Game review method and device, storage medium and electronic device

By adding markers and updating video clips in game replay videos, the problem of low efficiency in game replays was solved, user experience and replay efficiency were improved, and data support was provided.

CN116459518BActive Publication Date: 2026-07-31GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
GUANGZHOU BOGUAN TELECOMM TECH LTD
Filing Date
2023-04-23
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

Current technologies for game replay are inefficient, requiring users to spend a lot of time and lacking data support, resulting in a poor user experience.

Method used

By adding markers to game replay videos, time positioning is generated based on the players' marked actions, and video clips are updated based on editing information to generate a second video clip for comparative analysis.

Benefits of technology

It improves the efficiency of game replays, reduces the time cost for users to find video clips, and provides data support, enabling users to analyze the game process more intuitively.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure provides a game replay method, apparatus, storage medium, and electronic device, relating to the field of computer technology. The method includes: in response to a replay instruction for a target game match, displaying a game replay video of the target game match with marked points; extracting a first video segment from the game replay video based on a received segment extraction operation; sending editing information of a virtual object to be edited in the first video segment to a server, causing the server to update the first video segment according to the editing information to obtain a second video segment, and displaying the second video segment sent by the server; or, updating the first video segment according to the editing information of the virtual object to be edited in the first video segment to obtain a second video segment, and displaying the second video segment; the first and second video segments are used for player comparison and analysis. This disclosure improves the efficiency of game replays.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to game replay methods, game replay apparatus, computer-readable storage media, and electronic devices. Background Technology

[0002] Players can effectively improve their operational efficiency by reviewing the game process. In related technologies, the review mode usually provides players with complete game videos for review. However, this method is likely to lead to low review efficiency and reduce user experience. Summary of the Invention

[0003] This disclosure provides a game replay method, a game replay device, a computer-readable storage medium, and an electronic device, thereby improving, at least to some extent, the problem of low efficiency in game replays.

[0004] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.

[0005] According to a first aspect of this disclosure, a game replay method is provided, applied to a client, comprising: responding to a replay instruction for a target game match, displaying a game replay video of the target game match with marked points, the marked points being time-locations generated based on marking operations performed by a player during the target game match; extracting a first video segment from the game replay video according to a received segment extraction operation on the game replay video; sending editing information of a virtual object to be edited in the first video segment to a server, causing the server to update the first video segment according to the editing information to obtain a second video segment, and displaying the second video segment sent by the server; or, updating the first video segment according to the editing information of the virtual object to be edited in the first video segment to obtain a second video segment, and displaying the second video segment; the first video segment and the second video segment are used for player comparative analysis.

[0006] According to a second aspect of this disclosure, a game replay method is provided, applied to a server, comprising: receiving editing information from a client regarding a virtual object to be edited in a first video segment; wherein the first video segment is obtained by the client from the game replay video based on a received segment extraction operation of a game replay video of a target game, the game replay video having marker points, the marker points being time-locations generated based on marking operations performed by the player during the target game; updating the first video segment according to the editing information to obtain a second video segment, and sending the second video segment to the client for display; the first video segment and the second video segment are used for player comparison and analysis.

[0007] According to a third aspect of this disclosure, a game replay device is provided, applied to a client, comprising: a game replay video display module configured to, in response to a replay command for a target game match, display a game replay video of the target game match with marked points, the marked points being time-locations generated based on marking operations performed by a player during the target game match; a first video segment acquisition module configured to, based on a received segment extraction operation of the game replay video, extract a first video segment from the game replay video; and a second video segment display module configured to, send editing information of a virtual object to be edited in the first video segment to a server, causing the server to update the first video segment according to the editing information to obtain a second video segment, and display the second video segment sent by the server; or, update the first video segment according to the editing information of the virtual object to be edited in the first video segment to obtain a second video segment, and display the second video segment; the first video segment and the second video segment are used for player comparison and analysis.

