motion-sensing games on electronic devices, the process of pausing the game takes time to recognize the action, which can cause the game to go out of control and potentially lead to adverse events such as deviating from the normal path or the death of the game character, thus affecting the user experience.

Method used

When an electronic device receives a user's command to pause the game, it reverts to an earlier point in the game to prevent the game from going out of control during the recognition process. It recognizes the user's intention through various user operations such as gestures, voice input, or movement postures, and reverts to a specific point in the game when necessary to ensure that the game continues normally.

🎯Benefits of technology

It effectively avoids game out of control, reduces unnecessary rollback processes, improves user experience, and ensures normal game operation and efficient resource utilization.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115970273B_ABST
    Figure CN115970273B_ABST
Patent Text Reader

Abstract

Embodiments of the present application provide a method for suspending a game and an electronic device. The method is applied to the electronic device, and the method comprises: when a game is running, receiving a first user operation of a first user; when it is determined that the first user operation is used to suspend the game, suspending the game at a first game point, the first game point being determined according to one or more of a starting game point at which the first user operation of the first user is received, an ending game point, and a game point at which a game event occurs during the first user operation of the first user is received, the first game point being earlier than the ending game point. By using the embodiments of the present application, an adverse game event that occurs during the first user operation for suspending the game can be avoided, and it is ensured that the game can be normally played after the game is resumed.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more particularly to a method and electronic device for pausing a game. Background Technology

[0002] When users engage in motion-sensing games on electronic devices, they can input user gestures. If the device recognizes a gesture as a preset action to pause the game, it can pause the game. However, recognizing user gestures takes time. During this time, the user typically doesn't continue playing, potentially leading to undesirable game events and game malfunction. For example, when using a smart screen for motion-sensing games, a user can make a specific gesture to pause the game. If the smart screen recognizes this gesture for 3 seconds, it determines the user wants to pause. However, from the moment the user makes the gesture to the screen recognizing the intention to pause, at least 3 seconds pass. During these 3 seconds, the user won't be able to perform any game actions, potentially leading to deviations from the normal path, death, or other undesirable events, resulting in a poor user experience. Summary of the Invention

[0003] This application discloses a method and electronic device for pausing a game, which can avoid the problem of game loss of control when the user pauses the game and ensure the normal progress of the game.

[0004] In a first aspect, embodiments of this application provide a method for pausing a game, applied to an electronic device. The method includes: when running a game, receiving a first user operation from a first user; when determining that the first user operation is used to pause the game, reverting to a first game point to pause the game, wherein the first game point is determined based on one or more of the starting game point of receiving the first user operation, the ending game point of receiving the first user operation, and the game point where a game event occurred during the period of receiving the first user operation, and the first game point is earlier than the ending game point.

[0005] In this application, when the electronic device determines that the received first user operation is intended to pause the game, it can be understood as recognizing the user's intention to pause the game. It can then revert to an earlier first game point to pause the game, thereby avoiding situations where the game loses control during the period when the first user operation is received, such as adverse game events, and ensuring the normal progress of the game.

[0006] In one possible implementation, the first user operation includes a second user operation and a third user operation, and receiving the first user operation from the first user includes: receiving the second user operation; in response to the second user operation, identifying whether the first user intends to pause the game; receiving the third user operation; and based on the second user operation and the third user operation, identifying that the first user intends to pause the game.

[0007] In one possible implementation, receiving the second user operation includes: receiving a first gesture at a second game point; receiving the third user operation includes: receiving the first gesture within a preset recognition time, wherein the time interval between the second game point and the end game point is the preset recognition time.

[0008] In one possible implementation, the second user action is a second gesture, the third user action is a third gesture, and the gesture consisting of the second gesture and the third gesture is used to pause the game.

[0009] In one possible implementation, the second user operation is a first voice input, the third user operation is a second voice input, and the voice input consisting of the first voice input and the second voice input is used to pause the game.

[0010] In one possible implementation, the second user operation is a motion posture, the degree of change of the second user operation is greater than or equal to a preset change threshold, and the third user operation includes user operations performed on the first button.

[0011] In this application, the first user operation for pausing the game can be a gesture, a voice input, a movement posture, or an operation button, which can meet the needs of various scenarios and has a wide range of applications.

[0012] In one possible implementation, the first game point is earlier than the starting game point, or the first game point is the starting game point.

[0013] In this application, the first game point to roll back can be preset to the starting game point when the first user operation is received or even earlier. Without the need for a complicated process of determining the first game point, the situation of losing control of the game during the period when the first user operation is received can be avoided, and the product has higher usability.

[0014] In one possible implementation, the step of reverting to the first game point to pause the game includes: if a game event occurs during the period when the first user operation of the first user is received, reverting to the first game point to pause the game; the method further includes: if it is determined that the first user operation is used to pause the game, and no game event occurs during the period when the first user operation of the first user is received, pausing the game at the cutoff game point.

[0015] In this application, if no game event occurs during the period when the first user operation is received, the game can be paused instead of rolled back. Only when a game event occurs during the period when the first user operation is received, the game is paused and rolled back. In other words, if no loss is caused by receiving the first user operation, or in other words, if no loss is caused by recognizing the user's intent, the game can be paused instead of rolled back, reducing unnecessary rollback processes, thereby reducing the use of processing resources and providing a better user experience.

[0016] In one possible implementation, the first game point is determined based on the game point of a game event that occurred during the period when the first user's first user operation was received, and the first game point is earlier than the third game point, which is the game point of a first preset event that occurred during the period when the first user's first user operation was received.

[0017] In this application, the first game point to be rolled back can be earlier than the game point where the first preset event occurs, so as to avoid receiving the first preset event that occurs during the first user operation, thereby avoiding the situation where the game cannot proceed normally due to the first preset event. More targeted rollback can further ensure the normal operation of the game.

[0018] In one possible implementation, the first preset event is the earliest game event that occurs during the period when the first user operation is received from the first user.

[0019] In this application, the first game point to be rolled back can be earlier than the game point where the earliest game event occurred during the period of receiving the first user operation, so as to avoid receiving any game event that occurred during the period of the first user operation and further ensure the normal progress of the game.

[0020] In one possible implementation, the time interval between the first game point and the fourth game point is greater than or equal to a preset time interval, and the fourth game point is the game point where the earliest game event occurs between the first game point and the cutoff game point.

[0021] In this application, the first game point to revert to can be at least a preset time interval earlier than the fourth game point. This avoids the next game event being too close after reverting to the game, which would prevent the user from effectively completing the game event. This ensures that the user can play the game normally and further improves the user experience.

[0022] In one possible implementation, the method further includes pausing the game when a second preset event is triggered during the receipt of a first user's first user operation.

[0023] In some embodiments, the game ends after the electronic device executes a second preset event, such as the death of a game character.

[0024] In this application, when a second preset event is detected to be about to occur during the first user operation, the game can be paused first. This can prevent the second preset event from seriously affecting the game, such as the game ending directly due to the death of a game character, and further ensure the normal progress of the game.

[0025] In one possible implementation, the game is a multiplayer game, and the method further includes: during the period of receiving a first user operation from a first user, receiving a fourth user operation from a second user, the fourth user operation being used to pause the game.

[0026] In this application, even if a fourth user operation is received from another user playing the game during the period when the first user operation is received, the game will be rolled back and paused based on the first user operation, thereby avoiding the situation where the game gets out of control before the fourth user operation is received.

[0027] In one possible implementation, the game is a multiplayer game. After rewinding to the first game point and pausing the game, the method further includes: receiving a fifth user operation from the first user; resuming the game in response to the fifth user operation; after resuming the game, playing the game process of the second user between the first game point and the fifth game point; when a sixth user operation from the second user is received during the period when the first user operation from the first user is received, the fifth game point is the starting game point for receiving the sixth user operation from the second user, and the sixth user operation is used to trigger the electronic device to identify whether the second user intends to pause the game; when the sixth user operation from the second user is not received during the period when the first user operation from the first user is received, the fifth game point is the ending game point.

[0028] In this application, the second user can continue playing the game normally while the first user is receiving the operation. After the game resumes, the process of the second user playing the game normally can be replayed to avoid the second user repeating the operation and improve the user experience.

[0029] Secondly, embodiments of this application provide an electronic device, including a transceiver, a processor, and a memory. The memory is used to store a computer program, and the processor calls the computer program to execute the method for pausing a game provided by the first aspect of the embodiments of this application and any implementation thereof.

[0030] Thirdly, embodiments of this application provide a computer storage medium storing a computer program, which, when executed by a processor, implements the method for pausing a game provided by the first aspect of the embodiments of this application and any implementation thereof.

[0031] Fourthly, embodiments of this application provide a computer program product that, when run on an electronic device, causes the electronic device to execute the method for pausing a game provided by the first aspect of the embodiments of this application and any implementation thereof.

[0032] Fifthly, embodiments of this application provide an electronic device that includes the methods or apparatus described in any embodiment of this application. The electronic device is, for example, a chip.

