A game processing method, device, storage medium and program product
By obtaining and analyzing scene information and game control information in cloud games, the server dynamically adjusts the frame rate and picture quality, solving the operation delay problem caused by the reduction in frame rate in traditional solutions, and improving the control sense and experience of cloud games.
Patent Information
- Application Number
- CN202310392608.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-04-10
- Publication Date
- 2025-03-04
- Estimated Expiration
- 2043-04-10
AI Technical Summary
In cloud gaming scenarios, traditional solutions will give priority to reducing the frame rate when reducing the bit rate, resulting in delayed player operation response in game scenarios with strong interactive operations, affecting the game experience.
By obtaining the scene information and game control information of the cloud game sent by the terminal device, the server determines the target interaction scene based on the game control information, calculates the target frame rate and target image quality information, and renders the game screen based on this information, and sends the target rendering result to the terminal device.
It realizes timely response to player operations in different interactive scenarios, improves players' sense of control and gaming experience for cloud games, and avoids operation delay problems caused by reduced frame rate.
Smart Images

Figure CN116363286B_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and specifically to a method, device, storage medium, and program product for game processing. Background Art
[0002] Rendering is a process in computer graphics (CG), and the rendered image can better conform to the three-dimensional scene. For example, after rendering the game screen of a virtual game, the terminal device can clearly display the rendered game screen. With the continuous development of cloud technology, a game operation mode that relies on cloud technology has been proposed for virtual game scenes, namely cloud gaming. The cloud game described is a game mode based on cloud computing. The calculation process and rendering process in the cloud game scene are all carried out in the cloud, and the terminal device is only used to display the rendered game screen.
[0003] The player's control experience of cloud games is directly related to the frame rate of cloud games. A higher frame rate will allow the player's operation to get a faster response. However, in the current cloud game scenario, the transmission bit rate is generally adjusted in real time according to the network quality of the terminal device. However, after reducing the bit rate, the amount of data transmitted per unit time will be reduced. Traditional solutions will give priority to reducing the frame rate to ensure the clarity of the game screen. However, this method of reducing the frame rate will result in the player's operation of the cloud game not being responded to in a timely manner in game scenarios with strong interactive operations, resulting in a decrease in the player's control of the cloud game, which seriously affects the player's gaming experience. Summary of the invention
[0004] The embodiments of the present application provide a method, device, storage medium, and program product for game processing, which can promptly respond to players' operations on cloud games in different interactive scenarios, thereby improving players' control over cloud games and gaming experience.
[0005] In the first aspect, an embodiment of the present application provides a method for game processing. The method can be applied to a server. The method for game processing includes: obtaining scene information and game control information of a cloud game sent by a terminal device, the scene information is used to reflect the actual interaction scene when the first player interacts with the second player in the cloud game, and the game control information is used to reflect the player operation and player decision-making of the first player in the interaction scene corresponding to the scene information; determining a target interaction scene based on the game control information, the target interaction scene is the game interaction scene when the first player interacts with the second player predicted under the game control information; when the interaction scene corresponding to the scene information is the same as the target interaction scene, calculating the target frame rate and target image quality information of the cloud game; rendering the game screen of the cloud game based on the target frame rate and target image quality information to obtain a target rendering result; sending the target rendering result to the terminal device for the terminal device to display the target rendering result.
[0006] In the second aspect, an embodiment of the present application provides a method for game processing. The method can be applied to a terminal device. The method for game processing includes: obtaining scene information and game control information of a cloud game, the scene information is used to reflect the actual interaction scene when the first player interacts with the second player in the cloud game, and the game control information is used to reflect the player operation and player decision-making of the first player in the interaction scene corresponding to the scene information; sending scene information and game control information to the server, the game control information is used by the server to determine the target interaction scene, and the target interaction scene is the game interaction scene when the first player interacts with the second player predicted under the game control information; receiving the target rendering result sent by the server, the target rendering result is obtained by the server when the target interaction scene is the same as the interaction scene corresponding to the scene information, based on the target frame rate and target image quality information of the cloud game to render the game screen of the cloud game; displaying the target rendering result.
[0007] In a third aspect, an embodiment of the present application provides a server. The server includes an acquisition unit, a processing unit, and a sending unit. Among them, the acquisition unit is used to acquire the scene information and game control information of the cloud game sent by the terminal device, the scene information is used to reflect the actual interaction scene when the first player interacts with the second player in the cloud game, and the game control information is used to reflect the player operation and player decision of the first player in the interaction scene corresponding to the scene information. The processing unit is used to determine the target interaction scene based on the game control information, and the target interaction scene is the game interaction scene when the first player and the second player interact under the game control information. The processing unit is used to calculate the target frame rate and target image quality information of the cloud game when the interaction scene corresponding to the scene information is the same as the target interaction scene. The processing unit is used to render the game screen of the cloud game based on the target frame rate and target image quality information to obtain the target rendering result. The sending unit is used to send the target rendering result to the terminal device so that the terminal device can display the target rendering result.
[0008] In some optional embodiments, the processing unit is used to: obtain player operation information and player decision information from game control information, the player decision information is used to indicate the influencing factors when the first player performs the interactive operation corresponding to the player operation information, and the player operation information is used to indicate the interactive operation status of the first player; calculate the predicted probability based on the player operation information and the player decision information, and the predicted probability is used to indicate the credibility of the first player entering the first type of interactive scene under the player operation information and the player decision information; determine the target interactive scene based on the predicted probability and a preset threshold.
[0009] In some other optional implementations, the processing unit is used to determine that the target interaction scenario is a first type of interaction scenario when the predicted probability is greater than a preset threshold.
[0010] In some other optional implementations, the processing unit is used to determine that the target interaction scenario is a second type of interaction scenario when the predicted probability is less than or equal to a preset threshold, and the first type of interaction scenario is different from the second type of interaction scenario.
[0011] In other optional embodiments, the processing unit is used to: calculate a first number of interactions and a total number of interactions based on player operation information and player decision information, the first number of interactions being the number of times a first player enters a first type of interaction scenario when interacting with a second player; calculate a ratio between the first number of interactions and the total number of interactions to obtain a predicted probability.
[0012] In other optional embodiments, the processing unit is used to: obtain the first number of characters from the player decision information, the first number of characters being the number of second players in the field of vision of the first player in the interactive scene corresponding to the scene information; and calculate the first number of interactions when the first number of characters is greater than or equal to the preset number of characters.
[0013] In other optional embodiments, the processing unit is used to: obtain an operating state of a first control from the player decision information, the first control being a control used to control the operation of the first player in the interactive scene corresponding to the scene information; and calculate a first number of interactions when the operating state of the first control is a controllable state.
[0014] In other optional embodiments, the processing unit is used to: obtain the number of second characters and the remaining interaction time from the player decision information, the number of second characters being the number of second players in the field of view of the first player in the interaction scene corresponding to the scene information; and calculate the first number of interactions when the number of second characters is less than the preset number of characters and the remaining interaction time is less than or equal to the preset interaction time.
[0015] In other optional embodiments, the processing unit is used to: when it is determined that the interaction scene corresponding to the scene information and the target interaction scene are both the first type of interaction scenes, calculate a first frame rate supportable by the terminal device based on a first transmission bit rate and first picture quality information, the first picture quality information being the amount of data required for the minimum picture quality of the interaction scene corresponding to the scene information, and the first transmission bit rate being the highest transmission bit rate supported by the terminal device; obtain the highest frame rate currently supported by the terminal device; select the minimum value between the first frame rate and the highest frame rate as the target frame rate; and calculate the target picture quality information based on the target frame rate and the first transmission bit rate.