[0008] According to a fourth aspect of this disclosure, a game replay device is provided, applied to a server, comprising: an information receiving module configured to receive editing information sent by a client for a virtual object to be edited in a first video segment; wherein the first video segment is obtained by the client from the game replay video based on a received segment extraction operation of a game replay video of a target game, the game replay video having marker points, the marker points being time-positioned based on marking operations performed by the player during the target game; and a second video segment acquisition module configured to update the first video segment according to the editing information to obtain a second video segment, and send the second video segment to the client for display; the first video segment and the second video segment are used for player comparison and analysis.

[0009] According to a fifth aspect of this disclosure, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the game replay method and possible implementations thereof described in the first or second aspect.

[0010] According to a sixth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor. The processor is configured to execute the game replay method of the first or second aspect described above, and its possible implementations, by executing the executable instructions.

[0011] The technical solution disclosed herein has the following beneficial effects:

[0012] On the one hand, this solution generates game replay videos with marked points. Compared to existing methods that directly use unprocessed game videos for replay, this method reminds users which moments were marked during the replay, reducing the time cost for users to find video clips and effectively improving the efficiency of the replay. On the other hand, the first video clip is updated based on the editing information of the virtual objects to be edited in the extracted first video clip to obtain the edited second video clip. This provides data support for the game replay process, allowing users to compare the first and second video clips and analyze the game process, thus obtaining the replay results in a more intuitive way.

[0013] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0014] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0015] Figure 1 This illustrates the system operating architecture of this exemplary embodiment;

[0016] Figure 2 This exemplary embodiment shows a flowchart of a game replay method applied to a client.

[0017] Figure 3 This diagram illustrates a flowchart of generating marker points in a game replay video according to this exemplary embodiment;

[0018] Figure 4This diagram illustrates a flowchart of obtaining editing information in this exemplary embodiment;

[0019] Figure 5 This diagram illustrates a flowchart of generating a second video segment in this exemplary embodiment;

[0020] Figure 6 This diagram illustrates a game replay method applied to a server in this exemplary embodiment.

[0021] Figure 7 This diagram illustrates the structure of a game replay device applied to a client in this exemplary embodiment.

[0022] Figure 8 This diagram illustrates the structure of a game replay device applied to a server in this exemplary embodiment.

[0023] Figure 9 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0024] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0025] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0026] In related technologies, game replays are typically reviewed using game videos. However, this method is clearly time-consuming and inefficient. Furthermore, the resulting replays lack data support, easily leading to disputes among users and negatively impacting the user experience.

[0027] In view of one or more of the above-mentioned problems, this disclosure first provides a game replay method through exemplary embodiments. The following is in conjunction with... Figure 1 The system architecture of the operating environment for this exemplary embodiment will be described.

[0028] refer to Figure 1 As shown, the system architecture 100 may include a client 110 and a server 120. The client 110 may be an electronic device such as a laptop, desktop computer, smartphone, or tablet. The server 120 generally refers to the backend system that provides interactive services related to live streaming in this exemplary embodiment, such as a server implementing a game replay method. The server 120 may be a single server or a cluster of multiple servers; this disclosure does not limit this. The client 110 and the server 120 can be connected via wired or wireless communication links for data interaction.

[0029] In one implementation, the game replay method of this exemplary embodiment can be executed by the client 110. For example, in a multiplayer online battle arena (MOBA) scenario, the client 110 can be a terminal device used by the player that has loaded the MOBA game, the target game match can be a game match that the player has participated in that has ended, and the virtual object to be edited can be a MOBA game character in the first video clip. After the target game match ends, the client 110 can display a game replay video with marked points to the player in response to the replay instruction of the target game match. The player can extract segments from the game replay video while watching it. The client 110 can obtain a first video segment based on the player's segment extraction operation of the game replay video, and update the first video segment based on the player's editing information of the game character in the first video segment to obtain and display a second video segment. The player can review the process of the target game match by comparing the first video segment and the second video segment.