[0033] It should be understood that the descriptions of technical features, technical solutions, beneficial effects, or similar language in this application do not imply that all features and advantages can be achieved in any single embodiment. Rather, it is understood that the description of a feature or beneficial effect means that a specific technical feature, technical solution, or beneficial effect is included in at least one embodiment. Therefore, the descriptions of technical features, technical solutions, or beneficial effects in this specification do not necessarily refer to the same embodiment. Furthermore, the technical features, technical solutions, and beneficial effects described in this embodiment can be combined in any suitable manner. Those skilled in the art will understand that embodiments can be implemented without one or more specific technical features, technical solutions, or beneficial effects of a particular embodiment. In other embodiments, additional technical features and beneficial effects may be identified in specific embodiments that do not embody all embodiments. Attached Figure Description

[0034] The accompanying drawings used in the embodiments of this application are described below.

[0035] Figure 1 This is a schematic diagram of the hardware structure of an electronic device provided in an embodiment of this application;

[0036] Figures 2-5 These are schematic diagrams illustrating some user interface embodiments provided in this application.

[0037] Figures 6-8 This is a flowchart illustrating some methods for pausing a game provided in the embodiments of this application;

[0038] Figure 9 , Figure 10A and Figure 10B These are schematic diagrams illustrating the progress of some games provided in the embodiments of this application;

[0039] Figure 11 This is a flowchart illustrating another method for pausing a game provided in this application embodiment. Detailed Implementation

[0040] The technical solutions in the embodiments of this application will be clearly and thoroughly described below with reference to the accompanying drawings. The terminology used in the implementation section of the embodiments of this application is only used to explain the specific embodiments of this application and is not intended to limit this application.

[0041] The electronic devices in this application embodiment are devices capable of playing motion-sensing games, such as mobile phones, tablets, handheld computers, personal digital assistants (PDAs) and other user terminal devices, as well as smart home devices such as smart TVs and smart cameras, wearable devices such as smart bracelets, smartwatches, and smart glasses, as well as desktop computers, laptops, notebook computers, ultra-mobile personal computers (UMPCs), netbooks and other devices, game consoles such as motion-sensing game consoles, and devices such as smart screens.

[0042] The following describes an exemplary electronic device 100 according to an embodiment of this application.

[0043] Please see Figure 1 , Figure 1 This is a schematic diagram of the hardware structure of an electronic device provided in an embodiment of this application.

[0044] like Figure 1 As shown, the electronic device 100 may include a processor 110, a memory 120, a transceiver 130, a display screen 140, and a sensing module 150.

[0045] Processor 110 may be one or more central processing units (CPUs). If processor 110 is a CPU, it may be a single-core CPU or a multi-core CPU. In some embodiments, processor 110 may include one or more processing units, such as an application processor (AP), a modem, a graphics processing unit (GPU), an image signal processor (ISP), a controller, memory, a video codec, a digital signal processor (DSP), a baseband processor, and / or a neural network processing unit (NPU). Optionally, different processing units may be independent devices or integrated into one or more processors. Optionally, the controller may be the central nervous system and command center of electronic device 100. The controller can generate operation control signals based on instruction opcodes and timing signals to control instruction fetching and execution.

[0046] In some embodiments, the processor 110 may also include a memory for storing instructions and data. Optionally, the memory in the processor 110 is a cache memory. This memory can store instructions or data that the processor 110 has just used or that are used repeatedly. If the processor 110 needs to use the instruction or data again, it can directly retrieve it from the memory. This avoids repeated accesses, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.

[0047] In some embodiments, memory 120 may be used to store computer-executable program code, which includes instructions. Processor 110 can execute various functional applications and data processing of electronic device 100 by running the instructions stored in memory 120. In some embodiments, memory 120 may 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 function, image playback function, etc.), etc. In some embodiments, the data storage area may store data created during the use of electronic device 100 (such as audio data, phone book, etc.). In some embodiments, memory 120 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, universal flash storage (UFS), etc. Memory 120 includes, for example but not limited to, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), or compact disc read-only memory (CD-ROM).

[0048] Transceiver 130 is used to receive and / or transmit data. In some embodiments, transceiver 130 is used to communicate with other devices via wireless communication technologies. Wireless communication technologies may include, but are not limited to, Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Time-Division Code Division Multiple Access (TD-SCDMA), Long Term Evolution (LTE), New Radio (NR), Wireless Local Area Networks (WLAN) (such as Wireless Fidelity (Wi-Fi) networks), Bluetooth (BT), Global Navigation Satellite System (GNSS), Frequency Modulation (FM), Near Field Communication (NFC), Infrared (IR), etc. GNSS can include the Global Positioning System (GPS), the Global Navigation Satellite System (GLONASS), the BeiDou Navigation Satellite System (BDS), the Quasi-Zenith Satellite System (QZSS), and / or satellite-based augmentation systems (SBAS).

[0049] Display screen 140 is used to display images, videos, etc. Display screen 140 includes a display panel, which may include a non-self-emissive screen and a self-emissive screen. The non-self-emissive screen may be a liquid crystal display (LCD). The self-emissive screen may be an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode (AMOLED), a flexible light-emitting diode (FLED), a MiniLED, a MicroLED, a Micro-OLED, a quantum dot light-emitting diode (QLED), etc. Optionally, electronic device 100 may include one or more display screens 140.

[0050] In some embodiments, the electronic device 100 may implement display functions via a GPU, a display screen 140, and an application processing unit (AP). The GPU is a microprocessor for image processing, connected to the display screen 140 and the AP. The GPU is used to perform mathematical and geometric calculations for graphics rendering. The processor 110 may include one or more GPUs, which execute program instructions to generate or modify display information.

[0051] In some embodiments, the display screen 140 may be integrated inside the electronic device 100. In other embodiments, the display screen 140 may be installed separately from or connected to the electronic device 100. For example, if the electronic device 100 is a motion-sensing game console, the display screen 140 may be the display screen of a smart TV that connects the motion-sensing game console via a wired connection (such as a universal serial bus, USB).

[0052] The sensing module 150 can be used to acquire user data, such as user voice data, user image data, touch operations, and user posture (such as gestures).

[0053] In some embodiments, the sensing module 150 may include an audio module. The electronic device 100 can implement audio functions, such as audio playback and recording, through the audio module (optionally, and the AP, etc.). The recording function can be used to acquire the user's voice data (also known as sound signal). Optionally, the audio module can be located in the processor 110, or some functional modules of the audio module can be located in the processor 110. Optionally, the audio module can be used to convert digital audio information into analog audio signal output. For example, the audio module may include a speaker, also called a "loudspeaker," used to convert audio electrical signals into sound signals. The electronic device 100 can listen to music, make hands-free calls, and other audio through the speaker. Optionally, the audio module can also be used to convert analog audio input into digital audio signals. For example, the audio module may include a microphone, also called a "microphone" or "voice transducer," used to convert sound signals into electrical signals. That is, the microphone can be used to collect the user's sound signals. For example, when making a phone call, sending a voice message, or recording, the user can put their mouth close to the microphone to make a sound signal input to the microphone. The electronic device 100 can be equipped with one or more microphones to not only collect sound signals but also to achieve noise reduction, sound source identification, directional recording, etc. Optionally, the audio module can also be used to encode and decode audio signals.

[0054] In some embodiments, the sensing module 150 may include a camera. The electronic device can perform a shooting function through the camera (optionally, as well as an ISP, GPU, display, AP, etc.). The shooting function can be used to acquire the user's image data, which can be used to obtain the user's posture. Optionally, the ISP is used to process data fed back from the camera. For example, when taking a picture, the shutter is opened, and light is transmitted through the lens to the camera's photosensitive element. The light signal is converted into an electrical signal, and the camera's photosensitive element transmits the electrical signal to the ISP for processing, converting it into a visible image. The ISP can also perform algorithmic optimization of image noise, brightness, and skin tone. The ISP can also optimize parameters such as exposure and color temperature of the shooting scene. Optionally, the ISP can be set in the camera. Optionally, the camera is used to capture still images or videos. An object generates an optical image through the lens and projects it onto the photosensitive element. The photosensitive element can be a charge-coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor. The photosensitive element converts the light signal into an electrical signal, and then transmits the electrical signal to the ISP for conversion into a digital image signal. The ISP outputs the digital image signal to the DSP for processing. The DSP converts digital image signals into standard RGB, YUV, and other image signal formats. Optionally, the electronic device 100 may include one or N cameras, where N is a positive integer greater than 1.

[0055] In some embodiments, the sensing module 150 may include one or more sensors, and the electronic device may acquire the user's touch operation and user posture through one or more sensors.

[0056] For example, the sensing module 150 may include a touch sensor, also known as a "touch device." Optionally, the touch sensor may be disposed on the display screen 140, forming a touchscreen, also known as a "touchscreen," composed of the touch sensor and the display screen 140. The touch sensor is used to detect touch operations performed on or near it. The touch sensor can transmit the detected touch operation to the AP to determine the type of touch event. Visual output related to the touch operation can be provided through the display screen 140. Optionally, the touch sensor 180K may also be disposed on the surface of the electronic device 100, in a different location than the display screen 140.