[0016] In other optional embodiments, the processing unit is used to: when it is determined that the interaction scene corresponding to the scene information and the target interaction scene are both the second type of interaction scenes, calculate the second frame rate supportable by the terminal device based on the first transmission bit rate and the second picture quality information, the second picture quality information is the amount of data required for the highest picture quality of the interaction scene corresponding to the scene information, and the first transmission bit rate is the highest transmission bit rate supported by the terminal device; obtain the minimum frame rate currently supported by the terminal device; select the maximum value between the second frame rate and the minimum frame rate as the target frame rate; and calculate the target picture quality information based on the target frame rate and the first transmission bit rate.
[0017] In some other optional implementations, the acquisition unit is further configured to acquire network delay information and bandwidth information of the terminal device before calculating the target frame rate and target image quality information of the cloud game when the interaction scene corresponding to the scene information is the same as the target interaction scene. The processing unit is configured to calculate the first transmission bit rate based on the network delay information and bandwidth information.
[0018] In other optional embodiments, the processing unit is also used to update the scene information and the game control information after determining the target interaction scene based on the game control information, when the interaction scene corresponding to the scene information is different from the target interaction scene; and update the target interaction scene based on the updated scene information and game control information.
[0019] In a fourth aspect, an embodiment of the present application provides a terminal device. The terminal device may include a receiving unit, a sending unit, and a display unit. Among them, the receiving unit is used to obtain the scene information and game control information of the cloud game, the scene information is used to reflect the actual interaction scene when the first player interacts with the second player in the cloud game, and the game control information is used to reflect the player operation and player decision of the first player in the interaction scene corresponding to the scene information. The sending unit is used to send the scene information and game control information to the server, and the game control information is used by the server to determine the target interaction scene. The target interaction scene is the game interaction scene when the first player interacts with the second player predicted under the game control information. The receiving unit is used to receive the target rendering result sent by the server. The target rendering result is obtained by the server when the target interaction scene is the same as the interaction scene corresponding to the scene information, and the game screen of the cloud game is rendered based on the target frame rate and target image quality information of the cloud game. The display unit is used to display the target rendering result.
[0020] The fifth aspect of the embodiment of the present application provides a game processing device, including: a memory, an input / output (I / O) interface and a memory. The memory is used to store program instructions. The processor is used to execute the program instructions in the memory to execute the game processing method corresponding to the implementation of the first aspect above; or, execute the game processing method corresponding to the implementation of the second aspect above.
[0021] The sixth aspect of the embodiments of the present application provides a computer-readable storage medium, which stores instructions. When the computer-readable storage medium is run on a computer, it enables the computer to execute the method corresponding to the implementation method of the first aspect above; or, execute the game processing method corresponding to the implementation method of the second aspect above.
[0022] The seventh aspect of the embodiments of the present application provides a computer program product comprising instructions, which, when executed on a computer or a processor, enables the computer or the processor to execute the method corresponding to the implementation of the first aspect; or, to execute the game processing method corresponding to the implementation of the second aspect.
[0023] It can be seen from the above technical solutions that the embodiments of the present application have the following advantages:
[0024] In an embodiment of the present application, the scene information can reflect the actual interaction scene when the first player interacts with the second player in the cloud game, and the game control information can reflect the player operation and player decision of the first player in the interaction scene corresponding to the scene information. Then, after obtaining the scene information and game control information of the cloud game sent by the terminal device, the server can determine the target interaction scene based on the game control information, so that the game interaction scene predicted under the game control information when the first player interacts with the second player can be reflected through the target interaction scene. In this way, when the server determines that the interaction scene corresponding to the scene information is the same as the target interaction scene, it calculates the target frame rate and target image quality information of the cloud game, thereby rendering the game screen of the cloud game according to the target frame rate and target image quality information, thereby obtaining the target rendering result. Finally, the server sends the target rendering result to the terminal device, and the terminal device displays the target rendering result. In the above manner, the server can determine the target interaction scene based on the game control information in real time, so as to accurately identify in which scenes the player's interaction operations are more and in which scenes the player's interaction operations are less. In this way, the server does not need to always rely on lowering the frame rate to adjust in scenarios with more or less operation interactions. Instead, when it is determined that the interaction scene corresponding to the scene information is the same as the target interaction scene, the server renders the game screen through the calculated target frame rate and target image quality information adapted to the interaction scene, thereby ensuring that the target frame rate and target image quality information can meet the player's control needs, so that the player's operations on the cloud game can be responded to in a timely manner in different interaction scenarios, thereby improving the player's control sense and gaming experience of the cloud game. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.
[0026] Figure 1 A schematic diagram of the system architecture provided by an embodiment of the present application is shown;
[0027] Figure 2 A flow chart showing a method for game processing provided by an embodiment of the present application is shown;
[0028] Figure 3 A schematic diagram of a first type of interaction scenario provided by an embodiment of the present application is shown;
[0029] Figure 4A schematic diagram of a second type of interaction scenario provided by an embodiment of the present application is shown;
[0030] Figure 5 Another schematic diagram of the first type of interaction scenario provided by an embodiment of the present application is shown;
[0031] Figure 6 A schematic diagram showing the structure of a server provided in an embodiment of the present application is shown;
[0032] Figure 7 A schematic diagram of the structure of a terminal device provided in an embodiment of the present application is shown;
[0033] Figure 8 A schematic diagram of the hardware structure of a game processing device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION
[0034] The embodiments of the present application provide a method, device, storage medium, and program product for game processing, which can promptly respond to players' operations on cloud games in different interactive scenarios, thereby improving players' control over cloud games and gaming experience.
[0035] It is understandable that in the specific implementation of this application, related data such as user information and user personal data are involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0036] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this application.
[0037] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0038] Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the player's game terminal, but on a cloud server, which renders the game scene into a video and audio stream and transmits it to the player's game terminal over the network. The player's game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.
[0039] In current cloud gaming scenarios, the bitrate of cloud gaming is generally adjusted in real time based on the network quality of the terminal device. However, lowering the bitrate will reduce the amount of data transmitted per unit time. Traditional solutions will prioritize lowering the frame rate to ensure the clarity of the game screen. However, this method of lowering the frame rate will result in players not being able to respond to cloud gaming operations in a timely manner in gaming scenarios with strong interactive operations, which will result in a decrease in players' control over cloud gaming and seriously affect their gaming experience.
[0040] Therefore, in order to solve the above-mentioned technical problems, the embodiment of the present application provides a method for game processing. The method for game processing provided by the present application can be applied to Figure 1 As shown in the system architecture diagram. Figure 1As shown, the system architecture includes a terminal device and a server. Among them, cloud games and other applications are deployed in the terminal device. After the player operates the cloud game on the display interface of the terminal device, the terminal device can obtain the scene information and game control information of the current cloud game. In this way, the terminal device sends the scene information and game control information to the server, so that the server determines the target interaction scene based on the game control information. In this way, after the server determines the target interaction scene based on the game control information, it determines whether the interaction scene corresponding to the scene information is the same as the target interaction scene, and then calculates the target frame rate and target image quality information of the cloud game when the interaction scene corresponding to the scene information is the same as the target interaction scene, so as to render the game screen of the cloud game according to the target frame rate and target image quality information, so as to obtain the target rendering result. Finally, the server sends the target rendering result to the terminal device. In this way, after receiving the target rendering result, the terminal device can display the target rendering result on the display interface. Through the above method, after accurately identifying the target interaction scene, the game screen can be rendered according to the calculated target frame rate and target image quality information, thereby ensuring that the target frame rate and target image quality information can meet the player's control needs, so that the player's operation of the cloud game can be responded to in a timely manner in different operation interaction scenarios, thereby improving the player's control sense and gaming experience of the cloud game.
