Tactical simulation methods, tactical simulation devices, storage media and electronic equipment
By generating simulated match videos, identifying key nodes, and displaying candidate tactical icons, the problems of low efficiency and insufficient accuracy in tactical simulation are solved, achieving efficient and accurate tactical simulation results.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-29
- Publication Date
- 2026-04-03
AI Technical Summary
In existing technologies, tactical simulation is inefficient and inaccurate, and cannot effectively help users reselect tactics to change the outcome of the game.
By acquiring pre-recorded match videos, a simulated match video is generated, key nodes are identified in the video, candidate tactical icons are displayed in response to user selections, and simulations are performed based on the selected tactics, enabling tactical adjustments and display of simulation results.
It improves the efficiency and accuracy of tactical simulation, allowing users to adjust tactics in a targeted manner and display simulation results in real time.
Smart Images

Figure CN116011212B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more specifically, to a tactical simulation method, a tactical simulation device, a computer-readable storage medium, and an electronic device. Background Technology
[0002] In a match, the choice of tactics can affect the outcome. For users, tactical simulations can be used to understand the possible results of different tactics.
[0003] Taking basketball games or video games as an example, in some cases, the participants choose tactic 1, which results in a missed shot or a loss in the game, while the audience believes that if tactic 2 had been chosen, the shot would have been successful or the game would have been won.
[0004] Therefore, there is an urgent need for a method that allows users to reselect tactics for completed matches to determine whether the match outcome will change, thereby achieving tactical simulation, improving the efficiency of tactical simulation and the viewing experience for viewers, and enabling users to conduct more targeted tactical simulations, thus improving the accuracy of tactical simulation.
[0005] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0006] The purpose of this disclosure is to provide a tactical simulation method and apparatus, a computer-readable storage medium and an electronic device, thereby improving, at least to some extent, the problems of low efficiency and low accuracy in tactical simulation.
[0007] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.
[0008] According to a first aspect of this disclosure, a tactical simulation method is provided, comprising: acquiring a pre-recorded match video; determining a three-dimensional virtual model of a participant in the match video; generating a simulated match video based on the three-dimensional virtual model, wherein the simulated match video and the match video have the same match flow; identifying key nodes in the simulated match video; displaying candidate tactical identifiers associated with the selected key node in response to a selection operation of any of the key nodes; determining a response tactic for a candidate tactic indicated by the selected candidate tactical identifier in response to a selection operation of any candidate tactical identifier; and performing tactical simulation on the selected key node based on the candidate tactic and the response tactic.
[0009] According to a second aspect of this disclosure, a tactical simulation apparatus is provided, comprising: a simulated match video generation module configured to acquire a pre-recorded match video, determine a three-dimensional virtual model of a participant in the match video, and generate a simulated match video based on the three-dimensional virtual model, wherein the simulated match video and the match video have the same match flow; a key node determination module configured to determine key nodes of the match in the simulated match video; a candidate tactical identifier display module configured to display candidate tactical identifiers associated with the selected key node in response to a selection operation of any of the key nodes; a tactical adjustment module configured to determine a response tactic for a candidate tactic indicated by the selected candidate tactical identifier in response to a selection operation of any candidate tactical identifier; and a tactical simulation module configured to perform tactical simulation on the selected key node based on the candidate tactic and the response tactic.
[0010] According to a third aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the tactical simulation method as described in the first aspect of the above embodiments.
[0011] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a storage device for storing one or more programs, which, when executed by the one or more processors, cause the one or more processors to implement the tactical simulation method as described in the first aspect of the above embodiments.
[0012] As can be seen from the above technical solutions, the tactical simulation method, tactical simulation device, and computer-readable storage medium and electronic device for implementing the tactical simulation method in the exemplary embodiments of this disclosure have at least the following advantages and positive effects:
[0013] In some embodiments of this disclosure, by generating a simulated match video corresponding to a pre-recorded match video and identifying key nodes in the simulated match video, users can adjust tactics at these key nodes and determine corresponding tactics based on the adjusted tactics. The tactical simulation results are then displayed to the user based on the adjusted tactics and the corresponding tactics. Compared to related technologies, this disclosure, on the one hand, can automatically determine corresponding tactics from candidate tactics selected by the user at key nodes, thereby displaying tactical simulation results in real time based on the user-selected candidate tactics and the determined corresponding tactics, improving the efficiency of tactical simulation; on the other hand, this disclosure can perform targeted tactical simulations based on the generated simulated match video identical to a completed match, according to the identified key nodes, thus improving the accuracy of tactical simulation.
[0014] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0015] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0016] Figure 1 A schematic diagram illustrating a system architecture in which the tactical simulation method and apparatus of this disclosure can be applied in an exemplary embodiment of this disclosure;
[0017] Figure 2 A flowchart illustrating a tactical simulation method in an exemplary embodiment of this disclosure is shown.
[0018] Figure 3 A flowchart illustrating a method for generating simulated match videos in an exemplary embodiment of this disclosure is shown.
[0019] Figure 4 A flowchart illustrating a method for determining a three-dimensional virtual model of a participant in an exemplary embodiment of this disclosure is shown.
[0020] Figure 5 This diagram illustrates a flowchart of a method for displaying candidate tactical identifiers in an exemplary embodiment of this disclosure.
[0021] Figure 6 A flowchart illustrating a method for determining response tactics in an exemplary embodiment of this disclosure is shown.
[0022] Figure 7 This diagram illustrates the structure of a tactical simulation device in an exemplary embodiment of this disclosure.
[0023] Figure 8 A schematic diagram of the structure of an electronic device in an exemplary embodiment of this disclosure is shown. Detailed Implementation
[0024] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0025] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0026] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities.
[0027] In a match, the choice of tactics can affect the outcome. For users, tactical simulations can be used to understand the possible results of different tactics.
[0028] Taking basketball games or video games as an example, in some cases, the participants choose tactic 1, which results in a missed shot or a loss in the game, while the audience believes that if tactic 2 had been chosen, the shot would have been successful or the game would have been won.
[0029] Therefore, there is an urgent need for a method that allows users to reselect tactics for completed matches to determine whether the match outcome will change, thereby achieving tactical simulation, improving the efficiency of tactical simulation and the viewing experience for viewers, and enabling users to conduct more targeted tactical simulations, thus improving the accuracy of tactical simulation.