[0057] For example, the sensing module 150 may include a proximity light sensor, which may include, for example, a light-emitting diode (LED) and a light detector, such as a photodiode. The LED may be an infrared LED. The electronic device 100 emits infrared light outward through the LED. The electronic device 100 uses the photodiode to detect infrared reflected light from nearby objects. When sufficient reflected light is detected, it can be determined that there is an object near the electronic device 100. When insufficient reflected light is detected, the electronic device 100 can determine that there is no object near the electronic device 100. The electronic device 100 can detect user gestures and other motion postures through the proximity light sensor.

[0058] For example, the sensing module 150 may include a gyroscope sensor, which can be used to determine the motion posture of the electronic device 100. The motion posture of the electronic device 100 can be used to determine the user's posture to realize the function of motion-sensing games. In some embodiments, the gyroscope sensor can determine the angular velocity of the electronic device 100 around three axes (i.e., the x, y, and z axes). The gyroscope sensor can be used for image stabilization. For example, when the shutter is pressed, the gyroscope sensor detects the angle of the shake of the electronic device 100, calculates the distance that the lens module needs to compensate based on the angle, and allows the lens to counteract the shake of the electronic device 100 by moving in the opposite direction, thus achieving image stabilization. The gyroscope sensor can also be used in scenarios such as navigation.

[0059] Not limited to the above examples, the sensing module 150 may also include wearable devices such as smart bracelets, millimeter-wave radar, etc. This application does not limit the specific type of the sensing module 150.

[0060] In some embodiments, the sensing module 150 can be integrated inside the electronic device 100. For example, if the electronic device 100 is a smart TV, the sensing module 150 is a microphone mounted on the smart TV for acquiring the user's voice data. In other embodiments, the sensing module 150 can be installed separately from or connected to the electronic device 100. For example, if the electronic device 100 is the main unit of a motion-sensing game console, the sensing module 150 is the controller of the motion-sensing game console, which is equipped with one or more sensors for detecting the user's gestures and other movement postures. As another example, if the electronic device 100 is a smart screen, the sensing module 150 is a smart camera connected to the smart screen via Bluetooth for acquiring the user's image data.

[0061] In some embodiments, after the sensing module 150 acquires the user's data, it can send it to the processor 110. The processor 110 can identify the user's intent based on the user's data, such as the intent to pause the game or shut down the device.

[0062] Understandably, Figure 1The schematic diagram of the electronic device shown is merely an exemplary embodiment of this application. The electronic device in this application includes, but is not limited to, the above structure. Modules in the above examples can be added or deleted according to actual needs. Figure 1 This should not be construed as a limitation on the embodiments of this application.

[0063] In some embodiments, the processor 110 in the electronic device 100 can be used to read computer program code stored in the memory 120 and execute it. Figures 6-8 , Figure 11 The process is shown below.

[0064] The following are exemplary embodiments of the user interface involved in this application. The following embodiments only show the display screen 140 of the electronic device 100, which is used to display the user interface of the motion-sensing game. The sensing module 150 for acquiring user data is not shown. It can be understood that the sensing module 150 can be integrated with the display screen 140, or it can be installed or connected separately. This application does not limit this.

[0065] Please see Figure 2 , Figure 2 An example diagram of a user interface is shown. Figure 2 (A) shows the user interface before the user makes the pause gesture. Figure 2 (B) shows the user interface after the user makes a pause gesture.

[0066] like Figure 2 As shown in (A), the electronic device 100 can display a user interface 200 for a motion-sensing game. The user interface 200 may include a first area 210 and a second area 220. The first area 210 can be used to display an action to be performed, and the second area 220 can be used to display the user's current action. The user can obtain the action to be performed through the first area 210 and perform the action. The electronic device 100 can obtain the user's posture through the sensing module 150 (e.g., obtain the user's image data through a camera) and process the obtained posture data and display it in the second area 220.

[0067] like Figure 2As shown in (A), the first area 210 may include a schematic model 210A, an operation name 210B, an operation sequence 210C, and a game duration 210D. The schematic model 210A can be a dynamic virtual character used to perform the action indicated by the operation name 210B ("bending the arm"). The user can obtain the specific execution method of "bending the arm" through the schematic model 210A, which can also be understood as the movement method of various parts of the body. The operation sequence 210C is used to represent the execution status of "bending the arm." For example, if the operation sequence 210C is "5 / 10," it means that the action of "bending the arm" needs to be performed 10 times, and the schematic model 210A has already performed it 5 times. The game duration 210D is used to represent the effective time the user has played the game. This effective time is the time the user has spent performing the action shown in the first area 210, excluding the time elapsed when the game is paused. That is, when the motion-sensing game is in normal progress, the game duration 210D will increase; when the motion-sensing game is paused, the game duration 210D will remain unchanged.

[0068] like Figure 2 As shown in (A), the second region 220 may include a user model 220A, an operation level 220B, and a game score 220C. The user model 220A can be used to represent the user's motion posture. The electronic device 100 can acquire the user's posture through the sensing module 150 (e.g., by acquiring image data of the user through a camera) and convert the acquired posture data into the motion posture of the user model 220A. The operation level 220B is used to represent the degree of matching between the user's currently performed action and the action indicated in the first region 210, such as the similarity between the indicated model 210A of the first region 210 and the user model 220A. The game score 220C is used to represent the score obtained by the user in a motion-sensing game. For example, when the degree of matching between the user's current action and the action indicated by the first area 210 is 0, the operation level 220B can be "Miss", and the game score 220C will not increase. When the degree of matching is greater than 0 and less than or equal to the matching threshold, the operation level 220B can be "Good", and the game score 220C can increase by 20. When the degree of matching is greater than the matching threshold, the operation level 220B can be "Perfect", and the game score 220C can increase by 30.

[0069] In some embodiments, a user can make a pause gesture to pause the game, such as crossing their arms in front of their chest. When the electronic device 100 detects through the sensing module 150 that the user has performed a preset pause gesture (e.g., the similarity between the gesture identified from the user's image data and the pause gesture is greater than or equal to a preset similarity threshold), it can continue to identify whether the user maintains the pause gesture for a preset identification time. If the user maintains the pause gesture for the preset identification time, the electronic device 100 can determine that the user intends to pause the game, and therefore can pause the game. An example of the identification process is as follows. Figure 2 As shown in (B).

[0070] like Figure 2 As shown in (B), user model 220A can represent the user's current pause gesture. Electronic device 100 will still determine the degree of matching between the user's current action and the action indicated by the first area 210, but since the user is currently performing a pause gesture, the matching degree is 0, and operation level 220B can be "Miss". Compared to... Figure 2 The game duration shown in (A) is 210D. Figure 2 The game duration shown in (B) is 210D longer than that, which is 2 seconds longer than the previous version. Figure 2 The operation sequence 210C shown in (A) Figure 2 The operation sequence 210C shown in (B) becomes "6 / 10", which indicates that the schematic model 210A performed "bending the arm" once more within these 2 seconds. Compared to Figure 2 User interface 200 shown in (A) Figure 2 The user interface 200 shown in (B) includes a new prompt box 230, which indicates that the pause gesture is currently being recognized. The prompt box 230 may include a prompt 230A (such as "Recognizing", a diagram of the pause gesture 230B, and a progress bar 230C. The progress bar 230C represents the progress of recognizing the pause gesture; the more black text there is, the more progress is made and the longer the recognition of the pause gesture has taken. Figure 2 The progress bar 230C shown in (B) indicates that the current progress is two-thirds of the total progress, and the elapsed time for recognizing the pause gesture is 2 seconds longer than the game duration 210D mentioned above (compared to when the pause gesture was first detected). Figure 2 (A) Game duration 210D). When the electronic device 100 detects that the user's action has changed to an action other than the pause gesture within the preset recognition time, it can be understood that the pause operation recognition has failed, and the display of the prompt box 230 can be canceled, allowing the user to continue the game. When the electronic device 100 determines that the user has maintained the pause gesture for the preset recognition time (i.e., 3 seconds), the electronic device 100 can determine that the user intends to pause the game, which can be understood as the pause operation recognition being successful. Therefore, the game can be paused, and the progress bar 230C can turn completely black. A specific example is as follows. Figure 3 and Figure 4 As shown.

[0071] In some embodiments, if the electronic device 100 detects that the user maintains a pause gesture for a preset period of time, it can determine that the user intends to pause the game, and therefore can directly pause the game. Specific examples are as follows: Figure 3 As shown.

[0072] Please see Figure 3 , Figure 3 An example diagram of yet another user interface is shown.