[0041] It should be noted that the terminal devices described above may include but are not limited to smart phones, desktop computers, laptops, tablet computers, smart speakers, vehicle-mounted devices, smart watches, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), and basic cloud computing services such as big data and artificial intelligence platforms, etc., which are not specifically limited in this application. In addition, the terminal devices and servers mentioned can be directly or indirectly connected by wired communication or wireless communication, etc., which are not specifically limited in this application.
[0042] In addition, the game processing method mentioned above can also be applied in the fields of cloud technology. The described cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize data calculation, storage, processing, and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model application, which can form a resource pool and be used on demand, flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites, and more portal websites. With the high development and application of the Internet industry, in the future, each item may have its own identification mark, and all need to be transmitted to the background system for logical processing. Data of different levels will be processed separately, and all kinds of industry data need strong system backing support, which can only be achieved through cloud computing.
[0043] The cloud computing mentioned is a computing model that distributes computing tasks on a resource pool composed of a large number of computers, so that various application systems can obtain computing power, storage space and information services as needed. The network that provides resources is called "cloud". The resources in the "cloud" are infinitely expandable in the eyes of users, and can be obtained at any time, used on demand, expanded at any time, and paid for by use. As a provider of basic cloud computing capabilities, a cloud computing resource pool (referred to as a cloud platform, generally referred to as an infrastructure as a service (IaaS) platform) will be established, and various types of virtual resources will be deployed in the resource pool for external customers to choose to use. The cloud computing resource pool mainly includes: computing devices (virtualized machines, including operating systems), storage devices, and network devices. According to the logical function division, the platform as a service (PaaS) layer can be deployed on the IaaS layer, and the software as a service (SaaS) layer can be deployed on the PaaS layer. SaaS can also be deployed directly on IaaS. PaaS is a platform for software operation, such as databases, web containers, etc. SaaS is a variety of business software, such as web portals, SMS mass senders, etc. Generally speaking, SaaS and PaaS are upper layers relative to IaaS.
[0044] The cloud games described may include, but are not limited to, action games, adventure games, first-person shooting games (FPS), fight technology games (FTG), music games (MUG), puzzle games (PUZ), racing games (RAC), sports games (SPG), shooting games (STG), table games (TAB), real-time strategy games (RTS), role-playing games (RPG), strategy games (SLG), collectible card games (CCG), massively multiplayer online role-playing games (MMORPG), multiplayer online battle arena (MOBA), large world virtual games, open world virtual games, etc., which are not limited in the embodiments of the present application.
[0045] To facilitate understanding of the technical solution of the present application, a method for game processing provided by an embodiment of the present application will be introduced below from the perspective of interaction between a server and a terminal device with reference to the accompanying drawings.
[0046] Figure 2 A flow chart of the method for game processing provided by an embodiment of the present application is shown. Figure 2 As shown, the game processing method may include the following steps:
[0047] 201. The terminal device obtains scene information and game control information of the cloud game.
[0048] In this example, if the first player wants to control a cloud game, he can download the cloud game application from the application store or other platforms through the corresponding terminal device, and install the cloud game application in the terminal device. In this way, after the cloud game application is deployed in the terminal device, the first player can control the virtual character in the cloud game through the terminal device, and then the virtual character of the first player can interact with the virtual character of the second player. In this way, during the interaction of the virtual characters, the terminal device can obtain the scene information and game control information of the cloud game.
[0049] The described scene information can be understood as being able to reflect the actual interaction scene when the first player interacts with the second player in the cloud game. For example, in the cloud game, player A may choose to duel with player B in the finals of the cloud game, or player A may choose to avoid player B in the finals. At this time, the finals scene can be used as the current scene information to reflect the actual interaction scene when player A interacts with player B in the cloud game. It should be noted that the scene mentioned in the embodiment of the present application can be understood as the environment in which people and objects in the cloud game are located, which is usually a 3D virtual scene constructed by game developers, rather than a real-world scene.
[0050] In addition, the game control information described can be understood as being able to reflect the player operation and player decision-making of the first player in the interactive scene corresponding to the scene information. Exemplarily, the game control information may include player operation information and player decision information. The player operation information mentioned can be used to reflect the interactive operation of the first player, such as the interactive operation selected by the player in the interactive scene corresponding to the scene information, such as dueling, avoiding in advance and other operations, which are not limited in the specific embodiments of the present application. In addition, the player decision information described can be used to reflect the influencing factors when the first player performs the interactive operation corresponding to the player operation information. In other words, the player decision information can be understood as the decision-making factors that can affect the player's execution of the interactive operation corresponding to the player operation, such as the number of enemy players currently remaining, the player's current attribute value, the virtual game props, etc., which are not limited in the embodiments of the present application.
[0051] As an illustrative description, the scene information and player control information obtained by the terminal device can be understood by referring to the contents described in the following Table 1, that is:
[0052] Table 1
[0053]
[0054] As can be seen from Table 1 above, the player decision information can be reflected from different environmental variables, such as Var1, Var2 and other environmental variables, which are not limited in the embodiments of the present application. In addition, the interactive scene corresponding to the scene information can be specifically identified using a game scene identifier (identity, ID).
[0055] It should be noted that the interaction mentioned above can be understood as the first player and the second player fighting in the cloud game, or avoiding fighting, etc., which is not limited in the embodiments of the present application. The first player and the second player mentioned can be understood as virtual players in the hostile camp. For example, the first player belongs to a character in camp A, and the second player belongs to a character in camp B. Camp A and camp B are two different camps in the hostile camp, which is not limited in the embodiments of the present application.
[0056] 202. The terminal device sends scene information and game control information to the server.
[0057] In this example, after the terminal device obtains the scene information and the game control information, it can send the scene information and the game control information to the server. Exemplarily, the terminal device can send the scene information and the game control information to the server in the form of a data stream. Alternatively, the terminal device can map the scene information and the game control information to a message, and then send the scene information and the game control information to the server by way of message feedback. Specifically, the method for sending the scene information and the game control information is not limited in the embodiments of the present application.
[0058] 203. The server determines a target interaction scene based on the game control information, where the target interaction scene is a game interaction scene predicted based on the game control information when the first player interacts with the second player.
[0059] In this example, different game scenes need to maintain different frame rates so as to meet the player's operation requirements in different scenes. For example, players need to frequently perform game operations in some scenes, such as in the group battle scene of game A. If the player's game operation in the group battle scene is delayed, it will lead to the failure of the game battle and directly affect the player's final game situation. Therefore, in such a scene where frequent game operations are required, a high frame rate should be maintained as much as possible so that the player's game operation can be responded to more promptly. For example, in game scenes where players are almost not involved in game operations or do not have high requirements for the timeliness of game operations, such as in the game lobby scene of game A, if the player clicks on various user interface (UI) controls, the operation delay is either 33ms or 16.7ms, the player's perception of the control of the game operation is relatively weak, and it will not have a great impact on the player's game situation because of the long delay. Then, in scenes where frequent game operations are not required, the player's experience focuses on vision rather than game control. At this time, it is appropriate to choose to reduce the frame rate and maintain high image quality.