[0030] To address the aforementioned problems, this disclosure proposes a tactical simulation method and apparatus, which can be applied to... Figure 1 In the system architecture of the exemplary application environment shown.
[0031] like Figure 1 As shown, system architecture 100 may include one or more of terminal devices 101, 102, 103, and 104, a network 105, and a server 106. Network 105 serves as the medium for providing communication links between terminal devices 101, 102, 103, and 104 and server 106. Network 105 may include various connection types, such as wired or wireless communication links or fiber optic cables. Terminal devices 101, 102, 103, and 104 may be smartphones, tablets, laptops, desktop computers, etc., but are not limited to these.
[0032] It should be understood that Figure 1 The number of terminal devices, networks, and servers shown is merely illustrative. Depending on implementation needs, there can be any number of terminal devices, networks, and servers. For example, server 106 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0033] The tactical simulation method provided in this embodiment can be executed on server 106, and correspondingly, the tactical simulation device is generally located on server 106. The tactical simulation method provided in this embodiment can also be executed on a terminal device, and correspondingly, the tactical simulation device can also be located on the terminal device. The tactical simulation method provided in this embodiment can also be partially executed on server 106 and partially executed on the terminal device; correspondingly, some modules of the tactical simulation device can be located on server 106, and other modules can be located on the terminal device.
[0034] For example, in one exemplary embodiment, a user may upload a recorded match video via terminal devices 101, 102, 103, or 104. Upon receiving the recorded match video, server 106 can generate a simulated match video and identify key points in the simulated match video. The terminal devices can display the identified key point identifiers. Then, the user can select a key point on the terminal device from the key point identifiers displayed therein. In response to the selection of a key point, server 106 can determine the candidate tactics corresponding to the selected key point and send them to the terminal device. The terminal device can display the received list of candidate tactic identifiers in its graphical user interface. The user can select the candidate tactic they wish to simulate from the list of candidate tactic identifiers. In response to the selection of any candidate tactic, server 106 can determine the corresponding counter-tactic and, based on the candidate tactic and the counter-tactic, determine the tactical simulation result. The tactical simulation result is then sent to the terminal device for display.
[0035] The tactical simulation method in one embodiment of this disclosure can run on a local terminal device or a server. When the tactical simulation method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0036] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0037] In an optional implementation, taking a tactical simulation game as an example, the local terminal device stores a game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on a terminal display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to display the GUI, which includes the game screen, and the processor is used to run the game, generate the GUI, and control the display of the GUI on the display screen.
[0038] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.
[0039] In one possible implementation, this disclosure provides a tactical simulation method that uses a terminal device to provide a graphical user interface (GUI), which can display simulated match videos. The terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system.
[0040] For example, Figure 2 This diagram illustrates a flowchart of a tactical simulation method in an exemplary embodiment of this disclosure, with reference to... Figure 2 The method includes:
[0041] Step S210: Obtain a pre-recorded competition video, determine the three-dimensional virtual model of the contestant in the competition video, and generate a simulated competition video based on the three-dimensional virtual model. The competition process of the simulated competition video and the competition video is the same.
[0042] Step S220: Identify the key moments of the match in the simulated match video;
[0043] Step S230: In response to the selection operation of any key node, display the candidate tactical identifiers associated with the selected key node;
[0044] Step S240: In response to the selection operation of any candidate tactical identifier, determine the counter tactic of the candidate tactic indicated by the selected candidate tactical identifier;
[0045] Step S250: Based on the candidate tactics and response tactics, perform tactical simulation on the selected key nodes.
[0046] exist Figure 2In the technical solution provided by the illustrated embodiment, by generating a simulated match video corresponding to a pre-recorded match video and identifying key nodes in the simulated match video, the user can adjust the tactics at the key nodes and determine corresponding tactics based on the adjusted tactics. The tactical simulation results are then displayed to the user based on the adjusted tactics and the corresponding tactics. Compared with related technologies, on the one hand, this disclosure can automatically determine corresponding tactics based on candidate tactics selected by the user from the key nodes, thereby displaying the tactical simulation results in real time based on the user-selected candidate tactics and the determined corresponding tactics, improving the efficiency of tactical simulation; on the other hand, this disclosure can perform targeted tactical simulations based on the generated simulated match video identical to the completed match, according to the identified key nodes, improving the accuracy of tactical simulation.
[0047] The following are Figure 2 The specific implementation methods of each step in the illustrated embodiment are described in detail below:
[0048] In step S210, a pre-recorded competition video is acquired, and a three-dimensional virtual model of the participants in the competition video is determined, so as to generate a simulated competition video based on the three-dimensional virtual model.
[0049] In one exemplary embodiment, the competition in the recorded video can be a real competition, such as a basketball game, football game, table tennis game, badminton game, etc., with real people participating. The competition in the recorded video can also be a game competition, such as a football game, a basketball game, a first-person shooting game, or other game competitions. This exemplary embodiment does not make any special limitations in this regard.
[0050] For example, a user can record a video of a match to obtain a recorded video. For instance, a user can record a basketball game, football game, table tennis game, or game match, or record a video of the game they are playing. Users can record the match video themselves using recording equipment, or they can use automatic recording software; this exemplary embodiment does not impose any special limitations on this method.
[0051] Taking the application of the tactical simulation method disclosed herein in a tactical simulation game as an example, a user can open the tactical simulation game and upload a recorded match video that they want to simulate. Then, the recorded match video can be processed to generate a simulated match video, allowing the user to adjust the tactics used in the completed match based on the generated simulated match video, thereby performing tactical simulation.
[0052] In one exemplary implementation, the competition process is the same in both the simulated competition video and the recorded competition video. The simulated competition video can be understood as a video generated by modeling the participants in a user-uploaded recorded competition video, resulting in a competition process identical to the recorded video, except that the participants are displayed as 3D virtual models. Alternatively, the scene in the competition video can be modeled to display a 3D virtual model of the competition scene; alternatively, scene elements from the recorded competition video can be used directly without modeling the competition scene. This exemplary implementation does not impose any special limitations on this approach.