[0073] compared to Figure 2 User interface 200 shown in (B) Figure 3 In the user interface 200 shown, the progress bar 230C is entirely black, and the prompt 230A changes to "Recognition Successful" and includes "Pause," indicating that the pause gesture has been successfully recognized and the game is currently paused. At this time, the user interface 200 does not include the operation level 220B. Compared to Figure 2 The game duration shown in (B) is 210D. Figure 3 The game duration shown is 210D, which is 1 second longer than before. Figure 2 The operation sequence 210C shown in (B) Figure 3 The operation sequence 210C shown becomes "7 / 10", which indicates that the schematic model 210A performed the "bending arm" operation once more within this 1 second. Since the pause gesture has been successfully recognized, the time elapsed since recognizing the pause gesture is 3 seconds longer than the game duration 210D mentioned above (compared to when the pause gesture was first detected). Figure 2 (A) Game duration 210D). Since the game has been paused, the first area 210 remains unchanged until the user cancels the pause.

[0074] exist Figure 2 and Figure 3 In the example, recognizing the pause gesture takes 3 seconds, which is the preset recognition time of 4 seconds. During these 3 seconds, the user must maintain the pause gesture and will not perform the action indicated in the first area 210. Therefore, the operation level 220B is "Miss," and the game score 220C will not increase. This can be understood as an adverse event occurring. After the user cancels the pause, the score will be based on... Figure 3 The user interface 200 shown continues the game, but an adverse event has already occurred, and the user is actually continuing an abnormal game, which affects the user's gaming experience.

[0075] Furthermore, different motion-sensing games have different adverse events, such as deviating from the normal path or even the death of the game character, which can lead to game termination. If the user cancels the pause, they may not be able to continue playing, which greatly affects the operation of the game and results in a poor user experience.

[0076] The aforementioned electronic device 100 detects that the user has performed a preset pause gesture, which can be understood as the electronic device 100 starting to recognize the pause operation. The electronic device 100 recognizes that the user has kept the pause gesture unchanged within the preset recognition time, which can be understood as the electronic device 100 successfully recognizing the pause operation.

[0077] This application provides a method for pausing a game, which can pause the game and revert it to an earlier scene, such as when the electronic device begins to recognize the pause operation or even earlier. This avoids adverse game events that may occur when the pause operation is recognized, ensuring the normal progress of the game. Specific examples are as follows. Figure 4 As shown.

[0078] Please see Figure 4 , Figure 4 An example diagram of yet another user interface is shown.

[0079] like Figure 4 As shown, if the electronic device 100 determines that the user maintains the pause gesture within a preset recognition time, it can determine that the user intends to pause the game. Therefore, it can rewind to the moment when the user performed the preset pause gesture and pause the game, i.e., rewind to... Figure 2 The game scene shown in (A) is paused, therefore Figure 4 The user interface 200 shown and Figure 2 The user interface shown in (A) is similar to 200, except that: Figure 4 The user interface 200 shown also includes a prompt box 230, which and Figure 3 The prompt box 230 shown indicates that the pause gesture was successfully recognized and the game is currently paused. After the user cancels the pause, they can perform the 6th and 7th "bend arm" gestures as shown in area 210, ensuring that these two gameplay sequences proceed normally without any issues. Figure 3 That would prevent a "Miss" error caused by a pause gesture.

[0080] In some embodiments, if the electronic device 100 detects a game event triggered during the recognition of a pause operation, it can pause the game and revert the game to an earlier scene when the pause operation is successfully recognized, for example... Figure 4 In the scenario shown, if the electronic device 100 does not detect a game event during the pause operation, it can pause the game without reverting when the pause operation is successfully recognized. For example... Figure 3 The scenario shown illustrates this. In other words, if no loss is incurred due to the pause operation (e.g., no game event occurred), the game can be rolled back without reverting, reducing unnecessary rollback processes, thereby reducing the use of processing resources and improving the user experience.

[0081] Optionally, the earlier scenario to be rolled back can be a game scenario prior to the earliest game event that occurred during the pause operation. Alternatively, the earlier scenario to be rolled back can be a game scenario prior to a game event that meets preset conditions among the game events that occurred during the pause operation. These preset conditions could be, for example, a preset major adverse event, or other game events with a risk level lower than a major adverse event.

[0082] In some embodiments, if the electronic device 100 detects a triggered game event when it recognizes a pause operation (optionally, the trigger is imminent, such as the game event will be executed in the next second), and the game event is a preset major adverse event, the game can be paused first, while the pause operation is recognized. Specific examples are as follows. Figure 5 As shown.

[0083] Please see Figure 5 , Figure 5 An example diagram of yet another user interface is shown.

[0084] like Figure 5 As shown, after the electronic device 100 detects that the user has performed a preset pause gesture, it will recognize the pause gesture within a preset recognition time and simultaneously detect whether a game event has been triggered. If a preset major adverse event (such as a game event with a risk level greater than or equal to a risk threshold, or a game event in the preset event list) is detected within the preset recognition time, for example, if the schematic model 210A is about to perform the 6th "bending arm" action, the electronic device 100 can pause the game before the major adverse event occurs, for example, it can display... Figure 5The user interface 200 shown means that the electronic device 100 will pause the game before a major adverse event occurs and will continue to recognize the pause gesture. When the game is paused, the first area 210 remains unchanged, but the prompt box 230 can change; for example, the black portion in the progress bar 230C can gradually increase. When the electronic device 100 determines that the user maintains the pause gesture within the preset recognition time, it can determine that the user intends to pause the game. Therefore, it can maintain the paused state of the game, so that after the user cancels the pause, the game can be played normally, avoiding major adverse events caused by recognizing the pause operation. When the electronic device 100 detects that the user's action has changed to an action other than the pause gesture within the preset recognition time, the game can be paused. At this time, the prompt box 230 can be canceled, and the game event triggered above can be executed. For example, the model 210A performs the "bend arm" action for the 6th time. At this time, the game time 210D will increase normally, the operation sequence 210C can become "6 / 10", the second area 220 can display the operation level 220B, and the game score 220C may also change. For example, if the operation level 220B is "Miss", the game score 220C remains unchanged, or if the operation level 220B is "Good", the game score 220C becomes "120".

[0085] Not limited to the examples above, in other examples, when the electronic device 100 determines that the user maintains the pause gesture within a preset recognition time, it can determine that the user intends to pause the game. Not only can the paused state of the game remain unchanged, but the game can also be rolled back to an earlier scene, such as a scene d seconds earlier than the moment when the major adverse event occurred. d is, for example, greater than 1, such as the preset time required to perform the operation normally to avoid the major adverse event, or the moment when the pause operation is first recognized or before. This can avoid the situation where the user is unable to operate effectively after canceling the pause of the game because the major adverse event is triggered too soon.

[0086] In other embodiments, if the electronic device 100 detects a game event triggered when it recognizes a pause operation, and the game event is not a preset major adverse event, it can continue to recognize the pause operation and continue playing the game normally (i.e., execute the aforementioned game event normally). For example... Figure 2 As shown in (B), the game recognizes the pause gesture and then rewinds and pauses the game when the pause operation is successfully recognized. Figure 4 The scene shown.

[0087] Beyond the examples above, in other examples, a critical adverse event could be an event that causes the game to terminate, such as the death of a game character. Understandably, when an electronic device determines that a critical adverse event has been triggered, it can first pause the game and simultaneously identify the pause operation. If the pause operation is successfully identified, the game remains paused; if the pause operation identification fails, the critical adverse event is executed normally. This avoids serious problems such as the game ending abruptly due to a critical adverse event being triggered during the pause operation identification process, thus further ensuring the normal progress of the game.

[0088] In addition to the examples above, in other examples, when the electronic device detects that the user's action has changed to an action other than the pause gesture within a preset recognition time, which can also be understood as a failure to recognize the pause gesture, the electronic device can first keep the game paused and display a prompt message to inform the user that the pause gesture recognition has failed.

[0089] Beyond the examples above, in other instances, when an electronic device determines that a user intends to pause the game, it can also rewind the game to before the pause operation was detected, such as a game scenario where the game duration is 210D and "00:08". Alternatively, it can rewind to after the pause operation was detected but before it was successfully detected—that is, during the pause operation detection process. For example, it could rewind to a scenario d seconds earlier than the moment the game event occurred, where d is greater than 0. Understandably, in the rewounded game scenario, after the user cancels the pause, they can continue playing normally, thus avoiding any adverse events that might have occurred due to the pause operation being detected.

[0090] Not limited to the examples above, in other examples, the pause gesture can be replaced with a gesture to trigger a menu display. The electronic device determines that the user maintains this gesture for a preset recognition period, thus confirming the user's intention to view the menu, and therefore can display the menu, which includes a pause option. The electronic device can receive user actions (such as gestures) related to the pause option and, in response to these actions, pause the game.