[0060] Therefore, in order to maintain different frame rates for different interactive scenarios, the server predicts and identifies the interactive scenario after obtaining the scene information and game control information sent by the terminal device, and then calculates the frame rate and image quality information of the corresponding interactive scenario when judging that the interactive scenario belongs to a different type of interactive scenario to meet the player's control needs in different interactive scenarios.
[0061] Exemplarily, after acquiring the scene information and the game control information, the server can determine the target interaction scene based on the game operation information. The target interaction scene described can be understood as the game interaction scene predicted when the first player and the second player interact under the game control information. In other words, the target interaction scene can be understood as the game interaction scene that the first player and the second player should enter when they interact under the influence of the game control information. The process of how the server identifies the target interaction scene can be understood in the following way, namely:
[0062] The server may first obtain the player operation information and the player decision information from the game control information. Then, the server calculates the predicted probability based on the player operation information and the player decision information. As an illustrative description, the server may first calculate the first number of interactions and the total number of interactions based on the player operation information and the player decision information. It should be noted that the first number of interactions described may be understood as the number of times the first player enters the first type of interaction scenario when interacting with the second player. The first type of interaction scenario mentioned may be understood as a strong interaction scenario, or as an interaction scenario when players need to frequently perform interactive operations.
[0063] As a schematic description, there are many factors that affect whether a scene becomes a first-type interaction scene, but most of them can be considered from factors such as the number of characters in the player's field of view, the controllable state of the control, and the remaining interaction time. Therefore, how to calculate the first number of interactions can be achieved in the following ways, namely:
[0064] ①Number of characters in the field of view
[0065] Exemplarily, if the first player only has his own virtual character in his field of vision, and there are no other virtual game characters such as non-player characters (NPC), enemy players, etc., the possibility of the first player performing an interactive operation is very low. On the contrary, if there are more other virtual game characters in the field of vision of the first player, the probability of the first player performing an interactive operation is higher. Based on this, the server can obtain the number of first characters from the player decision information. The described number of first characters can be understood as the number of second players in the field of vision of the first player in the interactive scene corresponding to the scene information. In this way, after obtaining the number of first characters, the server can calculate the first number of interactions by comparing the size relationship between the number of first characters and the preset number of characters, and then when the number of first characters is greater than or equal to the preset number of characters.
[0066] For example, Figure 3 A schematic diagram of the first type of interaction scenario provided by an embodiment of the present application is shown. Figure 3 As shown, in a team battle scene of a cloud game, in the current field of view of the first player, if the number of first characters obtained by the server is 5, and the preset number of characters is 2, the server can determine that the number of first characters (i.e., 5) is greater than the preset number of characters (i.e., 2), indicating that the first player is very likely to choose to enter the first type of interaction scene with the second player. In this way, when the first player enters the first type of interaction scene, the server can record the first number of interactions.
[0067] On the contrary, if the number of first characters obtained by the server is 1, and the preset number of characters is 2, the server can determine that the number of first characters (i.e. 1) is less than or equal to the preset number of characters (i.e. 2), which means that the first player is very likely to choose to avoid the second player and enter the second type of interaction scene.
[0068] It should be noted that the second type of interaction scenario described can be understood as a scenario opposite to the first type of interaction scenario, or can also be understood as a scenario where players do not need to frequently interact with other players. For example, the first type of interaction scenario may include but is not limited to the game lobby scene in the cloud game, the waiting scene after the character is resurrected, the battle settlement scene, etc., which are not limited in the embodiments of this application.
[0069] ②Controllable state of the control
[0070] For example, in a cloud game, if the controls used to control the player's operation are in an uncontrollable state, such as when the player is affected by the skills of an enemy player or the virtual character is in a waiting state after being resurrected, the player cannot complete the control of the virtual character. At this time, this scenario can be regarded as a second type of interaction scenario. Figure 4 A schematic diagram of the second type of interaction scenario provided by an embodiment of the present application is shown. Figure 4 As shown in the figure, if the first player controls the virtual character and loses the battle, he needs to wait for 26 seconds before he can be resurrected. Figure 4 It can also be seen that the skill controls 1 and 2 of the first player are still in the cooling state. Figure 4 In the illustrated scenario, the interactive operation with the second player cannot be realized. It should be noted that the described cooling state can be understood as the inability to trigger the skill corresponding to the skill control.
[0071] On the contrary, if the controls used to control the player's operation are in a controllable state, for example, they are not affected by the skills of the enemy player, or the state of the controls is not in a cooling state, a restricted state, etc., the player can control the virtual character through the controllable controls, thereby choosing to interact with the second player to a great extent. At this time, this scenario can be regarded as the first type of interaction scenario.
[0072] Based on this, the server obtains the operation state of the first control from the player decision information. The first control described is a control used to control the first player to perform operations in the interactive scene corresponding to the scene information, for example Figure 4 The skill control 1, skill control 2, etc. in the embodiment of the present application are not limited. In this way, the server determines whether the operation state of the first control is a controllable state, and then calculates the first number of interactions when the operation state of the first control is determined to be a controllable state. It should be noted that determining that the operation state of the first control is a controllable state indicates that the first player is very likely to choose to enter the first type of interaction scene with the second player.
[0073] ③Number of roles and remaining interaction time
[0074] For example, when the number of roles is less than or equal to the preset number of roles, it is also possible to enter the first type of interaction scene. As an illustrative description, Figure 5 Another schematic diagram of the first type of interaction scenario provided in an embodiment of the present application is shown. Figure 5 As shown, in the final round of Game A, since there are fewer virtual characters of the remaining players, the number of virtual characters appearing in the player's field of vision will also decrease. At this time, it is easy to determine that it has entered the second type of interaction scene, but the winner will be decided quickly between players in the final round. If it is identified as the first type of interaction scene after the interaction, the best time to adjust the frame rate and image quality may have been missed, which will greatly delay the response of the player's interactive operation.
[0075] Therefore, the server can also obtain the number of second characters and the remaining interaction time from the player decision information. The number of second characters described can be understood as the number of second players in the field of view of the first player in the interactive scene corresponding to the scene information. The remaining interaction time described can be understood as the remaining game time in the cloud game. In this way, after obtaining the number of second characters and the remaining interaction time, the server can determine the size relationship between the number of second characters and the preset number of characters, as well as the relationship between the remaining interaction time and the preset interaction time. Furthermore, when the server determines that the number of second characters is less than the preset number of characters and the remaining interaction time is less than or equal to the preset interaction time, it can be considered that the first player will enter the first type of interaction scene when interacting with the second player. At this time, when the first player enters the first type of interaction scene, the server can record the first number of interactions.
[0076] For example, Figure 5 Taking the scenario shown as an example, if the number of second roles obtained by the server is 1, and the preset number of roles is 2, the server can determine that the number of second roles (i.e., 1) is less than or equal to the preset number of roles (i.e., 2). Furthermore, if the preset interaction time is 5 minutes, but the remaining interaction time obtained is 3 minutes, the server can determine that the remaining interaction time (i.e., 3 minutes) is less than the preset interaction time (5 minutes), and the server can record the first number of interactions.
[0077] It should be noted that the above ① to ③ only describe how to calculate the first number of interactions based on the number of characters in the field of view, the controllable state of the control, the remaining interaction time, etc. In practical applications, the first number of interactions can also be calculated based on other influencing factors, which are not specifically limited in the embodiments of this application.
[0078] After calculating the first number of interactions, the server can also calculate the second number of interactions based on the same principle. The second number of interactions described can be understood as the number of times the first player and the second player enter the second type of interaction scene when interacting. The specific calculation idea can be understood by referring to the aforementioned process of calculating the first number of interactions, which will not be described here. In this way, the server can sum the first number of interactions and the second number of interactions to calculate the total number of interactions.