[0053] Figure 3 This diagram illustrates a flowchart of a method for generating simulated match videos according to an exemplary embodiment of this disclosure. (See reference...) Figure 3 The method may include steps S310 to S340.
[0054] In step S310, a pre-recorded match video is acquired, and the match area is determined in advance within the video frames of the match video.
[0055] Taking the tactical simulation method of this disclosure applied to tactical simulation games as an example, users can define the match field area in the initial frame of an uploaded match recording video or any video frame that can display the complete match scene. The match field area indicated by the match recording video is then determined based on the user-defined match field area.
[0056] For example, in real-world games like basketball and football, the recorded game videos may contain a lot of content unrelated to the game scene, such as spectators in the stands. Therefore, the playing field can be pre-defined in the video frames of the recorded game video to help tactical simulation games more accurately determine the game content in the recorded video, thereby simulating the game video more accurately.
[0057] In step S320, the participants within the competition venue are identified in the competition recording video to determine the three-dimensional virtual model of each participant.
[0058] If the competition in the recorded video is a real competition, thermal imaging technology can be used to identify the participants in the video and determine their 3D virtual models. For example, thermal imaging technology can be used to identify the outline of each participant within the competition area, and then limb modeling can be performed on the participants indicated by the identified outlines using skeletal recognition technology to determine the 3D virtual model of each participant.
[0059] When the competition recorded in the video is a game competition, virtual game characters within the designated arena can be identified. Then, if the game mechanics indicated by the game competition allow, the 3D virtual model corresponding to the identified virtual game character can be directly obtained from the virtual game character library indicated by the game competition.
[0060] For example, Figure 4 This diagram illustrates a flowchart of a method for determining a three-dimensional virtual model of a competition participant according to an exemplary embodiment of this disclosure. (See reference...) Figure 4 The method may include steps S410 to S420. Wherein:
[0061] In step S410, if the identification of the contestant fails, the first prompt message is displayed.
[0062] In one exemplary implementation, the first prompt information is used to prompt the marking of the outline of the contestant who failed to be identified in the video frame of the recorded competition video.
[0063] For example, in a recorded game video, there might be situations where two participants overlap, such as in a basketball game where two players are too close together or one player is standing behind another. This can prevent the system from accurately identifying the two participants with overlapping areas, resulting in a failure to recognize them. In such cases, a prompt message can be displayed to inform the user that the two participants have failed to be recognized and to ask the user to mark the outlines of the two participants.
[0064] In step S420, the contestant is identified based on the contour to determine the three-dimensional virtual model of the contestant.
[0065] For example, the contestant can be re-identified based on the outline marked by the user to determine the three-dimensional virtual model of the contestant.
[0066] Through the steps S410 to S420 described above, users can manually assist in identifying participants in the competition recording video, thereby improving the accuracy of participant identification.
[0067] In another exemplary implementation, multiple recognition results for the contestants can be provided based on different recognition methods, and these results can be returned to the user so that the user can select the most suitable result from among them, thereby helping to improve the accuracy of contestant recognition. Of course, contestants can also be automatically recognized throughout the entire process to build a 3D virtual model of the contestants; this exemplary implementation does not impose any special limitations on this approach.
[0068] In another exemplary embodiment, a user can customize the contestant based on a determined 3D virtual model of the contestant. For example, an initial 3D virtual model can be generated based on default virtual clothing and hairstyles. Then, the user can adjust the virtual hairstyle and clothing of the generated initial 3D virtual model according to their own needs, thereby increasing the immersion of the tactical simulation and enhancing the user experience.
[0069] Continue to refer to Figure 3 In step S330, the participants within the competition area are dynamically captured to determine their movement status.
[0070] For example, the actions of the participants can be identified to dynamically capture each participant within the competition area and determine their movement. For instance, the position of each participant can be determined in the initial frame of the competition recording video, and then target tracking technology can be used to track the participants in subsequent frames of the recording video to determine the position and size of each participant within the competition area in each video frame, thereby determining the participants' movement status.
[0071] In step S340, a simulated competition video is generated based on the three-dimensional virtual model and the flow state of the participating objects.
[0072] In one exemplary implementation, a simulated competition video can be generated that is identical to the competition process in the recorded competition video, based on the 3D virtual model of the participant and the movement state of the participant determined by dynamic capture of the participant in the recorded competition video. As mentioned earlier, compared to the recorded competition video, the participant in the simulated competition video is the 3D virtual model corresponding to the participant.
[0073] Through the above steps S310 to S340, a simulated match video can be generated. Since the participants in the simulated match video are all three-dimensional virtual models, the tactics in the recorded match video can be adjusted based on the simulated match video, so that the three-dimensional virtual models can execute the actions corresponding to the adjusted tactics, thereby showing the user the tactical simulation results.
[0074] In another exemplary implementation, for competitive ball games, the players on opposing teams can be distinguished by the color of their uniforms.
[0075] Continue to refer to Figure 2 In step S220, the key moments of the match are identified in the simulated match video.
[0076] In one exemplary implementation, a key node can be understood as a node in the game that affects the outcome. It can be customized according to user needs; for example, in a basketball game, key nodes could be shooting, passing, stealing, etc.
[0077] For example, one specific implementation of step S220 may include: in response to the selection operation of any video segment in the simulated match video, determining the key nodes of the match in the simulated match video based on the video segment.
[0078] For example, key moments can be customized by the user according to their needs. If a user wants to change a tactic, they can define the time or period when that tactic is used as a key moment. For instance, players can select a time period or moment in the time progress bar of a simulated match video, thus determining the key moments of the match based on the user-selected time period or moment.
[0079] For example, another specific implementation of step S220 may include: performing motion flow recognition on the participants in the simulated competition video, and determining the key nodes of the competition in the simulated competition video based on the preset motion flow in the recognized motion flow.
[0080] For example, key nodes in a simulated game video can be automatically determined based on preset motion flows corresponding to preset key nodes. Taking a basketball game as an example, preset key nodes include shooting, passing, and stealing. The first motion flow for shooting, the second motion flow for passing, and the third motion flow for stealing can be predetermined, and these three motion flows are then identified as preset motion flows. Then, motion flow recognition is performed on the participants in the simulated game video. If a recognized motion flow matches any preset motion flow, that motion flow is identified as a key node.