[0091] In addition to the gesture-based pause examples described above, in other embodiments, users can pause the game by sequentially performing multiple gestures. For example, the electronic device begins to recognize the pause operation when it detects the first gesture, and successfully recognizes the pause operation when it detects the last gesture. In other embodiments, users can also pause the game using hardware devices such as gamepads or remote controls. For example, the electronic device begins to recognize the pause operation when it detects a significant change in the user's posture compared to the previous movement or the action instructed by the motion-sensing game, and successfully recognizes the pause operation when it receives a touch operation on a specific button. This is, for example, in motion-sensing games where a gamepad is not required, and the user retrieves the gamepad to pause the game. In other embodiments, users can also pause the game via voice. For example, the electronic device begins to recognize the pause operation when it detects the user's voice input, and successfully recognizes the pause operation when it detects the user's voice input including keywords such as "pause" for pausing the game. This application does not limit the specific user operation for pausing the game.

[0092] The above embodiments are merely examples. This application does not limit the specific gameplay of motion-sensing games, does not limit the value of the preset recognition duration, and does not limit the user interface displayed when recognizing pause operations and pausing the game.

[0093] The following is an exemplary description of a method for pausing a game provided in an embodiment of this application. This method can be applied to... Figure 1 The electronic device 100 shown.

[0094] Please see Figure 6 , Figure 6 This is a flowchart illustrating a method for pausing a game according to an embodiment of this application. The method may include, but is not limited to, the following steps:

[0095] S101: Electronic devices cache game data.

[0096] Specifically, game data includes, but is not limited to, user actions, game events, game duration, game progress, game score, character health (such as remaining health), and scene data (such as background, obstacles, items, etc.).

[0097] In some embodiments, the electronic device can cache game data from the most recent n seconds, where n is greater than 0, starting from the start of the game. For example, when the duration of the cached data is greater than or equal to n seconds, the earliest 1 second of game data in the cache can be deleted, and the most recent 1 second of game data at the current moment can be cached. The cached game data can be used to rewind the game; optionally, n is greater than or equal to t, where t is the maximum or minimum value for the game. Figures 1-5In the illustrated embodiment, the time required to identify the pause operation is the time elapsed from the start of pause operation identification to successful pause operation identification. This is also the time elapsed from when the electronic device determines that the first trigger condition is met to when the pause condition is met. This allows the electronic device to revert to the moment the pause operation was first identified or earlier when rewinding the game. In other embodiments, the electronic device can continuously cache game data from the start of the game.

[0098] S102: The electronic device determines that the first trigger condition is met.

[0099] S103: The electronic device determines whether the pause condition is met.

[0100] Specifically, S102 and S103 can be understood as the process by which the electronic device recognizes the user's intent, specifically determining whether the user intends to pause the game. S102 can be understood as the electronic device starting to recognize the pause operation, which corresponds to the start time of the process of recognizing the pause operation. S103 can be understood as the electronic device obtaining the result of recognizing the pause operation. If the pause conditions are met, the result is that the pause operation is successfully recognized; if the pause conditions are not met, the result is that the pause operation is failed to be recognized, which corresponds to the end time of recognizing the pause operation.

[0101] In some implementations, the electronic device determines that the first trigger condition is met. Figures 2-5 In the illustrated embodiment, the pause operation is initiated when, for example, electronic device 100 detects that the user has performed a preset pause gesture. The electronic device determines that the pause condition is met. Figures 2-5 The successful recognition of pause operations in the illustrated embodiment is, for example, the electronic device 100 recognizes that the user maintains the pause gesture for a preset recognition time.

[0102] Specifically, after the electronic device determines that the first trigger condition is met, it will continue to determine whether the pause condition is met. When the pause condition is met, it can be determined that the user intends to pause the game, and the game can be paused and rolled back, and S104 is executed. When the pause condition is not met, the game can continue to play normally, and game data continues to be cached.

[0103] In some embodiments, the first triggering condition includes recognizing a preset pause gesture. The pause condition may include the user maintaining the pause gesture for a preset recognition period. For example, the electronic device can acquire user images in real time and identify whether each frame of the user image includes a pause gesture. When a frame of the user image includes a pause gesture (user images before this frame do not include a pause gesture), the first triggering condition can be determined to be met. When every frame after this frame includes a pause gesture, the pause condition can be determined to be met; otherwise, the pause condition is not met. For example, in this case, the user pauses the game using a gesture.

[0104] In other embodiments, the first triggering condition includes a change in the user's posture that is greater than or equal to a preset change threshold, and the pause condition may include receiving a user action for the pause option. Optionally, the change in the user's posture is the change in the current posture compared to the posture k seconds ago, where k is greater than or equal to 0. For example, the electronic device can acquire user images in real time and determine the similarity between user images in adjacent frames. When the similarity is greater than or equal to a preset similarity threshold, the first triggering condition can be determined to be met. Optionally, the change in posture is the change in the current posture compared to the action executed by the motion-sensing game instruction. For example, the electronic device can acquire user images in real time and determine the similarity between the user image in each frame and the action executed by the motion-sensing game instruction. When the similarity is greater than or equal to a preset similarity threshold, the first triggering condition can be determined to be met. For example, the pause option is a physical button on a hardware device such as a gamepad or remote control. In this case, the user pauses the game using a hardware device such as a gamepad or remote control. For example, when the user makes significant movements, the electronic device determines that the first triggering condition is met. Receiving a press of the button on the gamepad for pausing the game confirms that the pause condition is met.

[0105] In other embodiments, the first triggering condition includes detecting user voice input, and the pause condition may include recognizing user voice input including keywords such as "pause" or "stop" used to pause the game. For example, the electronic device presets the keyword for pausing the game to "pause." When the user initially utters the voice command "stop," and the electronic device detects the user's voice input, it can determine that the first triggering condition is met. If the user, for example, mispronounces the words or does not know the keyword for pausing the game, they may try to utter the voice commands "pause" or "stop" multiple times. When the electronic device detects that the user's voice input includes "pause," it determines that the pause condition is met. For example, in this case, the user pauses the game via voice.

[0106] Not limited to the examples above, in other embodiments, the first triggering condition may also include recognizing a gesture used to trigger menu display. When the electronic device determines that the user maintains the gesture unchanged within a preset recognition time, it can determine that the user intends to view the menu, and therefore can display the menu, which includes a virtual button: a pause option. The electronic device can receive user operations (such as gestures, voice, etc.) targeting the pause option. At this time, the electronic device can determine that the pause condition is met, and therefore can pause the game. This application does not limit the specific method of recognizing whether the user intends to pause the game, but it should be noted that the electronic device needs a certain amount of time from starting to recognize the pause operation (i.e., determining that the first triggering condition is met) to successfully recognizing the pause operation (i.e., determining that the pause condition is met). This time is t in S101.

[0107] S104: Pause and rewind games on electronic devices.

[0108] Specifically, if an electronic device recognizes the user's intention to pause the game, it can rewind the game to an earlier scene and pause the game. See above for a concrete example. Figure 4 In this context, the earlier game scene refers to the scene h seconds before the electronic device successfully recognized the pause operation, where h is greater than 0. In some embodiments, the game data cached by the electronic device is the game data from the most recent n seconds, where n is greater than or equal to h. The electronic device can use the cached game data to display the earlier game scene.

[0109] In some embodiments, when the game is paused, the electronic device may not cache game data, and after the game is unpaused, the game data may continue to be cached for use when reverting to the game next time.

[0110] In some embodiments, h is equal to the duration t required to identify the pause operation, i.e., the time when the electronic device begins to identify the pause operation. In other embodiments, h is greater than the duration t required to identify the pause operation, i.e., the time before the electronic device begins to identify the pause operation.

[0111] This application allows for reverting the game when it is paused, thereby avoiding situations where the game loses control during the pause operation, such as when an adverse game event occurs.

[0112] In some embodiments, if the electronic device detects a game event during the recognition of a pause operation, it can pause and rewind the game when the pause condition (pause operation recognition is successful) is met. If the electronic device does not detect a game event during the recognition of a pause operation, it can only pause the game when the pause condition (pause operation recognition is successful) is met. In other words, if no loss is caused by recognizing the pause operation (e.g., no game event occurs), the game does not need to be rewound, reducing unnecessary rollback processes, thereby reducing the use of processing resources and providing a better user experience.

[0113] Please see Figure 7 , Figure 7 This is a flowchart illustrating another method for pausing a game according to an embodiment of this application. The method may include, but is not limited to, the following steps:

[0114] S201: Electronic devices cache game data.

[0115] S202: The electronic device determines that the first trigger condition is met.

[0116] Specifically, S201-S202 and Figure 6 Similar to S101-S102, see details below. Figure 6Explanation of S101-S102.

[0117] S203: The electronic device determines whether the pause operation process involves a game event and whether the pause conditions are met.

[0118] Specifically, the methods by which electronic devices determine whether pause conditions are met and Figure 6 Similar to S103, see details. Figure 6 The explanation of S103. The process of recognizing a pause operation is as follows: from the moment the electronic device determines that the first trigger condition has been met until the electronic device receives the result of recognizing the pause operation. Game events include, for example, obstacle arrival, item arrival, and arrival of the next action to be executed (as above). Figures 2-5 The sixth "bending arm" movement shown is reached, etc.