[0079] In this way, after calculating the first number of interactions and the total number of interactions, the server can calculate the ratio between the first number of interactions and the total number of interactions to obtain the predicted probability. For example, if the first number of interactions is 15 times and the second number of interactions is 5 times, the server can calculate the total number of interactions T, that is, T = T1 + T2 = 15 + 5 = 20 times. Among them, T1 represents the first number of interactions and T2 represents the second number of interactions. Further, the server can calculate the predicted probability P *,Right now It should be noted that the predicted probability described can be used to indicate the credibility of the first player entering the first type of interaction scene under the player operation information and the player decision information. For example, if the predicted probability is 0.75, it means that the credibility of the first player entering the first type of interaction scene under the player operation information and the player decision information is 75%.
[0080] In this way, after calculating the predicted probability, the server can determine the target interaction scene based on the predicted probability and the preset threshold. Exemplarily, after calculating the predicted probability, the server can compare the predicted probability with the preset threshold. Further, when the server determines that the predicted probability is greater than the preset threshold, the server can determine that the target interaction scene is the first type of interaction scene. Conversely, when the server determines that the predicted probability is less than or equal to the preset threshold, the server determines that the target interaction scene is the second type of interaction scene.
[0081] For example, if the preset threshold is 0.5 and the calculated prediction probability is 0.75, the target interaction scene can be determined to be the first type of interaction scene. Alternatively, if the calculated prediction probability is 0.3, the target interaction scene can be determined to be the second type of interaction scene.
[0082] It should be noted that the first type of interaction scenario and the second type of interaction scenario mentioned are two different interaction scenarios. For example, the first type of interaction scenario can be understood as a strong interaction scenario, or an interaction scenario when players need to frequently perform interactive operations. The second type of interaction scenario described can be understood as a weak interaction scenario, or an interaction scenario when players do not need to frequently perform interactive operations. The specifics can be understood by referring to the above description, and will not be elaborated here.
[0083] 204. When the interaction scene corresponding to the scene information is the same as the target interaction scene, the server calculates the target frame rate and target image quality information of the cloud game.
[0084] In this example, if the predicted target interaction scene is consistent with the interaction scene actually entered by the player (i.e., the interaction scene corresponding to the scene information), it means that the player can still accurately enter the appropriate interaction scene under different influencing factors. Based on this, after determining the target interaction scene, the server can determine whether the target interaction scene is the same as the interaction scene actually entered by the player (i.e., the interaction scene corresponding to the scene information), and then when the server determines that the target interaction scene is the same as the interaction scene corresponding to the scene information, it calculates the corresponding target frame rate and target image quality information.
[0085] For different types of interactive scenarios, different frame rates and image qualities will be used to render the game screen. For example, for the first type of interactive scenario mentioned above, since players will frequently control interactive operations, a higher frame rate should be maintained at this time to facilitate a more timely response to the player's interactive operation control. Similarly, for the second type of interactive scenario mentioned above, since players do not need to frequently perform interactive operations and are more focused on vision, the frame rate can be appropriately lowered and the image quality can be improved in this type of interactive scenario to satisfy the player's gaming experience. Based on this, the following will describe how to calculate the target frame rate and target image quality information from different types of interactive scenarios. Specifically, you can refer to the following method to understand, namely:
[0086] (1) Type 1 Interaction Scenario
[0087] Exemplarily, when the server determines that the interaction scene corresponding to the scene information and the target interaction scene are both the first type of interaction scene, the server can calculate the first frame rate f1 that the terminal device can support based on the first transmission bit rate and the first picture quality information, that is, f1=b1×p1. Among them, b1 represents the first transmission bit rate, p1 represents the first picture quality information, and f1 represents the first frame rate. In addition, the server can also obtain the highest frame rate currently supported by the terminal device, such as f2. Furthermore, the server compares the size relationship between the first frame rate f1 and the highest frame rate f2, and then selects the minimum value of the first frame rate f1 and the highest frame rate f2 as the target frame rate F1. For example, if f1>f2, f1 can be used as the target frame rate at this time; conversely, if f1<f2, f2 is used as the target frame rate. In addition, when f1=f2, either f2 or f1 can be used as the target frame rate. In this way, after calculating the target frame rate F1, the server calculates the target picture quality information p2 based on the target frame rate F1 and the first transmission bit rate b1, that is Where F1 is the target frame rate.
[0088] It should be noted that the first image quality information described is the amount of data required for the minimum image quality of the interactive scene corresponding to the scene information. As an illustrative description, before calculating the target frame rate and target image quality information, the server can also obtain the network delay information and bandwidth information of the terminal device, and calculate the first transmission bit rate based on the network delay information and bandwidth information. The first transmission bit rate mentioned is the highest transmission bit rate supported by the terminal device.
[0089] In addition, the transmission bit rate described can be understood as the amount of data transmitted per second. The frame rate (frame per second) can be understood as the number of frames displayed (transmitted) per second.
[0090] (2) The second type of interaction scenario
[0091] Exemplarily, when the server determines that the interaction scene corresponding to the scene information and the target interaction scene are both the second type of interaction scene, the server can calculate the second frame rate f3 that the terminal device can support based on the first transmission bit rate and the second picture quality information, that is, f3 = b1 × p3. Wherein, b1 represents the first transmission bit rate, p3 represents the second picture quality information, and f3 represents the second frame rate. In addition, the server also needs to obtain the minimum frame rate currently supported by the terminal device, such as f4. Furthermore, the server compares the size relationship between the second frame rate f3 and the minimum frame rate f4, and then selects the maximum value between the second frame rate and the minimum frame rate as the target frame rate F2. In this way, after calculating the target frame rate F2, the server calculates the target picture quality information p3 based on the target frame rate F2 and the first transmission bit rate b1, that is Among them, F2 is the target frame rate.
[0092] It should be noted that the second image quality information described is the amount of data required for the highest image quality of the interactive scene corresponding to the scene information. In addition, the first transmission bit rate described is the highest transmission bit rate supported by the terminal device. The specific calculation process can be understood by referring to the process of calculating the first transmission bit rate in (1) above, which will not be repeated here.
[0093] In some examples, when the predicted target interaction scene does not match the interaction scene actually entered by the player, the server can also subdivide one or more of the scene information and game operation information to obtain more detailed scene classification, game operation classification, etc., and then complete the update of the scene information and game control information. In this way, the server updates the target interaction scene based on the updated scene information and game control information, so as to be able to predict the target interaction scene more accurately and provide players with a better game experience.
[0094] 205. The server renders the game screen of the cloud game based on the target frame rate and target image quality information to obtain a target rendering result.
[0095] In this example, after calculating the target frame rate and target image quality information, the server can use the target frame rate and target image quality information to render the game screen of the cloud game, thereby rendering to obtain the target rendering result.
[0096] 206. The server sends the target rendering result to the terminal device.
[0097] In this example, after rendering the target rendering result, the server can transmit the target rendering result to the terminal device through the network, so that the terminal device can display the target rendering result, which is convenient for players to experience cloud games on the terminal device. Exemplarily, the server can send the target rendering result to the terminal device in the form of a data stream; or, the server can also map the target rendering result to a message, and then send the target rendering result to the terminal device by means of a message. The specific sending method is not limited in the embodiments of this application.
[0098] 207. The terminal device displays the target rendering result.
[0099] In this example, after the terminal device renders and obtains the target rendering result, it can display the target rendering result on the display interface of the terminal device, so that the user can view the rendered game screen.