[0081] In one exemplary embodiment, key nodes can also be automatically generated based on scoring points and other information in a simulated match video. In ball games, key nodes such as scores and goals can also be generated based on changes in the ball handler; this exemplary embodiment does not impose any specific limitations on this.
[0082] For example, after identifying key moments in the competition, a key moment identifier for each key moment can be displayed near the corresponding time or time period in the progress bar of the simulated competition video. For user-defined key moments, the user-defined key moment identifier can be displayed directly; for automatically identified key moments, the key moment identifier for each automatically generated key moment can be determined based on the matching results and the key moment identifiers of preset key moments that successfully match that key moment, and then displayed. Users can also modify the key moment identifier according to the actual situation to improve the accuracy of the identified key moments. For example, if the system identifies the first key moment as the second key moment, the user can change the automatically determined second key moment identifier back to the first key moment identifier.
[0083] For example, after identifying the key points of the competition, the video segments corresponding to each key point can be extracted, and key point identifiers can be configured for the corresponding video segments. The display screen and key point identifier of each key point's video segment when it is not played can be displayed in the graphical user interface. The first frame of each video segment is used as the display screen of that video segment when it is not played.
[0084] Continue to refer to Figure 2 In step S230, in response to the selection operation of any key node, candidate tactical identifiers associated with the selected key node are displayed.
[0085] For example, when a user wants to adjust the tactics of a key node, they can trigger that key node in the graphical user interface. This can be done by clicking the video clip corresponding to the key node, clicking the key node's icon, or selecting the key node they want to simulate the tactics at.
[0086] Below, in conjunction with Figure 5 A specific implementation of step S230 will be described. Figure 5 This diagram illustrates a flowchart of a method for displaying candidate tactical identifiers in an exemplary embodiment of this disclosure. (See also:) Figure 5 The method may include steps S510 to S520. Wherein:
[0087] In step S510, if the recorded video of the competition includes a recorded video of a real competition, it is determined that the competition belongs to the same type of game as the real competition.
[0088] Taking a real basketball game recorded in a video as an example, a game that belongs to the same category as that real basketball game can be understood as a basketball game.
[0089] In step S520, in response to the selection operation of any of the key nodes, candidate tactical identifiers associated with the selected key node in the game are displayed.
[0090] For example, if the game match corresponding to the real match is determined, and if the game mechanism allows, the candidate tactical identifiers associated with the key node identifier corresponding to the key node selected by the user can be determined based on the candidate tactical identifiers pre-configured for each key node identifier in the game match mechanism. The candidate tactical identifier list generated based on the determined candidate tactical identifiers can then be displayed.
[0091] Continuing with the basketball game as an example, in a game-like basketball game, the candidate tactical identifiers pre-configured for the key node of passing include shooting and feinting. When the game recording video is a video of a real basketball game, and the user selects passing as the key node, the candidate tactical identifiers corresponding to the user's selection of passing as the key node can be determined based on the candidate tactical identifiers pre-configured for passing in the game-like basketball game, which include shooting and feinting.
[0092] Of course, for different types of real matches, a key node library for different types of real matches and a candidate tactical identifier corresponding to each key node in the key node library can be determined in advance. Based on the candidate tactical identifier corresponding to each key node in the key node library, the candidate tactical identifier corresponding to the key node selected by the user can be determined so that the user can make tactical adjustments.
[0093] The key node library for different types of real matches and the candidate tactical identifier corresponding to each key node in the key node library can be determined based on the key node library for the game corresponding to the real match and the candidate tactical identifier of each key node pair in the key node library, or it can be determined by the user. This exemplary implementation does not impose any special limitations on this.
[0094] Through steps S510 to S520 described above, candidate tactical identifiers corresponding to key nodes in a real match video can be determined based on a game match that belongs to the same category as the real match. This achieves the goal of simulating and adjusting tactics based on the real match video.
[0095] In one exemplary implementation, if the match in the recorded video is a game match, the candidate tactical identifier corresponding to the key node selected by the user can be determined directly based on the game mechanics of the game match.
[0096] Continue to refer to Figure 2In step S240, in response to the selection operation of any candidate tactical identifier, the counter tactical of the candidate tactic indicated by the selected candidate tactical identifier is determined.
[0097] Below, in conjunction with Figure 6 One specific implementation of step S240 will be described. Figure 6 This diagram illustrates a flowchart of a method for determining response tactics in an exemplary embodiment of this disclosure. (See reference...) Figure 6 The method may include steps S610 to S640. Wherein:
[0098] In step S610, if the recorded video of the competition includes a recorded video of a real competition, it is determined that the competition belongs to the same type of game as the real competition.
[0099] The specific implementation of step S610 is the same as that of step S510 described above, and will not be repeated here.
[0100] In step S620, in response to the selection operation of any candidate tactical identifier, the candidate response tactic corresponding to the selected candidate tactical identifier is determined according to the game competition mechanism.
[0101] For example, based on the game mechanics of the human-computer battle mode, the system can determine the corresponding counter-tactics for the candidate tactics selected by the user. That is, the opponent selecting the candidate tactic is a real player-controlled opponent, and the counter-tactic is automatically selected by the game system.
[0102] For example, in a basketball game, when the selected candidate tactic is passing, the candidate response tactics can include intercepting the ball from an opponent whose distance from the passer is within a preset value. For example, if the two teams are the red team and the yellow team, and the preset value is 2 meters, and the passer is player A of the red team, and players B and C of the yellow team are both within 2 meters of player A of the red team, then the candidate response tactics include intercepting the ball from player B and intercepting the ball from player C.
[0103] In step S630, for each candidate response tactic, a first participating object to execute the candidate response tactic is determined, first object attribute information of the first participating object is obtained, and the defense success rate of the candidate response tactic is determined based on the first object attribute information.
[0104] In one exemplary implementation, each participant is configured with object attribute information. This object attribute information includes the participant's identifier, height, weight, tactical skills, and the success rate of each tactical skill, etc., which are not specifically limited in this exemplary implementation. Continuing with the basketball game example, the object attribute information configured for each participant may include the participant's name, height, weight, passing success rate, steal success rate, shooting success rate, etc.