[0119] In some embodiments, when a pause operation is identified, the electronic device can record the triggered game events (e.g., whether it occurred, the number of times it occurred, the time of occurrence, the type of event, etc.). When the result of identifying the pause operation is obtained, the electronic device can determine whether the process of identifying the pause operation involved game events based on the recorded content.

[0120] Specifically, after the electronic device determines that the first trigger condition is met, it will continue to determine whether the pause condition is met. When the pause condition is met, it can be determined that the user intends to pause the game. If the pause operation process involves a game event, the game can be paused and rewound, and S204 can be executed. For a specific example, please refer to the above. Figure 4 If the pause operation was not performed during a game event, the electronic device can simply pause the game, execute S205, and not revert to the previous state. See above for a specific example. Figure 3 When the pause conditions are not met, the electronic device can continue playing the game normally and continue caching game data.

[0121] S204: Pause and rewind games on electronic devices.

[0122] Specifically, S204 and Figure 6 Similar to S104, see details. Figure 6 Explanation of S104.

[0123] In some embodiments, when an electronic device rolls back to a game, the game scene to be rolled back to can be the game scene before the game event that occurred when the pause operation was identified. For example, assuming that the game event occurred s seconds before the electronic device successfully identified the pause operation, the game scene to be rolled back to is h seconds before the electronic device successfully identified the pause operation, then h is greater than s.

[0124] S205: Electronic devices pause the game.

[0125] In some embodiments, if the electronic device detects a game event during the recognition of a pause operation, and the game event is a preset major adverse event, the game can be paused first. This can prevent a major adverse event from occurring during the recognition of the pause operation, which could severely affect the game, such as the death of a game character causing the game to end directly, and further ensure the normal progress of the game.

[0126] Please see Figure 8 , Figure 8 This is a flowchart illustrating another method for pausing a game according to an embodiment of this application. The method may include, but is not limited to, the following steps:

[0127] S301: Electronic devices cache game data.

[0128] S302: The electronic device determines that the first trigger condition is met.

[0129] Specifically, S301-S302 and Figure 6 Similar to S101-S102, see details below. Figure 6 Explanation of S101-S102.

[0130] S303: The electronic device determines whether the triggered game event is a preset event (a preset major adverse event).

[0131] Specifically, during the process of recognizing a pause operation, the electronic device can detect a triggered game event. Optionally, the trigger is imminent, for example, the game event will be executed in the next frame or several frames (e.g., next second). The electronic device can determine whether the triggered game event is a preset major adverse event, such as a game event with a risk level greater than or equal to a risk threshold, or a game event in the preset event list. When the electronic device determines that the triggered game event is a preset major adverse event, it can pause the game before executing the game event. For example, it can pause the game when it determines that the game event is a major adverse event, execute S304, and continue to recognize pause operations. See above for specific examples. Figure 5 If the game event is not a major adverse event, the electronic device can continue to determine whether the pause conditions are met, that is, continue to recognize the pause operation, execute S305, and continue playing the game. See above for a specific example. Figure 2 (B)

[0132] In some embodiments, the execution of a pre-defined major adverse event will severely impact the game. For example, a major adverse event may include the death of a player character, which immediately ends the game; or a major adverse event may include a significant deviation from the intended path, making it impossible to return to the normal path and forcing a restart. Game events other than major adverse events include the arrival of obstacles, items, or the next action to be performed. Even if the player is stuck in the current position and cannot obtain game points, the game can still continue.

[0133] S304: Electronic device pauses game.

[0134] Specifically, the electronic device can pause the game before a major adverse event occurs, and continue to determine whether the pause conditions are met, that is, continue to identify pause operations and execute S305.

[0135] S305: The electronic device determines whether the pause condition is met.

[0136] Specifically, the methods by which electronic devices determine whether pause conditions are met and Figure 6 Similar to S103, see details. Figure 6 Explanation of S103.

[0137] In some embodiments, the electronic device has paused the game before a major adverse event occurs, i.e., S304 is executed. Figure 6 In S103, when the electronic device determines that the pause condition is met, pausing the game and rewinding the game are different. In S305, when the electronic device determines that the pause condition is met, only rewinding the game is performed, and S306 is executed because the game is already in a paused state at this time, so there is no need to pause the game again.

[0138] In other embodiments, if no major adverse event is triggered when the electronic device recognizes the pause operation, S304 is not executed. When the electronic device determines that the pause conditions are met, it pauses and rewinds the game, S305 and... Figure 6 It is consistent with S103, please refer to the details. Figure 6 Explanation of S103.

[0139] S306: Electronic devices can rewind games.

[0140] Specifically, the way to rewind a game on an electronic device and Figure 6 The method for reverting to the game in S104 is similar and will not be repeated here. After the electronic device executes S306, the game remains paused in the reverted game scene, and... Figure 6 After S104 is executed, the game state remains the same. See above for a specific example. Figure 4 .

[0141] S307: Pause and rewind the game.

[0142] Specifically, S307 and Figure 6 Similar to S104, see details. Figure 6 Explanation of S104.

[0143] In some embodiments, although no major adverse event is triggered when the electronic device recognizes the pause operation, other game events are triggered. When the electronic device rewinds the game, the rewind game scenario can be the game scenario before the aforementioned other game events occurred. For example, assuming that the aforementioned other game events occurred s seconds before the electronic device successfully recognized the pause operation, the rewind game scenario is h seconds before the electronic device successfully recognized the pause operation, then h is greater than s.

[0144] In some embodiments, when an electronic device rewinds a game, if the difference between the current time of the rewound game scene and the execution time of the next game event is less than or equal to a preset time interval, the electronic device can set the rewound game scene to an earlier game scene. This prevents the next game event from being too close after rewinding, which could prevent the user from effectively completing the game event and ensure that the user can play the game normally. Specific examples are as follows. Figure 9 As shown.

[0145] Please see Figure 9 , Figure 9 An example diagram illustrating the process of a game is shown.

[0146] like Figure 9As shown, the time axis t represents the timeline of the motion-sensing game, which is not the same as the actual timeline. On this timeline, the same moment represents the same game scene, meaning the game data is the same, but the actual time may be different. For example, when playing this motion-sensing game at 8:45 AM and 3:45 PM on January 1, 2021, the game scene is the same as the game scene at time t1. Any moment on this timeline can also be called a game point. At the current time t1, the electronic device can begin to recognize the pause operation, for example, detecting that the user has performed a preset pause gesture. At time t2, the electronic device successfully recognizes the pause operation, for example, recognizing that the user has maintained the pause gesture for a preset recognition time (t2-t1). The time between t1 and t2 can be understood as the process of recognizing the pause operation. When the electronic device recognizes the pause operation, it detects the execution of game event A at time t3, meaning that event A occurred during the process of recognizing the pause operation. When the electronic device successfully recognizes the pause operation, it pauses and rewinds the game. Originally, the rewind point was set to the moment the device began recognizing the pause operation, i.e., t1. However, because the difference between the occurrence time t3 and t1 of game event A is less than or equal to a preset time interval d, the electronic device advances the rewind point to t0, where (t3-t0)≥d. In other words, the electronic device rewinds the game scene to the location at t0 and pauses the game at t0. After canceling the pause, the user has sufficient time to respond to event A, resulting in a better user experience.

[0147] In some embodiments, Figure 9 In the scenario shown, the game data cached by the electronic device is the game data from the most recent n seconds, where n is greater than or equal to (t2-t0). The electronic device can use the cached game data to roll back to time t0. In other embodiments, the rollback point is when the pause operation is first identified, t1, where n is greater than or equal to (t2-t1), meaning n is greater than or equal to the duration required to identify the pause operation.

[0148] In some embodiments, the motion-sensing game played by the electronic device can be a multiplayer game, meaning that multiple users can play simultaneously. When only one user performs a pause operation, the electronic device resumes the game in the same way as described in the above embodiments. Optionally, other users can continue playing normally when the electronic device recognizes the pause operation. After canceling the pause, the electronic device can replay the game process of other users, as illustrated in the following examples. Figure 10A As shown.

[0149] Please see Figure 10A , Figure 10A An example diagram illustrating the progress of yet another game is shown.

[0150] like Figure 10A As shown, timeline t represents the timeline of the motion-sensing game; for details, please refer to [link / reference]. Figure 9 Explanation of the timeline t. At time t1, the electronic device detects that user A has performed a pause operation. This can be understood as the electronic device starting to recognize user A's pause operation, for example, detecting user A's voice. At time t2, the electronic device successfully recognizes user A's pause operation, for example, recognizing user A's voice including "pause". The period between t1 and t2 can be understood as the process of recognizing user A's pause operation (referred to as recognition process A). Between times t0 and t1 before recognition process A, and during recognition process A, user B can play the game normally. At time t2, when the electronic device successfully recognizes user A's pause operation, the electronic device will pause the game and rewind the game. Assuming the time of the rewound game scene (referred to as the rewind point) is set to time t0 before the electronic device started recognizing user A's pause operation, that is, the electronic device will rewind the game scene to the game scene at t0 and pause the game at t0. Assuming the period between the rewind point t0 and the time t2 when user A's pause operation is successfully recognized is called process B, user B can play the game normally before rewinding the game.

