Method and device for determining virtual skill points, storage medium, and electronic device

By constructing and pruning a directed graph of network flows and automatically matching target virtual skills, the problems of low accuracy and cumbersome processes in existing technologies are solved, and more efficient skill point recommendations are achieved.

CN116173509BActive Publication Date: 2025-09-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310180763.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-17
Publication Date
2025-09-05
Estimated Expiration
2043-02-17

AI Technical Summary

Technical Problem

The existing method of determining virtual skill points relies on active selection by players, resulting in low accuracy and a cumbersome process.

Method used

By constructing the original network flow directed graph, pruning is performed according to the player character attributes, the path flow is calculated and the target path is selected, and the target virtual skills are automatically matched.

Benefits of technology

The accuracy and matching efficiency of virtual skills are improved, and the complexity of the matching process is reduced.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to a method and device for determining virtual skill points, a storage medium, and an electronic device, and relates to the field of computer technology. The method comprises: obtaining original virtual skill points included in the current game, and constructing an original network flow directed graph based on the original virtual skill points; pruning the original network flow directed graph based on the current character attributes of the current player character to obtain a target network flow directed graph; calculating the original path required from the virtual source point to the virtual sink point in the target network flow directed graph, and calculating the path flow of the original path; selecting a target path from the original path based on the path flow, and obtaining the target virtual skill required by the current player character when performing the virtual task included in the current game based on the target skill points included in the target path. This method reduces the tediousness of virtual skill selection for novice players.
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Description

Technical Field

[0001] The embodiments of the present disclosure relate to the field of computer technology, and in particular, to a method for determining virtual skill points, an apparatus for determining virtual skill points, a computer-readable storage medium, and an electronic device. Background Art

[0002] In the existing method of determining virtual skill points, the required virtual skills are determined by the player's active selection. However, the accuracy of the virtual skills selected by this method is low.

[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to ordinary technicians in this field. Summary of the Invention

[0004] The purpose of the present disclosure is to provide a method for determining virtual skill points, a device for determining virtual skill points, a computer-readable storage medium, and an electronic device, thereby overcoming, at least to a certain extent, the problem of low accuracy of virtual skills caused by the limitations and defects of related technologies.

[0005] According to one aspect of the present disclosure, a method for determining virtual skill points is provided, comprising:

[0006] Obtaining original virtual skill points included in the current game, and constructing an original network flow directed graph based on the original virtual skill points;

[0007] Pruning the original network flow directed graph according to the current character attributes of the current player character to obtain a target network flow directed graph;

[0008] Calculating the original path required from the virtual source point to the virtual sink point in the target network flow directed graph, and calculating the path flow of the original path;

[0009] A target path is selected from the original path according to the path flow, and a target virtual skill required by the current player character when performing a virtual task included in the current game is obtained according to the target skill points included in the target path.

[0010] According to one aspect of the present disclosure, a device for determining virtual skill points is provided, comprising:

[0011] An original network flow directed graph construction module is used to obtain original virtual skill points included in the current game and construct an original network flow directed graph based on the original virtual skill points;

[0012] A pruning processing module, configured to prune the original network flow directed graph according to the current character attributes of the current player character to obtain a target network flow directed graph;

[0013] A path flow calculation module, configured to calculate the original path required from the virtual source point to the virtual sink point in the target network flow directed graph, and calculate the path flow of the original path;

[0014] The target virtual skill determination module is used to select a target path from the original path according to the path flow, and obtain the target virtual skills required by the current player character when performing the virtual tasks included in the current game according to the target skill points included in the target path.

[0015] According to one aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the method for determining virtual skill points described in any one of the above is implemented.

[0016] According to one aspect of the present disclosure, there is provided an electronic device, including:

[0017] processor; and

[0018] a memory for storing executable instructions of the processor;

[0019] The processor is configured to execute any one of the above-mentioned methods for determining virtual skill points by executing the executable instructions.

[0020] The embodiment of the present disclosure provides a method for determining virtual skill points. On the one hand, an original network flow directed graph is constructed based on the original virtual skill points; then, the original network flow directed graph is pruned based on the current character attributes of the current player character to obtain a target network flow directed graph; then, the original path required from the virtual source point to the virtual sink point in the target network flow directed graph is calculated, and the path flow of the original path is calculated; finally, a target path is selected from the original path based on the path flow, and based on the target skill points included in the target path, the target virtual skill required by the current player character when performing the virtual task included in the current game is obtained, thereby realizing automatic virtual skill selection for the current player character. The virtual skills of the former player character are matched, which solves the problem in the prior art that the required virtual skills need to be determined through active selection by the player, resulting in low accuracy of the selected virtual skills, thereby improving the accuracy of the target virtual skills; on the other hand, since the target path can be selected from the original path according to the path flow, and the target virtual skills required by the current player character when performing the virtual tasks included in the current game are obtained according to the target skill points included in the target path, there is no need to match the corresponding target virtual skills according to the different current player characters, thereby reducing the tediousness of the target virtual skills in the matching process and improving the matching efficiency of the target virtual skills.

[0021] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] The accompanying drawings are incorporated into and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification, are used to explain the principles of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure, and those skilled in the art can derive other drawings based on these drawings without inventive effort.

[0023] Figure 1 A flowchart schematically illustrates a method for determining virtual skill points according to an exemplary embodiment of the present disclosure.

[0024] Figure 2 An example diagram schematically illustrates an application scenario of a method for determining virtual skill points according to an example embodiment of the present disclosure.

[0025] Figure 3 A flowchart of a method for constructing an original network flow directed graph based on original virtual skill points according to an exemplary embodiment of the present disclosure is schematically shown.

[0026] Figure 4 A diagram schematically illustrates an example structure of combat data according to an exemplary embodiment of the present disclosure.

[0027] Figure 5 An example diagram of an original network flow directed graph constructed according to an example embodiment of the present disclosure is schematically shown.

[0028] Figure 6 An example diagram schematically illustrates a display result of a target virtual skill according to an example embodiment of the present disclosure.

[0029] Figure 7 A flowchart schematically illustrates another method for determining virtual skill points according to an exemplary embodiment of the present disclosure.