[0105] In the case where the competition recorded in the competition video is a game competition, the object attribute information of each participant can be determined according to the game competition mechanism. Usually, the object attribute information of each virtual game character is pre-configured in the game competition mechanism. If the game mechanism allows, the object attribute information of each participant can be determined directly according to the game mechanism.
[0106] When the recorded match video is a real-world game, object attribute information can be configured for each participating object in the recorded video in the object attribute information configuration interface before tactical adjustments are made. The object attribute configuration items in the interface can be determined based on the object attribute configuration items in the corresponding game. For example, if the real game is a basketball game, the object attribute items to be configured in the real game can be determined based on the object attribute configuration items in basketball-like games. Then, the specific values for each participating object's object attribute items are determined by the user.
[0107] In one exemplary implementation, when the recorded video is of a real-world match, specific information about object attribute configuration items can be added to each participant after the video is uploaded. Once the 3D virtual model of the participant is identified, the specific information about the object attribute configuration items is automatically associated with the 3D virtual model. Alternatively, when identifying the 3D virtual model of a participant, it can be named according to the participant's characteristics. For example, in a basketball match, the participants can be named according to their team uniform numbers. Then, after generating the simulated match video, based on the naming of the participants' 3D virtual models, the specific values of the associated object attribute items can be configured for each participant's 3D virtual model.
[0108] For example, for each candidate tactic, the defensive success rate of the tactic can be determined based on the object attribute information corresponding to the executor of the tactic. Continuing with the example of candidate tactics including player B's steal and player C's steal, the defensive success rate of player B's steal and player C's steal can be determined based on the distance between player B and player C and player A, as well as their steal success rates. For example, the reciprocal of the distance multiplied by their respective steal success rates equals their respective defensive success rates. Alternatively, their respective steal success rates can be directly determined as their respective defensive success rates, which can be pre-defined in the game's mechanics as needed. This exemplary implementation does not impose any special limitations on this approach.
[0109] In step S640, based on the defensive success rate of the candidate response tactics, the response tactic indicated by the selected candidate tactic identifier is determined from the candidate response tactics.
[0110] For example, the candidate tactic with the highest defensive success rate can be selected as the response tactic indicated by the candidate tactic selected by the user. That is, the candidate tactical responses are sorted according to their defensive success rate, and the candidate tactic with the highest defensive success rate is selected as the response tactic for the user's adjusted candidate tactic.
[0111] Through the steps S610 to S640 described above, the tactics already adopted in the actual game can be adjusted to automatically determine the corresponding countermeasures for the adjusted tactics, thereby simulating tactics based on the actual game.
[0112] It should be noted that for FPS (First-person shooting game) games, the corresponding countermeasures can be determined directly based on the game mechanics of the FPS game's human-computer battle mode and the candidate tactics selected by the user after adjusting tactics at key points.
[0113] Next, in step S250, tactical simulations are performed on the selected key nodes based on the candidate tactics and response tactics.
[0114] For example, one specific implementation of step S250 may include: obtaining second object attribute information of the second participating object executing the candidate tactic; determining the attack success rate of the candidate tactic based on the second object attribute information; and determining the tactical simulation result of the key node based on the attack success rate and the defense success rate according to the game competition mechanism, so as to perform tactical simulation on the key node.
[0115] For example, the executor of the user-selected candidate tactic also has configured object attribute information, and the attack success rate of the candidate tactic can be determined based on the configured object attribute information of the user-selected candidate tactic executor. Continuing with the example of the user-selected candidate tactic being a pass to player A, the attack success rate of player A is calculated based on player A's passing success rate and the distance between player A and other players in player A's team. For example, player A's attack success rate is determined by the reciprocal of the distance between player A and the player closest to player A in player A's team, and player A's passing success rate.
[0116] Taking player B's steal as an example, the final chosen tactic is to intercept the ball. Based on player A's attack success rate and player B's defense success rate, and according to the game's mechanics, the simulated tactical outcome at key moments is determined. For instance, if the game mechanics randomly determine the outcome based on the success rates of both sides, such as a 70% attack success rate and a 30% defense success rate, then the probability of an attack success is higher. Therefore, a number is randomly selected from 7 numbers representing successful attacks and 3 numbers representing failed attacks. If the randomly selected number represents a successful attack, the pass is successful, and player B fails to intercept the ball; if the randomly selected number represents a failed attack, player B successfully intercepts the ball, and the ball moves from player A to player B.
[0117] In other words, this disclosure allows for the execution of user-selected candidate tactics and corresponding counter-tactics. The execution result is then directly determined and displayed based on the success rates of the candidate and counter-tactics, thus achieving tactical simulation. Compared to methods that simply provide tactical simulation results based on success rates, this method is more intuitive and enhances the user's tactical simulation experience. It directly demonstrates the execution process of the user's candidate tactics, giving the user a sense of immersion. This is equivalent to providing a practical rehearsal of the user's tactics, reducing the cognitive load when using these tactics in real matches and improving the user's decision-making efficiency.
[0118] Through the above-described embodiments of this disclosure, on the one hand, users can flexibly adjust tactics based on key nodes, and by using candidate tactics selected by the user from among the key nodes, corresponding counter-tactics can be automatically determined. Thus, based on the user-adjusted candidate tactics and the determined counter-tactics, the tactical simulation results can be displayed in real time, improving the efficiency of tactical simulation. On the other hand, based on the generated simulated match video identical to the completed match, targeted tactical simulations can be performed according to the determined key nodes, improving the accuracy of tactical simulation. Furthermore, based on the tactical simulation results, participants or coaches can conveniently formulate tactics in advance, improving the efficiency and accuracy of tactical formulation.
[0119] Those skilled in the art will understand that all or part of the steps of the above embodiments are implemented as a computer program executed by a CPU. When the computer program is executed by the CPU, it performs the functions defined by the method provided by the present invention. The program can be stored in a computer-readable storage medium, such as a read-only memory, a magnetic disk, or an optical disk.
[0120] Furthermore, it should be noted that the above figures are merely illustrative representations of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0121] Figure 7 A schematic diagram of the structure of a tactical simulation device in an exemplary embodiment of this disclosure is shown. (Reference) Figure 7 The device 700 may include: a simulated match video generation module 710, a key node determination module 720, a candidate tactical identifier display module 730, a tactical adjustment module 740, and a tactical simulation module 750.