[0030] In one implementation, after the client 110 receives the player's segment extraction operation of the game replay video to obtain the first video segment, it can also send the player's editing information of the virtual object to be edited in the first video segment to the server 120, so that the server 120 updates the first video segment according to the editing information to obtain the second video segment, and sends the second video segment to the client 110 for display, so that the player can review the process of the target game through the first video segment and the second video segment displayed on the client 110, thereby obtaining the replay result.

[0031] The game replay method in this exemplary embodiment will be described below from the perspectives of the client 110 and the server 120.

[0032] Figure 2 An exemplary flow for a game replay method applied to client 110 is shown, including the following steps S210 to S230:

[0033] Step S210: In response to the replay command for the target game, display the game replay video of the target game with markers, the markers being time-based locations generated based on the marking operations performed by the player during the target game.

[0034] Step S220: Based on the received segment extraction operation of the game replay video, extract the first video segment from the game replay video;

[0035] Step S230: The editing information of the virtual object to be edited in the first video segment is sent to the server, so that the server updates the first video segment according to the editing information to obtain the second video segment and displays the second video segment sent by the server; or, the first video segment is updated according to the editing information of the virtual object to be edited in the first video segment to obtain the second video segment and displays the second video segment; the first video segment and the second video segment are used for players to make comparative analysis.

[0036] Based on the above method, on the one hand, a game replay video with marked points is generated. Compared with the existing method of directly using unprocessed game video for replay, the game replay video with marked points in this solution can remind users which moments were marked when they are reviewing the game, reducing the time cost for users to find video segments in the game replay video and effectively improving the user's replay efficiency. On the other hand, the first video segment is updated according to the editing information of the virtual object to be edited in the extracted first video segment to obtain the edited second video segment, which provides data support for the game replay process. It enables users to compare the first video segment and the second video segment and analyze the game process, thereby obtaining the replay results in a more intuitive way.

[0037] The following is about Figure 2 Each step in the process will be explained in detail.

[0038] refer to Figure 2 In step S210, in response to a replay command for the target game, a replay video of the target game with markers is displayed. The markers are time-based locations generated based on the marking operations performed by the player during the target game.

[0039] The target game match mentioned above can include completed game matches that the player has participated in. For example, the target game match can be a historical game match that the player has participated in. The replay command can be a command used to initiate a replay. This disclosure does not specifically limit the triggering conditions of the replay command. For example, after the target game match ends, a replay mode entry button can be added to the match results display interface. The replay command is triggered in response to the player clicking the replay mode entry button. Alternatively, the replay command can be triggered when the end of a game match is detected. The game replay video can be a game match video displaying marked points, allowing users to review the game process based on the replay video. A marked point is a time location displayed in the game replay video. This disclosure does not specifically limit the specific form of the marked point. For example, a marked point can display the player's user information at a certain moment in the game replay video, or display the player's user information and textual notes made by the player during the game regarding the marked segment. Marked points can be used to mark segments that the player is interested in during the game, such as marking controversial moments in the game.

[0040] In one implementation, the above-mentioned display of a game replay video of a target game match with marked points may include the following steps:

[0041] When the game replay video reaches a marker point, perform at least one of the following: display the game video screen containing the marker object corresponding to the marker point, highlight the marker object corresponding to the marker point in the game video screen, and display the information of the player who performed the marking operation at the marker point.

[0042] The aforementioned marked objects include game events, virtual objects, or local game scenes. For example, marked objects may include local scenes of team battles between two sides, game characters participating in team battles, game events such as game characters stealing towers, etc. Highlighting includes adding display effects to the marked objects to help users distinguish them from other objects in the game replay video. This disclosure does not specifically limit the method of highlighting; for example, the marked objects may be outlined.

[0043] By highlighting the marked objects corresponding to the marked points and displaying information about the players who performed the marking operations, players participating in the replay can intuitively understand which player marked which object. This allows players to directly play the marked points of interest during the replay and conduct the game review, effectively improving the efficiency of game review.