[0030] Figure 8 An example diagram schematically illustrates a usage rate of virtual skill points according to an example embodiment of the present disclosure.

[0031] Figure 9 An example diagram schematically illustrates a game display interface obtained by using recommended virtual skills according to an example embodiment of the present disclosure.

[0032] Figure 10 An example diagram schematically illustrates a game effect obtained by using recommended virtual skills according to an example embodiment of the present disclosure.

[0033] Figure 11 A block diagram schematically illustrates a device for determining virtual skill points according to an exemplary embodiment of the present disclosure.

[0034] Figure 12 An electronic device for implementing the above-mentioned method for determining virtual skill points according to an exemplary embodiment of the present disclosure is schematically illustrated. DETAILED DESCRIPTION

[0035] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that the present disclosure will be more comprehensive and complete and will fully convey the concepts of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or that other methods, components, devices, steps, etc. may be employed. In other cases, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.

[0036] In addition, the accompanying drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. Identical reference numerals in the figures denote identical or similar parts, and thus repetitive descriptions thereof will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities that do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different networks and / or processor devices and / or microcontroller devices.

[0037] Skill point systems in games are not uncommon. In practice, skill point systems (also known as skill trees) were once a standard feature of RPGs (role-playing games). With the advancement of gaming technology, other game genres have also gradually incorporated skill point systems, making skill trees a crucial element in gaming.

[0038] In the actual game process, the significance of the skill point system is to serve the following aspects: on the one hand, skill point development, which can serve as a development element to allow players to gain a sense of accomplishment; on the other hand, free configuration, which can show the player's personality, and as a free option for career configuration, it can greatly allow players to get a differentiated gaming experience; on the other hand, background substitution, which can be a skill point system closely related to the career background, allowing players to immerse themselves in the background and deepen their sense of belonging to the game. For example, in a certain competitive game, the survivors' primary task is to repair the cipher machine as quickly as possible, unlock the gate, and escape the manor. The supervisor's goal is to prevent the survivors from repairing the generator and eliminate them by knocking them down and then attaching them to a rocket chair and releasing them. Furthermore, due to the complex skill point system in this competitive game, the skill point trees for civilians and butchers each have four branches and four ultimate skill points, with eight types in each branch, for a total of 32 skill point types and 64 skill points. Therefore, each player has 24 points to build their own skill point tree, and with the sheer variety of skill points, it's estimated there are hundreds of possible skill point tree combinations. Consequently, this complex skill point system makes it difficult for novice players to get started, making it difficult to configure a reasonable skill point combination based on their understanding of the game and their lineup, resulting in a poor gaming experience for novice players.

[0039] To address the above issues, recommended skill points for new players are currently configured based primarily on three criteria: the selected hero character, the opponent's character lineup, and the game planner's understanding of the game. However, this approach has the following drawbacks: Firstly, the recommended skill points for new players are often based on the planner's own understanding of the game. Furthermore, due to different game understandings and inconsistent understandings of certain heroes among planners, the recommended skill points are difficult for players to accept. Secondly, as the number of heroes increases, this task becomes increasingly cumbersome. Thirdly, the recommended skill points rely on the planner's subjective opinions, without objective data to support them, resulting in a low accuracy rate for the recommended skills. Furthermore, since different skill points must be assigned to different heroes and lineups, configuring recommended skill points is cumbersome.

[0040] Based on this, this exemplary embodiment first provides a method for determining virtual skill points, which can be run on a terminal device; of course, those skilled in the art can also run the method disclosed in this disclosure on other platforms as needed, and this exemplary embodiment does not specifically limit this. Figure 1 As shown, the method for determining the virtual skill points may include the following steps:

[0041] Step S110. Obtaining original virtual skill points included in the current game, and constructing an original network flow directed graph based on the original virtual skill points;

[0042] Step S120. Pruning the original network flow directed graph according to the current character attributes of the current player character to obtain a target network flow directed graph;

[0043] Step S130. Calculate the original path required from the virtual source point to the virtual sink point in the target network flow directed graph, and calculate the path flow of the original path;

[0044] Step S140. Select a target path from the original path according to the path flow, and obtain the target virtual skills required by the current player character when performing the virtual tasks included in the current game according to the target skill points included in the target path.

[0045] In the above-mentioned method for determining virtual skill points, on the one hand, an original network flow directed graph is constructed based on the original virtual skill points; then, based on the current character attributes of the current player character, the original network flow directed graph is pruned to obtain a target network flow directed graph; then, the original path required from the virtual source point to the virtual sink point in the target network flow directed graph is calculated, and the path flow of the original path is calculated; finally, a target path is selected from the original path based on the path flow, and based on the target skill points included in the target path, the target virtual skills required by the current player character when performing the virtual tasks included in the current game are obtained, thereby realizing automatic virtual skill selection for the current player character. Color matching virtual skills solves the problem in the prior art that the required virtual skills need to be determined through active selection by the player, resulting in low accuracy of the selected virtual skills, thereby improving the accuracy of the target virtual skills; on the other hand, since the target path can be selected from the original path according to the path flow, and the target virtual skills required by the current player character when performing the virtual tasks included in the current game are obtained according to the target skill points included in the target path, there is no need to match the corresponding target virtual skills according to the different current player characters, thereby reducing the tediousness of the target virtual skills in the matching process and improving the matching efficiency of the target virtual skills.

[0046] Hereinafter, the method for determining virtual skill points according to an exemplary embodiment of the present disclosure will be explained and illustrated in detail with reference to the accompanying drawings.

[0047] First, the application scenario of the method for determining virtual skill points described in the exemplary embodiment of the present disclosure is explained and illustrated. Specifically, the terminal device described in the exemplary embodiment of the present disclosure may include Figure 2 One or more of 201, 202 and 203 shown in ; that is, the terminal device recorded here can be various electronic devices with a display screen, including but not limited to desktop computers, portable computers, smart phones and tablet computers, etc., and the game program can be installed and run in the terminal device; in a possible example embodiment, the display method of virtual items recorded in the example embodiment of the present disclosure can also be run on a server; wherein, when it runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0048] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual item recommendation method are completed on the cloud game server. The client device is used to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0049] In an optional embodiment, taking a game as an example, a local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), that is, the game program is downloaded, installed, and run through the conventional terminal device. The local terminal device can provide the GUI to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the GUI, the GUI including 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.