[0100] In an embodiment of the present application, the scene information can reflect the actual interaction scene when the first player interacts with the second player in the cloud game, and the game control information can reflect the player operation and player decision of the first player in the interaction scene corresponding to the scene information. Then, after obtaining the scene information and game control information of the cloud game sent by the terminal device, the server can determine the target interaction scene based on the game control information, so that the game interaction scene predicted under the game control information when the first player interacts with the second player can be reflected through the target interaction scene. In this way, when the server determines that the interaction scene corresponding to the scene information is the same as the target interaction scene, it calculates the target frame rate and target image quality information of the cloud game, thereby rendering the game screen of the cloud game according to the target frame rate and target image quality information, thereby obtaining the target rendering result. Finally, the server sends the target rendering result to the terminal device, and the terminal device displays the target rendering result. In the above manner, the server can determine the target interaction scene based on the game control information in real time, so as to accurately identify in which scenes the player's interaction operations are more and in which scenes the player's interaction operations are less. In this way, the server does not need to always rely on lowering the frame rate to adjust in scenarios with more or less operation interactions. Instead, when it is determined that the interaction scene corresponding to the scene information is the same as the target interaction scene, the server renders the game screen through the calculated target frame rate and target image quality information adapted to the interaction scene, thereby ensuring that the target frame rate and target image quality information can meet the player's control needs, so that the player's operations on the cloud game can be responded to in a timely manner in different interaction scenarios, thereby improving the player's control sense and gaming experience of the cloud game.
[0101] The above mainly introduces the scheme provided by the embodiment of the present application from the perspective of the method. It can be understood that in order to realize the above functions, the hardware structure and / or software module corresponding to the execution of each function are included. Those skilled in the art should easily realize that, in combination with the modules and algorithm steps of each example described in the embodiment disclosed in this application, the present application can be implemented in the form of hardware or a combination of hardware and computer software. Whether a certain function is executed in the form of hardware or computer software driving hardware depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered to exceed the scope of this application.
[0102] The embodiment of the present application can divide the functional modules of the device according to the above method example. For example, each functional module can be divided according to each function, or two or more functions can be integrated into one processing module. The above integrated module can be implemented in the form of hardware or in the form of software functional modules. It should be noted that the division of modules in the embodiment of the present application is schematic and is only a logical function division. There may be other division methods in actual implementation.
[0103] The server in the embodiment of the present application is described in detail below. Figure 6 This is a schematic diagram of an embodiment of a server provided in an embodiment of the present application. Figure 6 As shown, the server may include an acquisition unit 601 , a processing unit 602 , and a sending unit 603 .
[0104] The acquisition unit 601 is used to acquire the scene information and game control information of the cloud game sent by the terminal device. The scene information is used to reflect the actual interaction scene when the first player interacts with the second player in the cloud game, and the game control information is used to reflect the player operation and player decision of the first player in the interaction scene corresponding to the scene information. Figure 2 The contents described in step 202 in the above description can be understood and will not be described in detail here.
[0105] Processing unit 602 is used to determine a target interaction scene based on the game control information, where the target interaction scene is a game interaction scene predicted under the game control information when the first player and the second player interact. Figure 2 The contents described in step 203 in the above description can be understood and will not be described in detail here.
[0106] Processing unit 602 is used to calculate the target frame rate and target image quality information of the cloud game when the interactive scene corresponding to the scene information is the same as the target interactive scene. Figure 2The contents described in step 204 in the above description can be understood and will not be described in detail here.
[0107] The processing unit 602 is used to render the game screen of the cloud game based on the target frame rate and the target image quality information to obtain the target rendering result. Figure 2 The contents described in step 205 in the above description can be understood and will not be described in detail here.
[0108] The sending unit 603 is used to send the target rendering result to the terminal device so that the terminal device can display the target rendering result. Figure 2 The contents described in step 206 in the above description can be understood and will not be described in detail here.
[0109] In some optional embodiments, the processing unit 602 is used to: obtain player operation information and player decision information from the game control information, the player decision information is used to indicate the influencing factors when the first player performs the interactive operation corresponding to the player operation information, and the player operation information is used to indicate the interactive operation status of the first player; calculate the predicted probability based on the player operation information and the player decision information, and the predicted probability is used to indicate the credibility of the first player entering the first type of interactive scene under the player operation information and the player decision information; determine the target interactive scene based on the predicted probability and a preset threshold.
[0110] In some other optional implementations, the processing unit 602 is configured to determine that the target interaction scenario is a first type of interaction scenario when the predicted probability is greater than a preset threshold.
[0111] In some other optional implementations, the processing unit 602 is used to determine that the target interaction scenario is a second type of interaction scenario when the predicted probability is less than or equal to a preset threshold, and the first type of interaction scenario is different from the second type of interaction scenario.
[0112] In other optional implementations, the processing unit 602 is used to: calculate the first number of interactions and the total number of interactions based on the player operation information and the player decision information, the first number of interactions being the number of times the first player enters a first type of interaction scenario when interacting with the second player; calculate the ratio between the first number of interactions and the total number of interactions to obtain a predicted probability.
[0113] In other optional implementations, the processing unit 602 is used to: obtain the first number of characters from the player decision information, the first number of characters being the number of second players in the field of vision of the first player in the interactive scene corresponding to the scene information; and calculate the first number of interactions when the first number of characters is greater than or equal to the preset number of characters.
[0114] In other optional implementations, the processing unit 602 is used to: obtain an operating state of a first control from the player decision information, the first control being a control used to control the first player to perform an operation in an interactive scenario corresponding to the scene information; and calculate a first number of interactions when the operating state of the first control is a controllable state.
[0115] In other optional implementations, the processing unit 602 is used to: obtain the number of second characters and the remaining interaction time from the player decision information, the number of second characters being the number of second players in the field of vision of the first player in the interaction scene corresponding to the scene information; and calculate the first number of interactions when the number of second characters is less than the preset number of characters and the remaining interaction time is less than or equal to the preset interaction time.
[0116] In other optional embodiments, the processing unit 602 is used to: when it is determined that the interaction scene corresponding to the scene information and the target interaction scene are both the first type of interaction scenes, calculate the first frame rate supportable by the terminal device based on the first transmission bit rate and the first picture quality information, the first picture quality information is the amount of data required for the minimum picture quality of the interaction scene corresponding to the scene information, and the first transmission bit rate is the highest transmission bit rate supported by the terminal device; obtain the highest frame rate currently supported by the terminal device; select the minimum value between the first frame rate and the highest frame rate as the target frame rate; and calculate the target picture quality information based on the target frame rate and the first transmission bit rate.
[0117] In other optional embodiments, the processing unit 602 is used to: when it is determined that the interaction scene corresponding to the scene information and the target interaction scene are both the second type of interaction scenes, calculate the second frame rate supportable by the terminal device based on the first transmission bit rate and the second picture quality information, the second picture quality information is the amount of data required for the highest picture quality of the interaction scene corresponding to the scene information, and the first transmission bit rate is the highest transmission bit rate supported by the terminal device; obtain the minimum frame rate currently supported by the terminal device; select the maximum value between the second frame rate and the minimum frame rate as the target frame rate; and calculate the target picture quality information based on the target frame rate and the first transmission bit rate.
[0118] In some other optional implementations, the acquisition unit 601 is further configured to acquire network delay information and bandwidth information of the terminal device before calculating the target frame rate and target image quality information of the cloud game when the interaction scene corresponding to the scene information is the same as the target interaction scene. The processing unit 602 is configured to calculate the first transmission bit rate based on the network delay information and bandwidth information.