[0044] In one implementation, before displaying a game replay video of the target game match with marked points, refer to Figure 3 As shown, the above method may further include steps S310 to S320:

[0045] Step S310: In response to a marking operation during a target game match, determine the marking time of the marking operation, and also obtain information about the player who performed the marking operation and / or information about the marking object corresponding to the marking operation;

[0046] Step S320: Send the marked time to the server, and also send the player's information and / or the information of the marked object to the server, so that the server marks the time point corresponding to the marked time in the game replay video to generate a marker point, and adds the player's information and / or the information of the marked object to the marker point.

[0047] The marking operation can include actions performed by players during a game to generate marker points. This disclosure does not specifically limit the method of marking operations. For example, a marking operation can include double-clicking anywhere in the game scene to add a marker point. The graphical interface can then display a marker symbol for a preset duration, and the player can click the marker symbol before it disappears to edit the marker object's information. The marking time can be the point in time when a player performs the marking operation during a game. This disclosure does not specifically limit the method for obtaining the marking time. For example, the timestamp of the start time of the player's marking operation can be used as the marking time. The information of the player performing the marking operation can be used to represent the player's identity information. For example, the player's information can include the player's identity identifier, username, etc. The information of the marked object can include information related to the marked object noted by the player during the game. For example, the information of the marked object can include the reason noted by the player during the game for marking the object. The time point corresponding to the aforementioned marked moment can be the time location of the marked moment in the game replay video. For example, based on the timestamp of the start of the target game and the timestamp of the marked moment, the time period between the marked moment and the start of the target game can be calculated, and the marked moment can be located in the game replay video based on this time period.

[0048] For example, during a game, a replay marker button can be displayed in the graphical interface. Responding to a player's click on this button, the game is marked. For instance, if a game character needs to be marked, a marker symbol can be displayed in the graphical interface for a preset duration in response to a player clicking on the character's portrait or any point on the character, prompting the user to mark that segment of the game. Before the marker symbol disappears, the player can add a reason for marking, i.e., information about the marked object, by clicking on the marker symbol. After determining the marking time, the information of the player performing the marking operation, and the information of the marked object, the marking time, the player's identification information, and the marking reason can be sent to the server. After the game ends, the server can determine the time point corresponding to the marking time based on the game's start time and the marking time in the complete game replay video. It can then obtain the game character's behavior before and after the marking time within a preset duration before and after that time point to outline and mark the game character. Based on the player's identification information, the server can obtain the player's portrait and display the player's portrait and the marking reason at the marked point.

[0049] By generating markers in game replay videos through server-side and client-side interaction, the efficiency of client-side operations can be effectively reduced. The markers display player information and information about the marked objects, allowing players to understand the marked content in the game replay videos more clearly and intuitively.

[0050] In addition, the client can execute a method to generate marker points in game replay videos. In one implementation, in response to a marking operation during a target game match, the marking time of the marking operation is determined, and information about the player who performed the marking operation and / or the marking object corresponding to the marking operation is obtained. The time point corresponding to the marking time in the game replay video is marked to generate marker points, and player information and / or marking object information are added to the marker points.

[0051] By executing a method to generate game replay videos with markers on the client side, the client's dependence on the server can be effectively reduced, further improving the portability of the game replay method.

[0052] To mitigate the problem of redundant markers in game replay videos reducing player efficiency, in one embodiment, the aforementioned display of a game replay video showing a target game match with markers may include the following steps:

[0053] The game replay video only displays markers generated by the marking operations performed by the players currently participating in the replay.

[0054] For example, after entering the replay mode, players can choose to enter a solo replay or enter a replay room already created by other players. The replay room will display the players who have entered the room. If a player chooses to enter a solo replay, the replay video will only show the player's markers. If a player chooses to enter a replay room already created by other players, the player entering the room will be identified as the target player, and the replay video will only show the target player's markers, hiding the markers made by other players.