[0050] It should be noted that in the exemplary embodiments of the present disclosure, controlling the current player character to perform virtual tasks can be performed in a virtual scene. The virtual scene involved can be a digital scene rendered by a computer, mobile phone, tablet computer, or other intelligent terminal device using digital technology. The virtual scene can include buildings or structures such as houses, buildings, gardens, bridges, and pools. It can also include natural landscapes such as mountains, rivers, and lakes, as well as any virtual items or objects such as weapons, tools, and creatures. The virtual scene can be a simulation of the real world, a purely fictional virtual scene, or a virtual scene that is partially simulated and partially fictional, and this exemplary embodiment does not specifically limit this.

[0051] The method for controlling the player character's use of virtual skills can be determined by the type of virtual skill. For example, a virtual skill could be a virtual medicine or virtual food item, which can be absorbed by the player character. Accordingly, after use, such virtual items no longer exist in the virtual scene. Alternatively, a virtual skill could be a virtual sword or a virtual cape, which can be attached to the player character's model and continue to exist in the virtual scene. For example, a virtual sword could be held in the player character's hand or carried behind the player character's back, or a virtual cape could be worn on the player character's model. The disclosed embodiments do not limit the type of virtual skills or how the current player character uses virtual skills to update the player character's attributes. Furthermore, different virtual skills can be used to update different attributes of the current player character. Virtual medicines can increase the current player character's health or movement speed, for example; virtual weapons can increase the player character's attack or critical hit attributes, for example. In actual gameplay, the player can control the game through the mobile terminal's touchscreen or with external devices such as a mouse, keyboard, or controller. The player can control one or more player characters.

[0052] At the same time, the virtual tasks recorded in the exemplary embodiments of the present disclosure may be virtual levels preset in the game program, and each level may have the same, similar or different content. For example, different levels may correspond to different virtual scenes, level one may be a virtual river scene, level two may be a virtual desert scene, and virtual objects such as plants, animals, buildings, etc. within the levels may also be different, and the embodiments of the present disclosure are not limited thereto. Levels may have their own attributes, such as temperature attributes and other specific attributes, which may have different effects on player characters. Levels may include various virtual objects, such as non-player characters (NPCs for short), which may have attack capabilities such as physical attacks or magic attacks on player characters, and may cause the attribute values ​​of player characters, such as life attributes, movement speed attributes, or attack attributes, to decrease in value, etc.

[0053] Secondly, the purpose of the invention of the example embodiment of the present disclosure is explained and illustrated. Specifically, the method for determining virtual skill points recorded in the example embodiment of the present disclosure, on the one hand, can automatically generate corresponding recommended skill points for different heroes for different lineups through a large amount of objective data; on the other hand, for the usability and convenience of the tool, it is necessary to be able to visualize the skill point tree and the diff with the previous version, so that the planner can clearly and intuitively see the recommended skill points, and at the same time, it is necessary to detect the situation of the online recommended skill points. When there is a big difference with the latest skill points, the planner is prompted to update the corresponding skill points; based on this, in the actual application process, it is only necessary to automatically generate the corresponding recommended skill points through the tool after receiving the prompt of too large a difference, check the visualization and diff of the corresponding skill points, and update the corresponding skills after confirming that they are correct. The point table updates the recommended skill points; on the other hand, the method for determining virtual skill points recorded in the example embodiment of the present disclosure can achieve virtual skill matching based on online logs and minimum cost flow; in actual application, first, the usage rate and win rate of individual skill points are analyzed and counted from online data, and a certain proportional factor combination is used as the cost of the edge of the network flow, and the corresponding skill points are generated through the minimum cost flow. If the generated skill point combination is not a commonly used skill point combination, the minimum guarantee logic is used; secondly, the skill points are visualized, diffed and exported on the web tool, and finally imported into the game to generate the corresponding recommended skill points; further, the difference between the online recommended skill points and the skill points recommended by the latest algorithm can be checked regularly to provide timely alarms and reminders for updates.

[0054] Furthermore, in a method for determining virtual skill points provided in an exemplary embodiment of the present disclosure:

[0055] In step S110, original virtual skill points included in the current game are obtained, and an original network flow directed graph is constructed according to the original virtual skill points.

[0056] In this example embodiment, first, the original virtual skill points included in the current game are obtained; wherein, the original virtual skill points recorded here refer to all virtual skill points included in the current game currently being played by the game player, which may include free skill points, paid skill points, and VIP skill points, etc.; the current game recorded here may be a skill competition type game, and before the game starts, the game player will match the corresponding current virtual character; that is, before starting the game, the player will select the corresponding virtual character according to his or her needs. Secondly, the original network flow directed graph can be constructed based on the original virtual skill points. Specifically, refer to Figure 3 As shown, the specific construction process of the original network flow directed graph can be referred to Figure 3 As shown:

[0057] Step S310: Acquire historical player data corresponding to the current game, and filter the historical player data to obtain target player data.

[0058] Specifically, first, historical player data can be obtained from the game application server corresponding to the current game; the historical player data recorded here refers to the game data generated by all players corresponding to the current game during the game competition process; the historical player data can be game data for a period of time, or all game data, which can be determined according to the data volume of the historical player data in the specific application process, and this example does not impose any special restrictions on this; the historical player data recorded here can be the battle data (Bttle_res log) generated by the player during the game process, and the battle data can include battle_id (battle identification, which can also be understood as battle matches), camp_id (camp identification), camp_result (camp result), talent_id (skill point skill identification, that is, the skill identification of the selected virtual skill, which can be identified by the coordinates of the skill in the topology map). The specific example diagram of the battle data can be referred to. Figure 4 shown.