[0151] like Figure 10A As shown, after canceling the game pause at rollback point t0, user A can operate the game normally, while user B cannot. The electronic device will replay the game process between rollback point t0 and the moment t2 when user A's pause operation was successfully recognized, i.e., replay process B. During replay process B, user B cannot operate the game until moment t2. For example, before reaching the user-operable moment t2, the electronic device can prompt the user through indicator lights, flashing game characters, or ghosting images. The closer the current moment is to moment t2, the faster the game character flashes.

[0152] In other embodiments, the motion-sensing game played by the electronic device can be a multiplayer game, meaning multiple users can play simultaneously. If more than one user performs a pause operation, the electronic device rewinds the game based on the user who first performed the pause operation (the successfully recognized pause operation). The specific method is consistent with the game rewind method described in the above embodiments, where the pause operation is the reference pause operation. Optionally, if other users perform a pause operation when the electronic device recognizes the reference pause operation, after canceling the pause, the electronic device can rewind the other users' game process for the period before their pause operations. After other users perform their pause operations, they can continue playing normally. Specific examples are as follows. Figure 10B As shown.

[0153] Please see Figure 10B , Figure 10B An example diagram illustrating the progress of yet another game is shown.

[0154] like Figure 10B As shown, timeline t represents the timeline of the motion-sensing game; for details, please refer to [link / reference]. Figure 9 Explanation of the time axis t. The electronic device recognizes user A's pause and resume actions. Figure 10A The process is consistent and will not be elaborated further. At time t4, before the recognition process A, the electronic device detects that user B has performed a pause operation, which can be understood as the electronic device starting to recognize user B's pause operation. User A's pause operation and user B's pause operation can be of the same type or different types. For example, at time t4, the electronic device detects that the change in user B's motion posture is greater than or equal to a preset change threshold. At time t2, when the electronic device successfully recognizes user A's pause operation, it will pause and rewind the game. Even if the time when the electronic device successfully recognizes user B's pause operation is earlier than the time when it successfully recognizes user A's pause operation t2, the electronic device will still pause and rewind the game after obtaining the recognition result of user A's pause operation. The electronic device will rewind the game scene to the game scene at t0 and pause the game at t0. Let's call the period between the rewind point t0 and the time t4 when the electronic device starts recognizing user B's pause operation process C. Before rewinding the game, user B can play the game normally in process C.

[0155] like Figure 10B As shown, after canceling the game pause at rollback point t0, user A can operate the game and play normally, while user B cannot operate the game at this time. The electronic device will play the game process of user B before the rollback point t0 to the time t4 when user B's pause operation is recognized, that is, the replay process C. During the replay process C, user B cannot operate the game until time t4.

[0156] exist Figure 10B In the example shown, as long as the first pause operation is successfully recognized, the electronic device will pause and rewind the game based on the first pause operation, regardless of whether the subsequent pause operation is successfully recognized. This avoids the situation where the game goes out of control when the electronic device recognizes any user's pause operation, thus ensuring the normal progress of the game.

[0157] Not limited to the examples above, in other examples, if the first pause operation (such as user A's pause operation) fails to be recognized, and the second pause operation (such as user B's pause operation) is successfully recognized, the electronic device can use the second pause operation as a reference to pause and / or rewind the game.

[0158] Not limited to the examples above, in other examples, electronic devices may not replay user B's game actions, but rather allow users to operate the game again at the rewind point, just like user A.

[0159] In other embodiments, different users can be granted different operation permissions. For example, only the administrator account can pause the game. Even if other accounts perform the pause operation, the electronic device will still determine whether to pause and / or rewind the game based on whether the user with the administrator account performed the pause operation. This can be understood as... Figures 1-9 The pause operation in the illustrated embodiment is for users with administrator accounts. Examples of what happens after reverting to the previous and canceling the paused game can be found above. Figure 9 , Figure 10A and Figure 10B .

[0160] For example, Figure 9 , Figure 10A or Figure 10B It can be understood as above Figure 6 S104, above Figure 7 S204, above Figure 8 This is one way to execute a rollback game in S307. Figure 9 , Figure 10A or Figure 10B This can be understood as the above. Figure 8 One way to execute S306.

[0161] Based on the above Figures 1-9 , Figures 10A-10B The embodiments shown below will be followed by a description of the method for pausing a game provided by the embodiments of this application.

[0162] Please see Figure 11 , Figure 11 This is yet another method for pausing a game provided in this application embodiment. This method can be applied to... Figure 1 The electronic device 100 shown. The method may include, but is not limited to, the following steps:

[0163] S401: When the electronic device is running a game, it receives the first user's first user operation.

[0164] In some embodiments, the game running on the electronic device is a motion-sensing game.

[0165] In some embodiments, the first user operation includes a second user operation and a third user operation. Receiving the first user operation from the first user includes: receiving the second user operation; in response to the second user operation, identifying whether the first user intends to pause the game; receiving the third user operation; and based on the second user operation and the third user operation, identifying that the first user intends to pause the game. Optionally, receiving the second user operation and identifying whether the first user intends to pause the game in response to the second user operation can be understood as satisfying the first triggering condition in the above embodiments, or as starting to identify the pause operation in the above embodiments. Optionally, receiving the third user operation and identifying that the first user intends to pause the game based on the second user operation and the third user operation can be understood as satisfying the pause condition in the above embodiments, or as successfully identifying the pause operation in the above embodiments. For example, the starting game point of receiving the second user operation (that is, the starting game point of receiving the first user operation) can be the game point where the pause operation begins to be identified, and the ending game point of receiving the third user operation (that is, the ending game point of receiving the third user operation) can be the game point where the pause operation is successfully identified.

[0166] In this context, a game point corresponds to a specific moment in the game. While the game scene and data are identical at the same game point, the actual time of day may differ. For example, the starting game point at which the first user action is received before pausing the game is the same as the first game point the game reverts to after pausing, but the former corresponds to an earlier actual time than the latter. See specific examples for further details. Figure 9 , Figure 10A , Figure 10B The times shown on the timeline.

[0167] In some embodiments, receiving the second user operation includes receiving a first gesture at the second game point. Optionally, this step can be detecting that the user has performed a preset pause gesture, as described in the above embodiments. Receiving the third user operation includes receiving the first gesture within a preset recognition time, where the time interval between the second game point and the game point at which the first user operation is received is the preset recognition time. This step can be determining, as described in the above embodiments, that the user maintains the pause gesture unchanged within the preset recognition time. This can be understood as the user's first user operation to pause the game being maintaining a gesture unchanged within the preset recognition time.

[0168] In other embodiments, the second user action is a second gesture, and the third user action is a third gesture, with the gesture consisting of the second and third gestures used to pause the game. This can be understood as the first user action used to pause the game being a series of gestures executed sequentially.

[0169] In other embodiments, the second user operation is a first voice input, and the third user operation is a second voice input. The voice input consisting of the first and second voice inputs is used to pause the game. For example, the first voice input is "play" and the second voice input is "pause the game." Optionally, the second voice input includes keywords used to pause the game in the above embodiments, such as "pause." It can be understood that the first user operation used by the user to pause the game is a voice input, which may include keywords used to pause the game.

[0170] In other embodiments, the second user operation is a movement posture, and the degree of change in the second user operation is greater than or equal to a preset change threshold. The third user operation includes a user operation on the first button. Optionally, the third user operation also includes a movement posture. For example, if the second user operation is the user moving from position 1 to position 2, the third user operation includes the user moving from position 2 to position 3, and receiving a press operation on the pause button on the controller. This can be understood as the user not holding a controller, remote control, or other hardware device including a pause button while playing the game. The first user operation for pausing the game includes the user picking up the hardware device and pressing the pause button.

[0171] S402: When the electronic device determines that the first user operation is to pause the game, it reverts to the first game point and pauses the game.

[0172] In some embodiments, the electronic device determines that the first user operation is used to pause the game, which can be understood as the pause condition being met in the above embodiments, or as the pause operation being successfully identified in the above embodiments. Figure 11 For an example process, please refer to the above. Figure 6 .

[0173] Specifically, the first game point is earlier than the end game point when the first user action is received. The first game point is determined based on one or more of the following: the start game point when the first user action is received, the end game point, and the game point where a game event occurs between the start game point and the end game point.

[0174] In some embodiments, the first game point is a preset game point, such as the starting game point when the first user operation is received, or the starting game point earlier than when the first user operation is received.

[0175] In other embodiments, a first preset event occurs during the period of receiving the first user operation (i.e., between the start and end game points). The first game point can be determined based on a third game point where the first preset event occurs, for example, earlier than the third game point. Optionally, the first preset event is the earliest game event that occurs during the period of receiving the first user operation. Optionally, the first preset event is a game event with a risk level greater than or equal to a preset level threshold. Optionally, the electronic device can classify the risk level of the game event into three categories: type one, which is less than the first threshold; type two, which is greater than or equal to the first threshold and less than the second threshold; and type three, which is greater than or equal to the second threshold. The game event of type three can be a preset major adverse event in the above embodiments, and the first preset event is a game event of type two. For example, a major adverse event is the death of a game character, and the first preset event is the arrival of an obstacle or an item.