[0119] In other optional embodiments, the processing unit 602 is also used to update the scene information and the game control information after determining the target interaction scene based on the game control information, when the interaction scene corresponding to the scene information is different from the target interaction scene; and update the target interaction scene based on the updated scene information and game control information.
[0120] The above mainly describes the structure of the server from the perspective of functional modules. The following describes in detail the terminal device in the embodiment of the present application. Figure 7 FIG. 1 is a schematic diagram of an embodiment of a terminal device provided in an embodiment of the present application. Figure 7 As shown, the terminal device may include a receiving unit 701 , a sending unit 702 and a display unit 703 .
[0121] The receiving unit 701 is used to obtain the scene information and game control information of the cloud game. The scene information is used to reflect the actual interaction scene when the first player interacts with the second player in the cloud game. The game control information is used to reflect the player operation and player decision of the first player in the interaction scene corresponding to the scene information. Figure 2 The contents described in step 201 in the above description can be understood and will not be repeated here.
[0122] The sending unit 702 is used to send scene information and game control information to the server. The game control information is used by the server to determine the target interaction scene. The target interaction scene is the game interaction scene when the first player and the second player interact with each other, which is predicted under the game control information. Figure 2 The contents described in step 202 in the above description can be understood and will not be described in detail here.
[0123] The receiving unit 701 is used to receive the target rendering result sent by the server. The target rendering result is obtained by the server rendering the game screen of the cloud game based on the target frame rate and target image quality information of the cloud game when the target interaction scene is the same as the interaction scene corresponding to the scene information. Figure 2 The contents described in step 206 in the above are understood, and will not be described in detail here. Figure 2 The contents described in step 206 in the above description can be understood and will not be described in detail here.
[0124] The display unit 703 is used to display the target rendering result. Figure 2 The contents described in step 207 in the above description can be understood and will not be described in detail here.
[0125] The above describes the game processing device in the embodiment of the present application from the perspective of modular functional entities. The following describes the game processing device in the embodiment of the present application from the perspective of hardware processing. The described game processing device may be Figure 6 The server shown, and Figure 7 Terminal equipment etc. shown. Figure 8801, a communication line 807, a memory 803, and at least one communication interface 804.
[0126] The processor 801 may be a general-purpose central processing unit (CPU), a microprocessor, an application-specific integrated circuit (server IC), or one or more integrated circuits for controlling the execution of the program of the present application.
[0127] The communication link 807 may include a pathway to transmit information between the above-mentioned components.
[0128] The communication interface 804 uses any transceiver-like device for communicating with other devices or communication networks, such as Ethernet, radio access network (RAN), wireless local area networks (WLAN), etc.
[0129] The memory 803 may be a read-only memory (ROM) or other types of static storage devices that can store static information and instructions, a random access memory (RAM) or other types of dynamic storage devices that can store information and instructions, and the memory may exist independently and be connected to the processor via a communication line 807. The memory may also be integrated with the processor.
[0130] The memory 803 is used to store computer-executable instructions for executing the solution of the present application, and the execution is controlled by the processor 801. The processor 801 is used to execute the computer-executable instructions stored in the memory 803, thereby implementing the method provided by the above embodiment of the present application.
[0131] Optionally, the computer-executable instructions in the embodiments of the present application may also be referred to as application code, which is not specifically limited in the embodiments of the present application.
[0132] In a specific implementation, as an embodiment, the game processing device may include multiple processors, such as Figure 8801 and processor 802 in the embodiment of the present invention. Each of these processors may be a single-CPU processor or a multi-CPU processor. The processor herein may refer to one or more devices, circuits, and / or processing cores for processing data (e.g., computer program instructions).
[0133] In a specific implementation, as an embodiment, the game processing device may further include an output device 805 and an input device 806. The output device 805 communicates with the processor 801 and may display information in a variety of ways. The input device 806 communicates with the processor 801 and may receive input of a target object in a variety of ways. For example, the input device 806 may be a mouse, a touch screen device, or a sensor device.
[0134] The above-mentioned game processing device can be a general device or a special device. In a specific implementation, the game processing device can be a server, a terminal device, or a Figure 8 The embodiment of the present application does not limit the type of the game processing device.
[0135] Need to explain, Figure 8 The processor 801 in the game processing device can call the computer execution instructions stored in the memory 803 to make the game processing device execute the following Figure 2 The method in the corresponding method embodiment.
[0136] Specifically, Figure 6 The processing unit 602, Figure 7 The function / implementation process of the display unit 703 can be achieved by Figure 8 The processor 801 in the embodiment calls the computer execution instructions stored in the memory 803 to implement. Figure 6 The acquisition unit 601 and the sending unit 603, Figure 7 The functions / implementation processes of the receiving unit 701 and the sending unit 702 can be Figure 8 It is implemented by the communication interface 804 in.
[0137] An embodiment of the present application also provides a computer storage medium, wherein the computer storage medium stores a computer program for electronic data exchange, and the computer program enables a computer to execute part or all of the steps of any game processing method recorded in the above method embodiments.
[0138] An embodiment of the present application also provides a computer program product, which includes a non-transitory computer-readable storage medium storing a computer program, and the computer program is operable to cause a computer to execute part or all of the steps of any game processing method recorded in the above method embodiments.
[0139] In the above embodiments, all or part of the embodiments may be implemented by software, hardware, firmware or any combination thereof. When implemented by software, all or part of the embodiments may be implemented in the form of a computer program product.
[0140] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0141] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.
[0142] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0143] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.
[0144] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the various embodiments of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., and other media that can store program codes.
[0145] The above embodiments may be implemented in whole or in part through software, hardware, firmware or any combination thereof. When implemented by software, they may be implemented in whole or in part in the form of a computer program product.
[0146] The computer program product includes one or more computer instructions. When loading and executing the computer execution instruction on the computer, the process or function according to the embodiment of the present application is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network or other programmable devices. The computer instruction can be stored in a computer-readable storage medium, or transmitted from a computer-readable storage medium to another computer-readable storage medium. For example, the computer instruction can be transmitted from a website site, a computer, a server or a data center by wired (such as coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (such as infrared, wireless, microwave, etc.) mode to another website site, computer, server or data center. The computer-readable storage medium can be any available medium that a computer can store or a data storage device such as a server, a data center, etc. that includes one or more available media integration. Available media can be magnetic media, (for example, floppy disk, hard disk, tape), optical media (for example, DVD), or semiconductor media (such as SSD)) and the like.
[0147] The above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.
Claims
1. A method for game processing, characterized in that: Applied to a server, the method comprises: Acquire scene information and game control information of the cloud game sent by the terminal device, wherein the scene information is used to reflect the actual interaction scene when the first player interacts with the second player in the cloud game, and the game control information is used to reflect the player operation and player decision of the first player in the interaction scene corresponding to the scene information; Determining a target interaction scene based on the game control information, the target interaction scene being a game interaction scene predicted based on the game control information when the first player and the second player interact; When the interaction scene corresponding to the scene information is the same as the target interaction scene, calculating the target frame rate and target image quality information of the cloud game; Rendering the game screen of the cloud game based on the target frame rate and the target image quality information to obtain a target rendering result; The target rendering result is sent to the terminal device so that the terminal device displays the target rendering result.