[0059] Furthermore, after acquiring historical player data, the historical player data can be filtered to obtain target player data. Data filtering can be achieved in two ways: one is to filter the historical player data based on the character level of the historical player characters included in the historical player data to obtain target player data; the other is to filter the historical player data based on the data source included in the historical player data to obtain target player data. That is, for competitive games, after acquiring historical player data, the historical player data can be filtered based on the player level (e.g., high-level players) of the game players included in each piece of player data, thereby filtering out historical player data of lower levels. Furthermore, historical player data other than those related to ranked matches can also be filtered out. Of course, in actual applications, other filtering methods can also be used, and this example does not impose any specific limitations on this. It should be noted that the purpose of filtering the historical player data here is to reduce the amount of data while extracting the virtual skill points used by high-level players during ranked matches, thereby facilitating reference for other players during the game, thereby improving the game's clearance rate.

[0060] Step S320: Obtain first skill point data and second skill point data corresponding to the original virtual skill point in the target player data, and calculate the skill point weight of the original virtual skill point based on the first skill point data and the second skill point data.

[0061] In this example embodiment, first, first and second skill point data corresponding to the original virtual skill points in the target player data are obtained. Specifically, this can be achieved as follows: first, the target player data is traversed, and the first target player data including the original virtual skill points and the second target player data including the original virtual skill points and including a victory in the game match result in the target player data are extracted from the target player data. Second, the number of times the original virtual skill points have been used is calculated based on the first target player data, and the number of wins achieved using the original virtual skill points is calculated based on the second target player data. Then, the first skill point data is calculated based on the number of uses and the total number of target player data items, and the second skill point data is calculated based on the number of wins and the number of uses. The first skill point data represents the usage rate of the original virtual skill points, and the second skill point data represents the win-loss rate of the original virtual skill points. In other words, the number of uses of each original virtual skill point in the target player data and the number of wins achieved using the original virtual skill points can be obtained, thereby calculating the usage rate and win rate of the original virtual skill point.

[0062] Furthermore, after obtaining the usage rate and win rate of each original virtual skill point, the skill point weight of the original virtual skill point can be calculated based on the usage rate and win rate of the original virtual skill point; wherein, the skill point weight can be obtained by weighted summing the usage rate and win rate; at the same time, in the weighted summation process, the weighted weights of the usage rate and win rate can be set according to actual needs, and this example does not impose special restrictions on this; of course, the weight of the skill point can also be expressed in terms of usage rate and win rate respectively, and this example does not impose special restrictions on this.

[0063] Step S330: Obtain the original network topology corresponding to the original virtual skill point, and construct a virtual source point and a virtual sink point.

[0064] Specifically, the original network topology diagram of the original virtual skill points recorded here is pre-set based on the original virtual skill points included in the game, and can be used to represent the topological relationship between the original virtual skill points (that is, the inflow or outflow relationship); at the same time, when constructing the virtual source point (S, Source) and the virtual sink point (T, Target), the position of the virtual source point can be determined based on the position of the first-level original virtual skill points with only outflow relationships included in the original network topology diagram, and the position of the virtual sink point can be determined based on the position of the last-level original virtual skill points with only inflow relationships; of course, in actual application, the position between the virtual source point and the virtual sink point can be determined according to actual needs, and then the virtual source point and the virtual sink point can be constructed at the corresponding position. This example does not impose any special restrictions on this.

[0065] Step S340: constructing the original network flow directed graph according to the virtual source point, the original network topology, the virtual sink point and the skill point weight.

[0066] Specifically, the original network flow directed graph is constructed based on the virtual source point, the original network topology, the virtual sink point and the skill point weight. This can be achieved in the following manner: first, based on the topological relationship included in the original network topology, determine the original virtual skill points of the first level with only outflow relationships and the original virtual skill points of the last level with only inflow relationships included in the original network topology; secondly, establish a first connection relationship between the virtual source point and the original virtual skill points of the first level, and establish a second connection relationship between the original virtual skill points of the last level and the virtual sink point; then, use the first connection relationship as the edge between the virtual source point and the original virtual skill point of the first level, use the second connection relationship as the edge between the virtual sink point and the original virtual skill point of the last level, and use the skill point weight as the original network edge cost of the original virtual skill point to construct the original network flow directed graph. The obtained original network flow directed graph can refer to Figure 5 As shown. Among them, Figure 5 In the original network flow directed graph shown, the serial numbers in the circles represent the skill point identifiers of the original virtual skill points, and the numbers on the edges between the original virtual skill points are the original network edge costs of the edges.

[0067] In step S120, the original network flow directed graph is pruned according to the current character attributes of the current player character to obtain a target network flow directed graph.

[0068] In this example embodiment, the original network flow directed graph is pruned according to the current character attributes of the current player character to obtain a target network flow directed graph, which can be specifically achieved in the following manner: first, the current character attributes of the current player character are obtained, and the character-inherent skills of the current player character are determined according to the current character attributes; second, a first virtual skill that has a conflicting relationship with the character-inherent skill is obtained, and a first virtual skill point corresponding to the first virtual skill and a second virtual skill point corresponding to the character-inherent skill in the original network flow directed graph are determined; then, the target network edge cost between the first virtual skill point and the second virtual skill point is determined according to the conflicting relationship, and the original network edge cost between the first virtual skill point and the second virtual skill point is updated according to the target network edge cost to obtain a target network flow directed graph.

[0069] In an example embodiment, pruning the original network flow directed graph refers to updating some original network edge costs included in the original network flow directed graph; specifically, in actual application, the original network edge costs can be updated according to some pre-set rules of virtual skills with conflicting relationships; for example, in some games, the butcher's control skill points must include the "Trapped Beast Fight", so the target network edge cost of the edge from the butcher's control skill points to the "Trapped Beast Fight" should be 0; at the same time, if the butcher's general skill points do not include the "Trapped Beast Fight", then the target network edge cost of the edge from the butcher's general skill points to the "Trapped Beast Fight" should be infinite or there should be no path; under this premise, the original network edge costs included in the original network flow directed graph are updated by the target network edge costs that need to be updated, and then the target network flow directed graph can be obtained.

[0070] In step S130 , the original path from the virtual source point to the virtual sink point in the target network flow directed graph is calculated, and the path flow of the original path is calculated.