[0122] in:
[0123] The simulated competition video generation module 710 is configured to acquire a pre-recorded competition video, determine a three-dimensional virtual model of the participants in the competition video, and generate a simulated competition video based on the three-dimensional virtual model, wherein the competition process of the simulated competition video and the competition video is the same;
[0124] The key node determination module 720 is configured to determine the key nodes of the competition in the simulated competition video;
[0125] The candidate tactical identifier display module 730 is configured to display candidate tactical identifiers associated with the selected key node in response to a selection operation on any of the key nodes.
[0126] The tactical adjustment module 740 is configured to determine the response tactic to the candidate tactic indicated by the selected candidate tactical identifier in response to the selection operation of any candidate tactical identifier;
[0127] The tactical simulation module 750 is configured to perform tactical simulations on the selected key nodes based on the candidate tactics and the response tactics.
[0128] In some exemplary embodiments of this disclosure, based on the foregoing embodiments, the key node determination module 720 may be specifically configured to: in response to the selection operation of any video segment in the simulated competition video, determine the key node of the competition in the simulated competition video according to the video segment; and / or perform motion flow recognition on the participants in the simulated competition video, and determine the key node of the competition in the simulated competition video according to the preset motion flow in the recognized motion flow.
[0129] In some exemplary embodiments of this disclosure, based on the foregoing embodiments, the simulated competition video generation module 710 can be specifically configured to: acquire a pre-recorded competition video; determine a competition area pre-defined in the video frames of the competition video; identify the participants within the competition area in the competition video to determine a three-dimensional virtual model of each participant; dynamically capture the participants within the competition area to determine the flow state of the participants within the competition area; and generate a simulated competition video based on the three-dimensional virtual model and the flow state of the participants.
[0130] In some exemplary embodiments of this disclosure, based on the foregoing embodiments, the step of identifying the contestants within the competition area in the competition recording video to determine the three-dimensional virtual model of each contestant includes: displaying a first prompt message in the event of failure to identify a contestant, the first prompt message being used to prompt the outline of the contestant that failed to be identified to be marked in the video frame of the competition recording video; and identifying the contestant based on the outline to determine the three-dimensional virtual model of the contestant.
[0131] In some exemplary embodiments of this disclosure, based on the foregoing embodiments, the candidate tactical identifier display module 730 may be specifically configured to: determine, when the recorded video of the match includes a recorded video of a real match in reality, that the match belongs to the same type of game as the real match; and, in response to the selection operation of any of the key nodes, display the candidate tactical identifier associated with the selected key node in the game match.
[0132] In some exemplary embodiments of this disclosure, based on the foregoing embodiments, the tactical adjustment module 740 may be specifically configured to: determine, when the recorded video of the match includes a recorded video of a real match, that the match belongs to the same type of game as the real match; in response to the selection operation of any candidate tactical identifier, determine the candidate response tactic corresponding to the selected candidate tactical identifier according to the match mechanism of the game; for each candidate response tactic, determine the first participating object to execute the candidate response tactic, obtain the first object attribute information of the first participating object, determine the defense success rate of the candidate response tactic based on the first object attribute information; and determine the response tactic of the candidate tactic indicated by the selected candidate tactical identifier from the candidate response tactics based on the defense success rate of the candidate response tactic.
[0133] In some exemplary embodiments of this disclosure, based on the foregoing embodiments, the tactical simulation module 750 may be specifically configured to: acquire second object attribute information of the second participating object executing the candidate tactic; determine the attack success rate of the candidate tactic based on the second object attribute information; and determine the tactical simulation result of the key node based on the attack success rate and the defense success rate according to the game competition mechanism, so as to perform tactical simulation on the key node.
[0134] The specific details of each module in the aforementioned tactical simulation device have been described in detail in the corresponding tactical simulation methods, so they will not be repeated here.
[0135] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0136] Furthermore, although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0137] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, mobile terminal, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0138] In exemplary embodiments of this disclosure, a computer storage medium capable of implementing the above-described methods is also provided. A program product capable of implementing the methods described in this specification is stored thereon. In some possible embodiments, various aspects of this disclosure can also be implemented as a program product including program code, which, when run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure, such as performing the following steps:
[0139] A pre-recorded match video is acquired, and a three-dimensional virtual model of the participants in the match video is determined. A simulated match video is generated based on the three-dimensional virtual model, wherein the match process in the simulated match video is the same as that in the match video. Key nodes of the match are identified in the simulated match video. In response to the selection operation of any of the key nodes, candidate tactical identifiers associated with the selected key node are displayed. In response to the selection operation of any candidate tactical identifier, a response tactic is determined for the candidate tactic indicated by the selected candidate tactical identifier. Tactical simulation is performed on the selected key node according to the candidate tactic and the response tactic.
[0140] In one alternative implementation, determining the key nodes of the competition in the simulated competition video includes: in response to a selection operation of any video segment in the simulated competition video, determining the key nodes of the competition in the simulated competition video based on the video segment; and / or performing motion flow recognition on the participants in the simulated competition video, and determining the key nodes of the competition in the simulated competition video based on a preset motion flow in the recognized motion flow.
[0141] In one optional implementation, the step of acquiring a pre-recorded competition video and determining a three-dimensional virtual model of the participants in the competition video to generate a simulated competition video based on the three-dimensional virtual model includes: acquiring the pre-recorded competition video and determining a competition area pre-defined in the video frames of the competition video; identifying the participants within the competition area in the competition video to determine a three-dimensional virtual model of each participant; dynamically capturing the participants within the competition area to determine the movement state of the participants within the competition area; and generating a simulated competition video based on the three-dimensional virtual model and the movement state of the participants.
[0142] In one alternative implementation, identifying the participants within the competition area in the recorded competition video to determine the three-dimensional virtual model of each participant includes: displaying a first prompt message in the event of a failure to identify a participant, the first prompt message being used to indicate that the outline of the failed participant is marked in the video frame of the recorded competition video; and identifying the participant based on the outline to determine the three-dimensional virtual model of the participant.
[0143] In one alternative implementation, displaying candidate tactical identifiers associated with the selected key node in response to a selection operation of any of the key nodes includes: determining, if the recorded video of the match includes a recorded video of a real-world match, that the match belongs to the same type of game; and displaying candidate tactical identifiers associated with the selected key node in the game in response to a selection operation of any of the key nodes.