[0176] In some embodiments, the first game point is a game point that is at least a preset time interval earlier than the fourth game point, and the fourth game point is the game point where the earliest game event occurred between the first game point and the end game point where the first user operation was received. Optionally, the electronic device may first determine a game point to be rolled back based on one or more of the start game point, end game point, and game points where game events occurred during the period between receiving the first user operation. However, if the electronic device finds that the time interval between this game point and the fourth game point is less than the preset time interval, it can adjust the first game point to an earlier game point to ensure that the time interval between the first game point and the fourth game point is greater than or equal to the preset time interval. See above for specific examples. Figure 9 .

[0177] In some embodiments, when the electronic device determines that a first user operation is used to pause the game, if a game event occurred during the period of the first user operation, it reverts to the first game point and pauses the game. In other embodiments, when the electronic device determines that a first user operation is used to pause the game, if no game event occurred during the period of the first user operation, it pauses the game at the end game point. For specific example flows, please refer to the above. Figure 7 .

[0178] In some embodiments, when a second preset event is triggered during the receipt of a first user operation, the electronic device pauses the game. Optionally, the triggering game event can be an upcoming game event, such as the game event occurring in the next frame. Optionally, the electronic device pauses the game at a game point before the game point where the second preset event occurs, such as the electronic device pausing the game at the game point where the second preset event is triggered. Optionally, the second preset event is a major adverse event as described in the above embodiments. Optionally, the game will be severely affected after the occurrence of the second preset event, such as a major adverse event including the death of a game character, after which the game will end directly. Optionally, when the electronic device determines that the first user operation is used to pause the game, it can maintain the paused state of the game. Optionally, when the electronic device determines that the first user operation is used to pause the game, it can revert to a first game point, which is earlier than the game point where the electronic device paused the game during the receipt of the first user operation. For specific example processes, please refer to the above. Figure 8 .

[0179] In some embodiments, the game running on the electronic device is a multiplayer game, meaning multiple people can play simultaneously. However, when the game is paused, none of these individuals can play normally. Let's assume these individuals are a first user and a second user. In some embodiments, if the second user is playing normally during the period when the first user's operation is received, after the game resumes (i.e., after canceling the pause in the above embodiments), the electronic device can replay the second user's game process from the first game point to the point where the first user's operation was received. See the example above for a specific example. Figure 10A In other embodiments, if the electronic device receives a fourth user operation from the second user during the period of receiving the first user operation, even if the fourth user operation is successfully identified as being used to pause the game first, the electronic device will still revert to the first game point to pause the game only after successfully identifying the first user operation as being used to pause the game. Optionally, after resuming the game, the electronic device can replay the game process of the second user between the first game point and the starting game point where the second user operation was received. See above for specific examples. Figure 10B .

[0180] In this embodiment of the application, when the electronic device determines that the received first user operation is intended to pause the game, that is, when it recognizes that the user intends to pause the game, it can go back to an earlier first game point to pause the game, thereby avoiding adverse game events that occur during the period when the first user operation is received and ensuring the normal progress of the game.

[0181] Furthermore, electronic devices can determine whether to roll back and the game point to roll back to by combining game events that occurred during the period of receiving the first user operation. For example, they can not roll back if no event has occurred, thus ensuring the normal operation of the game while reducing unnecessary processing resources. Alternatively, they can roll back to a game point earlier than the game point where the earliest game event occurred during the period of receiving the first user operation by a preset time interval, thus avoiding the problem that the next game event is too close after the game resumes, which may prevent the user from operating effectively and improve the user's gaming experience.

[0182] It should be noted that in the embodiments of this application, "at least one" refers to one or more, and "more" refers to two or more. Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application pertains. The terminology used in the specification of this application is for the purpose of describing particular embodiments only and is not intended to limit this application. It should be understood that, unless otherwise stated, " / " in this application means "or". For example, A / B can mean A or B. "And / or" in this application is merely a description of the relationship between related objects, indicating that three relationships can exist. It should be noted that in the embodiments of this application, terms such as "first" and "second" are used only for the purpose of distinguishing descriptions and should not be construed as indicating or implying relative importance or order. Features defined with "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of the embodiments of this application, words such as "exemplary" or "for example" are used to indicate examples, illustrations, or explanations. Any embodiment or design scheme described as "exemplary" or "for example" in the embodiments of this application should not be construed as being more preferred or advantageous than other embodiments or design schemes. To be precise, the use of words such as "exemplary" or "for example" is intended to present the relevant concepts in a specific way.

[0183] Those skilled in the art will understand that implementing all or part of the processes in the methods of the above embodiments can be accomplished by a computer program using computer program-related hardware. This computer program can be stored in a computer-readable storage medium, and when executed, it can include the processes described in the above method embodiments. The aforementioned storage medium includes various media capable of storing computer program code, such as read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

Claims

1. A method for pausing a game, characterized in that, Applied to electronic devices, the method includes: When running the game, the first user operation is received from the first user. The first user operation is a series of operations performed by the first user within a first time window. When it is determined that the first user operation is used to pause the game and a game event is detected during the process of recognizing the pause operation, the game is reverted to a first game point and paused. The first game point is determined based on one or more of the starting game point of receiving the first user's first user operation, the ending game point of receiving the first user's first user operation, and the game point where the game event occurred during the period of receiving the first user's first user operation. The first game point is earlier than the ending game point. If no game event is detected during the recognition of the pause operation, the game is paused and not rolled back when the pause operation is successfully recognized.

2. The method as described in claim 1, characterized in that, The first user operation includes the second user operation and the third user operation received by the electronic device within the first time window from the first user. Receiving the first user operation from the first user includes: The second user operation has been received; In response to the second user's action, determine whether the first user intends to pause the game; Received the third user's operation; Based on the second user operation and the third user operation, it was determined that the first user intended to pause the game.

3. The method as described in claim 2, characterized in that, Receiving the second user operation includes: The first gesture was received at the second game point; Receiving the third user operation includes: If the first gesture is received within a preset recognition time, the time interval between the second game point and the end game point is the preset recognition time.

4. The method as described in claim 2, characterized in that, The second user operation is a second gesture, and the third user operation is a third gesture. The gesture consisting of the second gesture and the third gesture is used to pause the game.

5. The method as described in claim 2, characterized in that, The second user operation is a first voice input, and the third user operation is a second voice input. The voice input consisting of the first voice input and the second voice input is used to pause the game.

6. The method as described in claim 2, characterized in that, The second user operation is a motion posture, and the degree of change of the second user operation is greater than or equal to a preset change threshold. The third user operation includes user operations performed on the first button.

7. The method according to any one of claims 1-6, characterized in that, The first game point is earlier than the starting game point, or the first game point is the starting game point.

8. The method according to any one of claims 1-6, characterized in that, When it is determined that the first user operation is used to pause the game, if no game event occurs during the period when the first user operation is received, the game is paused at the game termination point.

9. The method as described in claim 8, characterized in that, The first game point is determined based on the game point of the game event that occurred during the period when the first user's first operation was received. The first game point is earlier than the third game point, which is the game point of the first preset event that occurred during the period when the first user's first operation was received.

10. The method as described in claim 9, characterized in that, The first preset event is the earliest game event that occurs during the period when the first user operation is received from the first user.

11. The method according to any one of claims 1-6, characterized in that, The time interval between the first game point and the fourth game point is greater than or equal to a preset time interval, and the fourth game point is the game point where the earliest game event occurs between the first game point and the cutoff game point.

12. The method according to any one of claims 1-6, characterized in that, The method further includes: When a second preset event is triggered during the first user's operation, the game is paused.

13. The method according to any one of claims 1-6, characterized in that, The game is a multiplayer game, and the method further includes: During the period when the first user operation of the first user is received, the fourth user operation of the second user is received, and the fourth user operation is used to pause the game.

14. The method according to any one of claims 1-6, characterized in that, The game is a multiplayer game, and after reverting to the first game point and pausing the game, the method further includes: Receive the fifth user operation from the first user; In response to the fifth user's action, the game resumes operation; After the game resumes operation, the game process of the second user between the first game point and the fifth game point is played; when the sixth user operation of the second user is received during the period of receiving the first user operation of the first user, the fifth game point is the starting game point of receiving the sixth user operation of the second user, and the sixth user operation is used to trigger the electronic device to identify whether the second user intends to pause the game; when the sixth user operation of the second user is not received during the period of receiving the first user operation of the first user, the fifth game point is the ending game point.

15. An electronic device, characterized in that, It includes a transceiver, a processor, and a memory, the memory being used to store a computer program, and the processor calling the computer program to perform the method as described in any one of claims 1-14.

16. A computer storage medium, characterized in that, The computer storage medium stores a computer program, which, when executed by a processor, implements the method described in any one of claims 1-14.