[0071] Specifically, calculating the original path required from the virtual source point to the virtual sink point in the target network flow directed graph and calculating the path flow of the original path can be achieved as follows: first, using the virtual source point and virtual sink point in the target network flow directed graph as the starting node and the ending node respectively, using the original virtual skill points included in the target network flow directed graph as the intermediate nodes, and calculating the original path required from the virtual source point to the virtual sink point based on the topological relationship between the original virtual skill points; second, obtaining the target network edge costs of the original virtual skill points included in the original path, and summing the target network edge costs to obtain the path flow of the original path. That is, all original paths that can be obtained from the target network flow directed graph from the virtual source point to the virtual sink point can be obtained, and the path flow of each original path can be calculated based on the target network edge costs included in each original path.

[0072] In step S140, a target path is selected from the original path according to the path flow, and the target virtual skills required by the current player character when performing the virtual tasks included in the current game are obtained according to the target skill points included in the target path.

[0073] In this example embodiment, a target path is first selected from the original paths based on the path flow. Specifically, this can be achieved by sorting the original paths according to the path flow, and selecting the original path with the minimum path flow from the original paths based on the sorted original paths as the target path. That is, a path, i.e., a recommended skill point (target path), can be generated using a minimum cost flow algorithm. The principle of minimum cost flow is as follows: Drawing on the greedy idea, each time an original path from a virtual source point to a virtual sink point is found, the flow on that original path is increased, but the increased flow cost of that path must be minimized, until no path from the virtual source point to the virtual sink point can be found, at which point the algorithm terminates. It should be noted that since the target network edge costs included in the target network flow directed graph are updated, there may be cases where the network edge cost is 0 or infinite. Under this premise, selecting the original path with the minimum path flow as the target path can avoid conflicts between skills caused by infinite network edge costs, which can lead to game failure, thereby further improving the accuracy of matching target virtual skills.

[0074] Secondly, after matching the target path, the target virtual skills required by the current player character when performing the virtual tasks included in the current game can be obtained based on the target skill points included in the target path. Specifically, this can be achieved in the following manner: first, obtain the target skill nodes included in the target path, and the target virtual skills corresponding to the target skill nodes; secondly, traverse the historical player data in sequence to determine whether the target virtual skills exist in the historical player data, and when it is determined that the target virtual skills all exist in the historical player data, obtain the target virtual skills required by the current player character when performing the virtual tasks included in the current game based on the target skill points included in the target path; then, when it is determined that any of the target virtual skills does not exist in the historical player data, replace the target path based on the preset virtual skill path, and obtain the target virtual skills required by the current player character when performing the virtual tasks included in the current game based on the target skill points included in the preset virtual skill path.

[0075] In an example embodiment, during actual application, due to the diversity of target paths generated by the minimum cost flow, a new skill point combination may be generated in the target path (that is, a virtual skill that has not appeared before); however, as a skill point (target path) recommended to novice players, this diversity is unacceptable to novice players, so when the generated skill point combination is a brand new combination, a minimum guarantee strategy is adopted to select the skill point with the highest win rate that meets the pre-set rules as the recommended skill point; wherein, the minimum guarantee strategy recorded here refers to the target path with the highest usage rate and the highest win rate selected without considering whether there is a conflict relationship.

[0076] In an exemplary embodiment, after the target virtual skill is obtained, the target virtual skill can be displayed on the display interface of the terminal device; wherein the displayed target virtual skill can be specifically referred to Figure 6 As shown. Furthermore, after the target virtual skill is displayed, the method for determining the virtual skill points also includes: in response to a screen touch event acting on a preset interactive control, obtaining the target skill attribute of the target virtual skill; generating a virtual skill display list according to the target virtual skill and the target skill attribute, and displaying the virtual skill display list. That is, by touching the corresponding interactive control, a corresponding skill point recommendation table can be automatically generated, and then the skill point visualization can be achieved through the association (Relation) component, thereby achieving the purpose of removing the dependence on the local game client; at the same time, there is no need to perform a series of complicated update steps to directly see the specific form of the recommended target virtual skill, thereby achieving the purpose of improving game efficiency.

[0077] In an example embodiment, the method for determining virtual skill points also includes: obtaining a historical path corresponding to the target path, and performing a difference comparison on the target virtual skills included in the target path and the historical virtual skills included in the historical path to obtain a skill comparison result; proofreading the historical virtual skills included in the historical path according to the skill comparison result; and / or judging whether there are skill differences in the skill comparison results, and updating the historical virtual skills included in the historical path when it is determined that there are skill differences in the skill comparison results. That is, the method for determining virtual skill points recorded in the exemplary embodiments of the present disclosure also provides a diff with the online recommended skill points. The diff format provides two forms: unified diff and separated diff, which makes it easy to clearly see the inconsistent parts of the skill points and then proofread the inconsistent parts, thereby achieving the purpose of improving the user experience of game players; further, after the proofreading is completed, it can be imported into the game client to facilitate game players to play the game; at the same time, a scheduled task can be set to regularly check the online skill point data and the latest recommended skill point data. When the data difference exceeds a certain threshold, the robot will automatically remind you to find the inconsistency more quickly, so that the master's skill point recommendations can keep pace with the times.

[0078] At this point, the method for determining virtual skill points described in the exemplary embodiment of the present disclosure has been completed. Figure 7 The method for determining virtual skill points described in the exemplary embodiment of the present disclosure is further explained and illustrated. Figure 7 As shown, the method for determining the virtual skill points may include the following steps:

[0079] Step S701: Collect historical online player data and delete the data that does not meet the match requirements or the level requirements;

[0080] Step S702: Count the number of matches in which all original virtual skill points are used and the winning rate, and generate an original network flow directed graph;

[0081] Step S703: Prune the original network flow directed graph to obtain a target network flow directed graph, and match the target path with the current game player;

[0082] Step S704, determining whether the target virtual skill included in the target path is a new skill point combination; if so, jump to step S705; if not, jump to step S706;

[0083] Step S705: Replace the target path using the guaranteed logic;

[0084] Step S706: Generate a target virtual skill list and apply it to the game client.