[0144] In one alternative implementation, in response to the selection operation of any candidate tactical identifier, determining the counter tactic for the candidate tactic indicated by the selected candidate tactical identifier includes: if the recorded video of the match includes a recorded video of a real match, determining that the match belongs to the same type of game as the real match; in response to the selection operation of any candidate tactical identifier, determining the candidate counter tactic corresponding to the selected candidate tactical identifier according to the match mechanism of the game; for each candidate counter tactic, determining a first participating object to execute the candidate counter tactic, obtaining first object attribute information of the first participating object, determining the defensive success rate of the candidate counter tactic based on the first object attribute information; and determining the counter tactic for the candidate tactic indicated by the selected candidate tactical identifier from the candidate counter tactic based on the defensive success rate of the candidate counter tactic.
[0145] In one alternative implementation, tactical simulation is performed on the selected key node based on the candidate tactic and the response tactic, including: obtaining second object attribute information of the second participating object executing the candidate tactic; determining the attack success rate of the candidate tactic based on the second object attribute information; and determining the tactical simulation result of the key node based on the attack success rate and the defense success rate according to the game competition mechanism, so as to perform tactical simulation on the key node.
[0146] Through the above implementation methods, on the one hand, the corresponding countermeasures can be automatically determined from the candidate tactics selected by the user in the key nodes, thereby displaying the tactical simulation results in real time based on the candidate tactics selected by the user and the determined countermeasures, thus improving the efficiency of tactical simulation; on the other hand, tactical simulation can be carried out in a targeted manner based on the determined key nodes based on the generated simulated match video that is the same as the completed match, thus improving the accuracy of tactical simulation.
[0147] Embodiments of this disclosure may also include a program product for implementing the above methods. This program product may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0148] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0149] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0150] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0151] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0152] Furthermore, in an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.
[0153] Those skilled in the art will understand that various aspects of this disclosure can be implemented as a system, method, or program product. Therefore, various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, collectively referred to herein as a "circuit," "module," or "system."
[0154] The following reference Figure 8 To describe an electronic device 800 according to such an embodiment of the present disclosure. Figure 8 The electronic device 800 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.
[0155] like Figure 8 As shown, the electronic device 800 is manifested in the form of a general-purpose computing device. The components of the electronic device 800 may include, but are not limited to: at least one processing unit 810, at least one storage unit 820, and a bus 830 connecting different system components (including storage unit 820 and processing unit 810).
[0156] The storage unit stores program code that can be executed by the processing unit 810, causing the processing unit 810 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. For example, the processing unit 810 can perform the following steps:
[0157] A pre-recorded match video is acquired, and a three-dimensional virtual model of the participants in the match video is determined. A simulated match video is generated based on the three-dimensional virtual model, wherein the match process in the simulated match video is the same as that in the match video. Key nodes of the match are identified in the simulated match video. In response to the selection operation of any of the key nodes, candidate tactical identifiers associated with the selected key node are displayed. In response to the selection operation of any candidate tactical identifier, a response tactic is determined for the candidate tactic indicated by the selected candidate tactical identifier. Tactical simulation is performed on the selected key node based on the candidate tactics and the response tactic.
[0158] In one alternative implementation, determining the key nodes of the competition in the simulated competition video includes: in response to a selection operation of any video segment in the simulated competition video, determining the key nodes of the competition in the simulated competition video based on the video segment; and / or performing motion flow recognition on the participants in the simulated competition video, and determining the key nodes of the competition in the simulated competition video based on a preset motion flow in the recognized motion flow.
[0159] In one optional implementation, the step of acquiring a pre-recorded competition video and determining a three-dimensional virtual model of the participants in the competition video to generate a simulated competition video based on the three-dimensional virtual model includes: acquiring the pre-recorded competition video and determining a competition area pre-defined in the video frames of the competition video; identifying the participants within the competition area in the competition video to determine a three-dimensional virtual model of each participant; dynamically capturing the participants within the competition area to determine the movement state of the participants within the competition area; and generating a simulated competition video based on the three-dimensional virtual model and the movement state of the participants.
[0160] In one alternative implementation, identifying the participants within the competition area in the recorded competition video to determine the three-dimensional virtual model of each participant includes: displaying a first prompt message in the event of a failure to identify a participant, the first prompt message being used to indicate that the outline of the failed participant is marked in the video frame of the recorded competition video; and identifying the participant based on the outline to determine the three-dimensional virtual model of the participant.
[0161] In one alternative implementation, displaying candidate tactical identifiers associated with the selected key node in response to a selection operation of any of the key nodes includes: determining, if the recorded video of the match includes a recorded video of a real-world match, that the match belongs to the same type of game; and displaying candidate tactical identifiers associated with the selected key node in the game in response to a selection operation of any of the key nodes.
[0162] In one alternative implementation, in response to the selection operation of any candidate tactical identifier, determining the counter tactic for the candidate tactic indicated by the selected candidate tactical identifier includes: if the recorded video of the match includes a recorded video of a real match, determining that the match belongs to the same type of game as the real match; in response to the selection operation of any candidate tactical identifier, determining the candidate counter tactic corresponding to the selected candidate tactical identifier according to the match mechanism of the game; for each candidate counter tactic, determining a first participating object to execute the candidate counter tactic, obtaining first object attribute information of the first participating object, determining the defensive success rate of the candidate counter tactic based on the first object attribute information; and determining the counter tactic for the candidate tactic indicated by the selected candidate tactical identifier from the candidate counter tactic based on the defensive success rate of the candidate counter tactic.
[0163] In one alternative implementation, tactical simulation is performed on the selected key node based on the candidate tactic and the response tactic, including: obtaining second object attribute information of the second participating object executing the candidate tactic; determining the attack success rate of the candidate tactic based on the second object attribute information; and determining the tactical simulation result of the key node based on the attack success rate and the defense success rate according to the game competition mechanism, so as to perform tactical simulation on the selected key node.