2. The method according to claim 1, characterized in that Determining a target interaction scene based on the game control information includes: Acquire player operation information and player decision information from the game control information, wherein the player decision information is used to indicate influencing factors when the first player performs an interactive operation corresponding to the player operation information, and the player operation information is used to indicate the interactive operation status of the first player; Calculating a prediction probability based on the player operation information and the player decision information, the prediction probability being used to indicate the credibility of the first player entering a first type of interaction scenario under the player operation information and the player decision information; A target interaction scenario is determined based on the predicted probability and a preset threshold.
3. The method according to claim 2, characterized in that The determining the target interaction scenario based on the predicted probability and a preset threshold comprises: When the predicted probability is greater than a preset threshold, the target interaction scenario is determined to be the first type of interaction scenario.
4. The method according to claim 2, characterized in that: The determining the target interaction scenario based on the predicted probability and a preset threshold comprises: When the predicted probability is less than or equal to the preset threshold, the target interaction scenario is determined to be a second type of interaction scenario, and the first type of interaction scenario is different from the second type of interaction scenario.
5. The method according to any one of claims 2 to 4, characterized in that The calculating the predicted probability based on the player operation information and the player decision information comprises: Calculate a first number of interactions and a total number of interactions based on the player operation information and the player decision information, wherein the first number of interactions is the number of times the first player and the second player enter the first type of interaction scene when interacting; The ratio of the first number of interactions to the total number of interactions is calculated to obtain a predicted probability.
6. The method according to claim 5, characterized in that The calculating the first number of interactions based on the player operation information and the player decision information includes: Acquire a first character number from the player decision information, where the first character number is the number of second players in the field of view of the first player in the interactive scene corresponding to the scene information; When the first number of roles is greater than or equal to a preset number of roles, a first number of interactions is calculated.
7. The method according to claim 5, characterized in that The calculating the first number of interactions based on the player operation information and the player decision information includes: Acquire an operation state of a first control from the player decision information, where the first control is a control used to control the first player to perform an operation in the interactive scene corresponding to the scene information; When the operation state of the first control is a controllable state, a first number of interactions is calculated.
8. The method according to claim 5, characterized in that The calculating the first number of interactions based on the player operation information and the player decision information includes: Acquire the number of second characters and the remaining interaction time from the player decision information, wherein the number of second characters is the number of second players in the field of view of the first player in the interaction scene corresponding to the scene information; When the second number of roles is less than a preset number of roles and the remaining interaction time is less than or equal to a preset interaction time, the first number of interactions is calculated.
9. The method according to claim 3, characterized in that: When the interaction scene corresponding to the scene information is the same as the target interaction scene, calculating the target frame rate and target image quality information of the cloud game includes: When it is determined that the interaction scene corresponding to the scene information and the target interaction scene are both the first type of interaction scene, calculating a first frame rate supportable by the terminal device based on a first transmission bit rate and first image quality information, the first image quality information being the amount of data required for the minimum image quality of the interaction scene corresponding to the scene information, and the first transmission bit rate being the highest transmission bit rate supported by the terminal device; Obtain the highest frame rate currently supported by the terminal device; Selecting the minimum value between the first frame rate and the highest frame rate as the target frame rate; Target image quality information is calculated based on the target frame rate and the first transmission bit rate.
10. The method according to claim 4, characterized in that When the interaction scene corresponding to the scene information is the same as the target interaction scene, calculating the target frame rate and target image quality information of the cloud game includes: When it is determined that the interaction scene corresponding to the scene information and the target interaction scene are both the second type of interaction scene, calculating a second frame rate supportable by the terminal device based on a first transmission bit rate and second image quality information, the second image quality information being the amount of data required for the highest image quality of the interaction scene corresponding to the scene information, and the first transmission bit rate being the highest transmission bit rate supported by the terminal device; Obtain the minimum frame rate currently supported by the terminal device; Selecting the maximum value between the second frame rate and the minimum frame rate as the target frame rate; Target image quality information is calculated based on the target frame rate and the first transmission bit rate.
11. The method according to any one of claims 9 to 10, characterized in that When the interaction scene corresponding to the scene information is the same as the target interaction scene, before calculating the target frame rate and target image quality information of the cloud game, the method further includes: Obtaining network delay information and bandwidth information of the terminal device; A first transmission code rate is calculated based on the network delay information and the bandwidth information.
12. The method according to any one of claims 1 to 4, characterized in that After determining the target interaction scene based on the game control information, the method further includes: When the interaction scene corresponding to the scene information is different from the target interaction scene, updating the scene information and the game control information; The target interaction scene is updated based on the updated scene information and game control information.
13. A method for game processing, characterized in that: Applied to a terminal device, the method comprises: Acquire scene information and game control information of the cloud game, wherein the scene information is used to reflect the actual interaction scene when the first player interacts with the second player in the cloud game, and the game control information is used to reflect the player operation and player decision of the first player in the interaction scene corresponding to the scene information; Sending the scene information and the game control information to a server, wherein the game control information is used by the server to determine a target interaction scene, where the target interaction scene is a game interaction scene predicted based on the game control information when the first player and the second player interact with each other; receiving a target rendering result sent by the server, where the target rendering result is obtained by the server rendering a game screen of the cloud game based on a target frame rate and target image quality information of the cloud game when the target interaction scene is the same as the interaction scene corresponding to the scene information; Display the target rendering result.
14. A server, characterized in that: include: an acquisition unit, configured to acquire scene information and game control information of a cloud game sent by a terminal device, wherein the scene information is used to reflect an actual interaction scene when a first player interacts with a second player in the cloud game, and the game control information is used to reflect a player operation and a player decision of the first player in an interaction scene corresponding to the scene information; a processing unit, configured to determine a target interaction scene based on the game control information, wherein the target interaction scene is a game interaction scene predicted based on the game control information when the first player and the second player interact with each other; The processing unit is used to calculate the target frame rate and target image quality information of the cloud game when the interaction scene corresponding to the scene information is the same as the target interaction scene; The processing unit is used to render the game screen of the cloud game based on the target frame rate and the target image quality information to obtain a target rendering result; A sending unit is used to send the target rendering result to the terminal device, so that the terminal device displays the target rendering result.
15. A terminal device, characterized in that: include: a receiving unit, configured to obtain scene information and game control information of a cloud game, wherein the scene information is used to reflect an actual interaction scene when a first player interacts with a second player in the cloud game, and the game control information is used to reflect a player operation and a player decision of the first player in an interaction scene corresponding to the scene information; a sending unit, configured to send the scene information and the game control information to a server, wherein the game control information is used by the server to determine a target interaction scene, wherein the target interaction scene is a game interaction scene predicted based on the game control information when the first player and the second player interact with each other; The receiving unit is used to receive a target rendering result sent by the server, where the target rendering result is obtained by the server rendering a game screen of the cloud game based on a target frame rate and target image quality information of the cloud game when the target interaction scene is the same as the interaction scene corresponding to the scene information; A display unit is used to display the target rendering result.
16. A game processing device, characterized in that: The game processing device includes: an input / output (I / O) interface, a processor and a memory, wherein program instructions are stored in the memory; The processor is used to execute program instructions stored in the memory, to execute the method according to any one of claims 1 to 12, or to execute the method according to claim 13.
17. A computer-readable storage medium, characterized in that: The computer-readable storage medium comprises instructions, and when the instructions are executed on a computer device, the computer device executes the method according to any one of claims 1 to 12, or executes the method according to claim 13.
18. A computer program product, characterized in that The finished computer program comprises instructions, and when the instructions are executed on a computer device or a processor, the computer device or the processor executes the method according to any one of claims 1 to 12, or executes the method according to claim 13.
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