[0085] At this point, the method for determining virtual skill points described in the exemplary embodiments of this disclosure has been fully implemented. In the actual application process, the specific usage of the recommended virtual skill points by game players can be learned through statistics. Figure 8 At the same time, the game display effect diagram obtained by using each virtual skill can be referred to in detail. Figure 9 as well as Figure 10 As shown. Furthermore, based on the aforementioned content, it can be seen that the method for determining virtual skill points described in the exemplary embodiments of the present disclosure can, on the one hand, automatically recommend corresponding skill points based on online data, thereby freeing game planners from the tedious task of configuring recommended skill points, thereby improving planners' work efficiency. On the other hand, this method also increases the reliability of recommended skill points for novices, reduces the impact of subjective factors, and improves the gaming experience for novice players.

[0086] The exemplary embodiment of the present disclosure also provides a device for determining virtual skill points. Specifically, refer to Figure 11 As shown, the virtual skill point determination device may include an original network flow directed graph construction module 1110, a pruning processing module 1120, a path flow calculation module 1130, and a target virtual skill determination module 1140.

[0087] The original network flow directed graph construction module 1110 may be used to obtain original virtual skill points included in the current game and construct an original network flow directed graph based on the original virtual skill points;

[0088] The pruning processing module 1120 can be used to prune the original network flow directed graph according to the current character attributes of the current player character to obtain a target network flow directed graph;

[0089] The path flow calculation module 1130 can be used to calculate the original path required from the virtual source point to the virtual sink point in the target network flow directed graph, and calculate the path flow of the original path;

[0090] The target virtual skill determination module 1140 can be used to select a target path from the original path based on the path flow, and obtain the target virtual skills required by the current player character when performing the virtual tasks included in the current game based on the target skill points included in the target path.

[0091] In an exemplary embodiment of the present disclosure, constructing an original network flow directed graph according to the original virtual skill points includes:

[0092] Acquire historical player data corresponding to the current game, and filter the historical player data to obtain target player data;

[0093] Obtaining first skill point data and second skill point data corresponding to the original virtual skill point in the target player data, and calculating a skill point weight of the original virtual skill point based on the first skill point data and the second skill point data;

[0094] An original network topology corresponding to the original virtual skill point is obtained, and a virtual source point and a virtual sink point are constructed; and the original network flow directed graph is constructed according to the virtual source point, the original network topology, the virtual sink point and the skill point weight.

[0095] In an exemplary embodiment of the present disclosure, filtering the historical player data to obtain target player data includes:

[0096] The historical player data is filtered according to the character level of the historical player character included in the historical player data to obtain the target player data; and / or the historical player data is filtered according to the data source included in the historical player data to obtain the target player data.

[0097] In an exemplary embodiment of the present disclosure, obtaining first skill point data and second skill point data corresponding to the original virtual skill points in the target player data includes:

[0098] Traversing the target player data, extracting from the target player data first target player data including the original virtual skill points and second target player data including the original virtual skill points and including a victory in the game battle result;

[0099] Calculating the number of times the original virtual skill points are used based on the first target player data, and calculating the number of times the original virtual skill points are used to win a game based on the second target player data;

[0100] The first skill point data is calculated based on the number of times it is used and the total number of target player data, and the second skill point data is calculated based on the number of wins and the number of times it is used; wherein the first skill point data is the usage rate of the original virtual skill points, and the second skill data is the win-loss rate of the original virtual skill points.

[0101] In an exemplary embodiment of the present disclosure, constructing the original network flow directed graph according to the virtual source point, the original network topology graph, the virtual sink point, and the skill point weight includes:

[0102] Determining, according to the topological relationships included in the original network topology, original virtual skill points of a first level having only outflow relationships and original virtual skill points of a last level having only inflow relationships included in the original network topology;

[0103] establishing a first connection relationship between the virtual source point and the original virtual skill points of the first level, and establishing a second connection relationship between the original virtual skill points of the last level and the virtual sink point;

[0104] The original network flow directed graph is constructed by using the first connection relationship as the edge between the virtual source point and the original virtual skill point of the first level, the second connection relationship as the edge between the virtual sink point and the original virtual skill point of the last level, and the skill point weight as the original network edge cost of the original virtual skill point.

[0105] In an exemplary embodiment of the present disclosure, the original network flow directed graph is pruned according to the current character attributes of the current player character to obtain a target network flow directed graph, including:

[0106] Acquire current character attributes of the current player character, and determine the character-specific skills of the current player character based on the current character attributes;

[0107] Acquire a first virtual skill that conflicts with the inherent skill of the character, and determine a first virtual skill point corresponding to the first virtual skill and a second virtual skill point corresponding to the inherent skill of the character in the original network flow directed graph;

[0108] A target network edge cost between the first virtual skill point and the second virtual skill point is determined according to the conflict relationship, and an original network edge cost between the first virtual skill point and the second virtual skill point is updated according to the target network edge cost to obtain a target network flow directed graph.

[0109] In an exemplary embodiment of the present disclosure, calculating the original path required from the virtual source point to the virtual sink point in the target network flow directed graph and calculating the path flow of the original path includes:

[0110] The virtual source point and the virtual sink point in the target network flow directed graph are used as the starting node and the ending node respectively, the original virtual skill points included in the target network flow directed graph are used as intermediate nodes, and the original path required from the virtual source point to the virtual sink point is calculated based on the topological relationship between the original virtual skill points;

[0111] The target network edge costs of the original virtual skill points included in the original path are acquired, and a sum operation is performed on the target network edge costs to obtain the path flow of the original path.

[0112] In an exemplary embodiment of the present disclosure, selecting a target path from the original path according to the path flow includes:

[0113] The original paths are sorted according to the size of the path flow, and according to the sorting result of the original paths, the original path with the minimum path flow is selected from the original paths as the target path.

[0114] In an exemplary embodiment of the present disclosure, obtaining the target virtual skill required by the current player character when performing a virtual task included in the current game according to the target skill points included in the target path includes:

[0115] Acquire a target skill node included in the target path, and a target virtual skill corresponding to the target skill node;

[0116] Traversing historical player data in sequence, determining whether the target virtual skill exists in the historical player data, and if it is determined that the target virtual skills exist in the historical player data, obtaining the target virtual skill required for the current player character to perform a virtual task included in the current game based on the target skill points included in the target path;

[0117] When it is determined that any of the target virtual skills does not exist in the historical player data, the target path is replaced based on a preset virtual skill path, and based on the target skill points included in the preset virtual skill path, the target virtual skills required by the current player character when performing the virtual tasks included in the current game are obtained.