[0164] Through the above implementation methods, on the one hand, the corresponding countermeasures can be automatically determined from the candidate tactics selected by the user in the key nodes, thereby displaying the tactical simulation results in real time based on the candidate tactics selected by the user and the determined countermeasures, thus improving the efficiency of tactical simulation; on the other hand, tactical simulation can be carried out in a targeted manner based on the determined key nodes based on the generated simulated match video that is the same as the completed match, thus improving the accuracy of tactical simulation.
[0165] Storage unit 820 may include a readable medium in the form of a volatile storage unit, such as random access memory (RAM) 8201 and / or cache memory 8202, and may further include a read-only memory (ROM) 8203.
[0166] The storage unit 820 may also include a program / utility 8204 having a set (at least one) of program modules 8205, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.
[0167] Bus 830 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0168] Electronic device 800 can also communicate with one or more external devices 900 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 800, and / or with any device that enables electronic device 800 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 850. Furthermore, electronic device 800 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 860. As shown, network adapter 860 communicates with other modules of electronic device 800 via bus 830. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 800, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0169] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0170] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of this disclosure and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0171] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
Claims
1. A tactical simulation method, characterized in that, include: A pre-recorded competition video is acquired, and a three-dimensional virtual model of the participants in the competition video is determined. A simulated competition video is then generated based on the three-dimensional virtual model, wherein the competition process in the simulated competition video is the same as that in the competition video. The key moments of the competition were identified in the simulated match video. In response to the selection operation of any of the key nodes, display the candidate tactical identifiers associated with the selected key node; In response to the selection operation of any candidate tactical identifier, determine the counter tactic of the candidate tactic indicated by the selected candidate tactical identifier; Based on the candidate tactics and the response tactics, tactical simulations are performed on the selected key nodes; The step of determining the response tactics for the candidate tactics indicated by the selected candidate tactic identifier includes: determining the candidate response tactics corresponding to the selected candidate tactic identifier; for each candidate response tactic, determining the first participating object to execute the candidate response tactic, obtaining the first object attribute information of the first participating object, determining the defense success rate of the candidate response tactic based on the first object attribute information; and determining the response tactics for the candidate tactic indicated by the selected candidate tactic identifier from the candidate response tactics based on the defense success rate of the candidate response tactics.
2. The tactical simulation method according to claim 1, characterized in that, The key moments of the competition identified in the simulated match video include: In response to the selection of any video segment in the simulated match video, key moments of the match are determined in the simulated match video based on the video segment; and / or The motion flow of the participants in the simulated competition video is identified, and the key nodes of the competition are determined based on the preset motion flow in the identified motion flow.
3. The tactical simulation method according to claim 1, characterized in that, The step of acquiring a pre-recorded competition video, determining a 3D virtual model of the participants in the competition video, and generating a simulated competition video based on the 3D virtual model includes: Acquire pre-recorded match video and determine the match area pre-defined in the video frames of the match video; In the recorded video of the competition, the participants within the competition area are identified to determine the three-dimensional virtual model of each participant; The participants within the competition area are dynamically captured to determine their movement status within the competition area; Based on the three-dimensional virtual model and the movement state of the participants, a simulated competition video is generated.
4. The tactical simulation method according to claim 3, characterized in that, The process of identifying participants within the competition venue in the recorded video of the competition, and determining the three-dimensional virtual model of each participant, includes: If the identification of a contestant fails, a first prompt message is displayed. The first prompt message is used to indicate the outline of the contestant that failed to be identified in the video frame of the recorded video of the competition. The contestant is identified based on the outline to determine the three-dimensional virtual model of the contestant.
5. The tactical simulation method according to claim 1, characterized in that, The step of displaying candidate tactical identifiers associated with the selected key node in response to a selection operation on any of the key nodes includes: If the recorded video of the competition includes a recorded video of a real-world competition, then the competition is determined to be of the same type as the real-world competition. In response to the selection operation of any of the key nodes, candidate tactical identifiers associated with the selected key node in the game are displayed.
6. The tactical simulation method according to claim 1, characterized in that, The candidate response tactics corresponding to the selected candidate tactical identifier include: If the recorded video of the competition includes a recorded video of a real-world competition, then the competition is determined to be of the same type as the real-world competition. In response to the selection operation of any candidate tactical identifier, the candidate response tactic corresponding to the selected candidate tactical identifier is determined according to the game competition mechanism.
7. The tactical simulation method according to claim 6, characterized in that, Based on the candidate tactics and the response tactics, tactical simulations are performed on the selected key nodes, including: Obtain the second object attribute information of the second participating object executing the candidate tactic, and determine the attack success rate of the candidate tactic based on the second object attribute information; Based on the game's competition mechanics, and using the attack success rate and defense success rate as a basis, the tactical simulation results of the key nodes are determined to perform tactical simulations on the key nodes.
8. A tactical simulation device, characterized in that, include: The simulated competition video generation module is configured to acquire a pre-recorded competition video, determine a three-dimensional virtual model of the participants in the competition video, and generate a simulated competition video based on the three-dimensional virtual model, wherein the competition process of the simulated competition video and the competition video is the same; The key node determination module is configured to identify key nodes of the competition in the simulated competition video; The candidate tactical identifier display module is configured to display candidate tactical identifiers associated with the selected key node in response to a selection operation on any of the key nodes. The tactical adjustment module is configured to determine the response tactic to the candidate tactic indicated by the selected candidate tactical identifier in response to the selection operation of any candidate tactical identifier. The tactical simulation module is configured to perform tactical simulations on the selected key nodes based on the candidate tactics and the response tactics; The step of determining the response tactics for the candidate tactics indicated by the selected candidate tactic identifier includes: determining the candidate response tactics corresponding to the selected candidate tactic identifier; for each candidate response tactic, determining the first participating object to execute the candidate response tactic, obtaining the first object attribute information of the first participating object, determining the defense success rate of the candidate response tactic based on the first object attribute information; and determining the response tactics for the candidate tactic indicated by the selected candidate tactic identifier from the candidate response tactics based on the defense success rate of the candidate response tactics.
9. A computer-readable medium having a computer program stored thereon, characterized in that, When the program is executed by the processor, it implements the method as described in any one of claims 1 to 7.
10. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the method as described in any one of claims 1 to 7.
Citation Information
Patent Citations
Method and apparatus for determining tactics in virtual scene, and device, medium and product
WO2025060643A1