[0055] By displaying only the markers generated by the players currently participating in the game replay in the game replay video, the redundancy of the marker display can be reduced, the completeness of the marker display can be improved, and the efficiency of players in finding markers of interest in the game replay video can be improved, thus further enhancing the efficiency of game replay.

[0056] To improve the problem of incomplete display of markers in game replay videos due to excessive markers, in one embodiment, the above-mentioned display of the target game replay video with markers may include the following steps:

[0057] If the number of markers in the game replay video within the same first time period exceeds a first threshold, then multiple local video segments corresponding to different markers within the first time period are extracted from the game replay video, and these multiple local video segments are displayed in different areas of the game replay video's display interface.

[0058] The first time period refers to a time segment in the game replay video that has a first preset duration. This disclosure does not specifically limit the exact duration of the first preset duration. The first quantity threshold can be used as a basis for determining whether to display partial video segments in different regions. This disclosure does not specifically limit the specific value of the first quantity threshold; for example, the first quantity threshold can be determined based on the total number of players participating in the current replay. Partial video segments can be used to display the specific video content marked by the marker points.

[0059] For example, the first quantity threshold can be 3. In a MOBA game, if all four players participating in the game review mark the process of "top lane" and "bottom lane" in the first time period, then the partial video segments corresponding to the mark points of these four players, including "top lane" and "bottom lane", can be extracted and displayed on the electronic screen in a split-screen format, including the partial video segments of "top lane" and the partial video segments of "bottom lane".

[0060] By dividing the local video clips corresponding to markers that exceed a first threshold within a certain time period into regions, players can simultaneously watch local video clips corresponding to multiple markers. This avoids, to some extent, the problem of players repeatedly clicking on markers to watch local video clips and failing to capture game operation details. While ensuring the efficiency of game review, it also improves the user experience.

[0061] In one implementation, before displaying the game replay video of the target game match with marked points, the above method may further include:

[0062] If the number of markers for the same object in a game replay video within the same second time period exceeds the second threshold, then the markers for the same object will be merged.

[0063] The marked objects include game events, virtual objects, or local game scenes; the second time period is a time period in the game replay video with a second preset duration, and this disclosure does not specifically limit the specific length of the second preset duration. The second quantity threshold can be used as the basis for determining whether to merge the marked points, and this disclosure does not specifically limit the specific value of the second quantity threshold. For example, the second quantity threshold can be 3.

[0064] For example, the second quantity threshold can be 3. In a game replay video, if four players mark a certain game character within the same second time period, then these four marks can be merged. There are multiple ways to merge marks. For example, one of the marks corresponding to the four marks can be randomly selected as the mark time of the merged mark. At the mark time of the merged mark, the user information of the four players can be displayed, such as the user avatars or usernames of the four players.

[0065] By merging markers for similar game scenes, events, or characters within the same time period, the markers in game replay videos are displayed more intuitively. This also avoids, to some extent, the problem of displaying too many markers in game replay videos affecting the user's viewing experience, thus improving the user experience.

[0066] To provide users with more data support during game replays, in one implementation, when displaying a game replay video of a target game match with marked points, the above method may further include the following steps:

[0067] In response to an analysis trigger command for any marker, the game data of the virtual object to be evaluated is displayed when the game replay video plays to the third time segment containing any marker.

[0068] The third time period refers to a time segment in the game replay video that has a third preset duration. This disclosure does not specifically limit the exact duration of the third preset duration. The aforementioned game data can be used to evaluate the game behavior of the virtual object to be evaluated within the third time period. This disclosure does not specifically limit the specific content of the game data; for example, the game data may include the economic difference between the start and end times of the third time period.

[0069] For example, in response to a player's click on any marker in a game replay video, the above analysis trigger command can be triggered to obtain the game behavior data of the virtual object at that marker in the third time period before and after that marker, such as PK between the two sides, team battle between the two sides, split pushing, etc., and obtain the above game data based on the game behavior data.

[0070] By showing players the game data corresponding to the marked points, we can provide more data support for players during game replays, making the game replay results more reliable.