[0118] In an exemplary embodiment of the present disclosure, the device for determining virtual skill points further includes:

[0119] A target skill attribute acquisition module may be used to acquire the target skill attribute of the target virtual skill in response to a screen touch event acting on a preset interactive control;

[0120] The virtual skill display list display module can be used to generate a virtual skill display list according to the target virtual skills and target skill attributes, and display the virtual skill display list.

[0121] In an exemplary embodiment of the present disclosure, the device for determining virtual skill points further includes:

[0122] A difference comparison module can be used to obtain a historical path corresponding to the target path, and perform a difference comparison on the target virtual skills included in the target path and the historical virtual skills included in the historical path to obtain a skill comparison result;

[0123] A skill verification module may be used to verify the historical virtual skills included in the historical path according to the skill comparison result; and / or

[0124] The skill updating module may be configured to determine whether there is a skill difference in the skill comparison result, and when it is determined that there is a skill difference in the skill comparison result, update the historical virtual skills included in the historical path.

[0125] The specific details of each module in the above-mentioned virtual skill point determination device have been described in detail in the corresponding virtual skill point determination method, and therefore will not be repeated here.

[0126] It should be noted that although several modules or units of the device for action execution are mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0127] Furthermore, although the steps of the method of the present disclosure are described in a particular order in the accompanying drawings, this does not require or imply that the steps must be performed in this particular order, or that all steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps.

[0128] In an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.

[0129] Those skilled in the art will appreciate that various aspects of the present disclosure may be implemented as systems, methods, or program products. Therefore, various aspects of the present disclosure may be implemented in the following forms: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be collectively referred to herein as "circuits," "modules," or "systems."

[0130] Refer to the following Figure 12 12 is a diagram to describe the electronic device 1200 according to this embodiment of the present disclosure. Figure 12The electronic device 1200 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0131] like Figure 12 As shown, electronic device 1200 is implemented as a general-purpose computing device. Components of electronic device 1200 may include, but are not limited to, the aforementioned at least one processing unit 1210, the aforementioned at least one storage unit 1220, a bus 1230 connecting various system components (including storage unit 1220 and processing unit 1210), and a display unit 1240.

[0132] The storage unit stores program codes, which can be executed by the processing unit 1210, so that the processing unit 1210 performs the steps described in the "Exemplary Method" section of the present disclosure according to various exemplary embodiments. For example, the processing unit 1210 can perform the following steps: Figure 1 Step S110 shown in the figure: obtaining the original virtual skill points included in the current game, and constructing an original network flow directed graph based on the original virtual skill points; step S120: pruning the original network flow directed graph based on the current character attributes of the current player character to obtain a target network flow directed graph; step S130: calculating the original path required from the virtual source point to the virtual sink point in the target network flow directed graph, and calculating the path flow of the original path; step S140: selecting a target path from the original path based on the path flow, and obtaining the target virtual skills required by the current player character when performing the virtual task included in the current game based on the target skill points included in the target path.

[0133] The storage unit 1220 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 12201 and / or a cache memory unit 12202 , and may further include a read-only memory unit (ROM) 12203 .

[0134] The storage unit 1220 may also include a program / utility 12204 having a set (at least one) of program modules 12205, such program modules 12205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.

[0135] The bus 1230 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.

[0136] The electronic device 1200 can also communicate with one or more external devices 1300 (e.g., a keyboard, a pointing device, a Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1200, and / or any device that enables the electronic device 1200 to communicate with one or more other computing devices (e.g., a router, a modem, etc.). Such communication can occur via an input / output (I / O) interface 1250. Furthermore, the electronic device 1200 can communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network such as the Internet) via a network adapter 1260. As shown, the network adapter 1260 communicates with other modules of the electronic device 1200 via a bus 1230. It should be understood that, although not shown in the figure, other hardware and / or software modules can be used in conjunction with the electronic device 1200, including but not limited to microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0137] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.

[0138] In exemplary embodiments of the present disclosure, a computer-readable storage medium is also provided, on which is stored a program product capable of implementing the aforementioned methods of this specification. In some possible implementations, various aspects of the present disclosure may also be implemented in the form of a program product comprising program code. When the program product is executed on a terminal device, the program code is configured to cause the terminal device to execute the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present disclosure.

[0139] According to an embodiment of the present disclosure, a program product for implementing the above-mentioned method can be a portable compact disc read-only memory (CD-ROM) and include program code, and can be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, a readable storage medium can be any tangible medium containing or storing a program, which can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0140] The program product may be implemented in any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0141] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of 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 that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0142] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0143] The program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, and the like, as well as conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0144] Furthermore, the figures above are merely illustrative of the processes included in the methods according to exemplary embodiments of the present disclosure and are not intended to be limiting. It is readily understood that the processes illustrated in the figures above do not indicate or limit the temporal order of these processes. Furthermore, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0145] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow from the general principles of the present disclosure and include common knowledge or customary techniques in the art not invented herein. The specification and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.

Claims

1. A method for determining virtual skill points, characterized in that: include: Obtaining original virtual skill points included in the current game, and constructing an original network flow directed graph based on the original virtual skill points; Pruning the original network flow directed graph according to the current character attributes of the current player character to obtain a target network flow directed graph; Calculating the original path required from the virtual source point to the virtual sink point in the target network flow directed graph, and calculating the path flow of the original path; A target path is selected from the original path according to the path flow, and a target virtual skill required by the current player character when performing a virtual task included in the current game is obtained according to the target skill points included in the target path.

2. The method for determining virtual skill points according to claim 1, wherein: Constructing an original network flow directed graph according to the original virtual skill points includes: Acquire historical player data corresponding to the current game, and filter the historical player data to obtain target player data; Obtaining first skill point data and second skill point data corresponding to the original virtual skill point in the target player data, and calculating a skill point weight of the original virtual skill point based on the first skill point data and the second skill point data; Acquire an original network topology corresponding to the original virtual skill point, and construct a virtual source point and a virtual sink point; The original network flow directed graph is constructed according to the virtual source point, the original network topology graph, the virtual sink point and the skill point weight.

3. The method for determining virtual skill points according to claim 2, wherein: Filter the historical player data to obtain target player data, including: Filtering the historical player data according to the character levels of the historical player characters included in the historical player data to obtain target player data; and / or The historical player data is filtered according to a data source included in the historical player data to obtain target player data.

4. The method for determining virtual skill points according to claim 2, wherein: Acquiring first skill point data and second skill point data corresponding to the original virtual skill points in the target player data includes: Traversing the target player data, extracting from the target player data first target player data including the original virtual skill points and second target player data including the original virtual skill points and including a victory in the game battle result; Calculating the number of times the original virtual skill points are used based on the first target player data, and calculating the number of times the original virtual skill points are used to win a game based on the second target player data; The first skill point data is calculated based on the number of times it is used and the total number of target player data, and the second skill point data is calculated based on the number of wins and the number of times it is used; wherein the first skill point data is the usage rate of the original virtual skill points, and the second skill data is the win-loss rate of the original virtual skill points.

5. The method for determining virtual skill points according to claim 2, wherein: Constructing the original network flow directed graph according to the virtual source point, the original network topology, the virtual sink point, and the skill point weight, including: Determining, according to the topological relationships included in the original network topology, original virtual skill points of a first level having only outflow relationships and original virtual skill points of a last level having only inflow relationships included in the original network topology; establishing a first connection relationship between the virtual source point and the original virtual skill points of the first level, and establishing a second connection relationship between the original virtual skill points of the last level and the virtual sink point; The original network flow directed graph is constructed by using the first connection relationship as the edge between the virtual source point and the original virtual skill point of the first level, the second connection relationship as the edge between the virtual sink point and the original virtual skill point of the last level, and the skill point weight as the original network edge cost of the original virtual skill point.

6. The method for determining virtual skill points according to claim 1, wherein: According to the current character attributes of the current player character, the original network flow directed graph is pruned to obtain a target network flow directed graph, including: Acquire current character attributes of the current player character, and determine the character-specific skills of the current player character based on the current character attributes; Acquire a first virtual skill that conflicts with the inherent skill of the character, and determine a first virtual skill point corresponding to the first virtual skill and a second virtual skill point corresponding to the inherent skill of the character in the original network flow directed graph; A target network edge cost between the first virtual skill point and the second virtual skill point is determined according to the conflict relationship, and an original network edge cost between the first virtual skill point and the second virtual skill point is updated according to the target network edge cost to obtain a target network flow directed graph.

7. The method for determining virtual skill points according to claim 1, wherein: Calculating the original path required from the virtual source point to the virtual sink point in the target network flow directed graph and calculating the path flow of the original path includes: The virtual source point and the virtual sink point in the target network flow directed graph are used as the starting node and the ending node respectively, the original virtual skill points included in the target network flow directed graph are used as intermediate nodes, and the original path required from the virtual source point to the virtual sink point is calculated based on the topological relationship between the original virtual skill points; The target network edge costs of the original virtual skill points included in the original path are acquired, and a sum operation is performed on the target network edge costs to obtain the path flow of the original path.

8. The method for determining virtual skill points according to claim 1, wherein: Selecting a target path from the original path according to the path flow includes: The original paths are sorted according to the size of the path flow, and according to the sorting result of the original paths, the original path with the minimum path flow is selected from the original paths as the target path.

9. The method for determining virtual skill points according to claim 1, wherein: Obtaining, based on the target skill points included in the target path, the target virtual skills required by the current player character when performing the virtual tasks included in the current game, including: Acquire a target skill node included in the target path, and a target virtual skill corresponding to the target skill node; Traversing historical player data in sequence, determining whether the target virtual skill exists in the historical player data, and if it is determined that the target virtual skills exist in the historical player data, obtaining the target virtual skill required for the current player character to perform a virtual task included in the current game based on the target skill points included in the target path; When it is determined that any of the target virtual skills does not exist in the historical player data, the target path is replaced based on a preset virtual skill path, and based on the target skill points included in the preset virtual skill path, the target virtual skills required by the current player character when performing the virtual tasks included in the current game are obtained.

10. The method for determining virtual skill points according to claim 1, wherein: The method for determining virtual skill points further includes: In response to a screen touch event acting on a preset interactive control, obtaining a target skill attribute of the target virtual skill; A virtual skill display list is generated according to the target virtual skill and the target skill attribute, and the virtual skill display list is displayed.

11. The method for determining virtual skill points according to claim 1, wherein: The method for determining virtual skill points further includes: Acquire a historical path corresponding to the target path, and perform a difference comparison between the target virtual skills included in the target path and the historical virtual skills included in the historical path to obtain a skill comparison result; Proofreading the historical virtual skills included in the historical path according to the skill comparison result; and / or It is determined whether there is a skill difference in the skill comparison result, and when it is determined that there is a skill difference in the skill comparison result, the historical virtual skills included in the historical path are updated.

12. A device for determining virtual skill points, characterized in that: include: An original network flow directed graph construction module is used to obtain original virtual skill points included in the current game and construct an original network flow directed graph based on the original virtual skill points; A pruning processing module, configured to prune the original network flow directed graph according to the current character attributes of the current player character to obtain a target network flow directed graph; A path flow calculation module, configured to calculate the original path required from the virtual source point to the virtual sink point in the target network flow directed graph, and calculate the path flow of the original path; The target virtual skill determination module is used to select a target path from the original path according to the path flow, and obtain the target virtual skills required by the current player character when performing the virtual tasks included in the current game according to the target skill points included in the target path.

13. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method for determining virtual skill points according to any one of claims 1 to 11 is implemented.

14. An electronic device, characterized in that: include: processor; as well as a memory for storing executable instructions of the processor; The processor is configured to execute the method for determining virtual skill points according to any one of claims 1 to 11 by executing the executable instructions.

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