[0071] The game data of the virtual object to be evaluated can take many forms. In one implementation, the game data of the virtual object to be evaluated may include the difference in game resources between the start and end times of the virtual object to be evaluated in the third time period.

[0072] Among them, the game resource difference can be used to evaluate the game behavior of the virtual object to be evaluated in the third time period. For example, the game resource difference can include the economic difference between the start and end times of the third time period.

[0073] For example, in a team fight in a MOBA game, one side's support split pushes and doesn't participate in the team fight, leading to a loss. Players on that side can mark the team fight scene and the support's corresponding character. In the replay video, players can click on the marked point, triggering an analysis command based on that point. When the replay video reaches the third time segment containing the marked point, it displays the game footage of the marked team fight and the split push, along with the economic difference before and after the team fight. This economic difference is calculated based on the other side's economic gains from the lost team fight and the economic gains from the support pushing towers during the third time segment.

[0074] By showing players the difference in game resources between the start and end times of the third time period, players can more intuitively perceive the losses or gains brought about by their game actions during the third time period, which is helpful for analyzing the game replay results.

[0075] In one implementation, the game data of the virtual object to be evaluated includes: the difference in game resources between the virtual object to be evaluated and the other virtual object, and the equivalent damage data corresponding to the difference in game resources.

[0076] Among them, the equivalent damage data can be a damage video or damage description obtained by converting the game resource difference into an equivalent value. For example, in a team battle, if the economic difference (game resource difference) is 2000, the economic difference can be converted into a damage description such as "2000 economy takes 3 seconds to kill a tank", or a damage video of successfully attacking a tank in 3 seconds can be displayed to the player.

[0077] By showing players the equivalent damage data corresponding to the difference in game resources, players can clearly understand the direct consequences of their mistakes, providing a theoretical basis for game review and making the results more convincing.

[0078] Continue to refer to Figure 2 In step S220, a first video segment is extracted from the game replay video based on the received segment extraction operation of the game replay video.

[0079] The first video segment can be any segment from the game replay video. In one embodiment, the process of extracting the first video segment from the game replay video based on the received segment extraction operation may include the following steps:

[0080] Based on the received segment extraction operation that selects one or more marker points, extract the first video segment containing the selected marker points from the game replay video.

[0081] In other words, the markers serve as prompts, allowing players to determine the video segment to be captured based on player and object information within the markers. This effectively addresses the issue of players needing to continuously watch game replays to determine the first video segment, thereby improving the efficiency of capturing the first video segment.

[0082] Continue to refer to Figure 2 In step S230, the editing information of the virtual object to be edited in the first video segment is sent to the server, so that the server updates the first video segment according to the editing information to obtain the second video segment and displays the second video segment sent by the server; or, the first video segment is updated according to the editing information of the virtual object to be edited in the first video segment to obtain the second video segment and displays the second video segment; the first video segment and the second video segment are used for players to perform comparative analysis.

[0083] The virtual object to be edited can include any game character in the first video clip. The editing information can include information about the player's editing of the virtual object's game behavior in the first video clip. This disclosure does not specifically limit the content of the editing information. For example, the editing information can include information about the player's position changes when moving the virtual object to be edited, as well as information about the game behavior set for the virtual object at a certain point in time. The second video clip can be a video clip edited by the player based on the first video clip.

[0084] In one implementation, the editing information includes behavior editing information and location editing information. The editing information for the virtual object to be edited in the first video segment is sent to the server, as per [reference needed]. Figure 4 As shown, steps S410 to S430 may be included:

[0085] Step S410: Based on the settings, perform a behavior setting operation to execute a specified behavior on the virtual object to be edited at a specified time, and determine the behavior editing information;

[0086] Step S420: Based on the movement operation of the virtual object to be edited, obtain the position change of the virtual object to be edited in order to determine the position editing information;

[0087] Step S430: Send the behavior editing information and location editing information to the server.

[0088] Among them, behavior editing information is used to characterize the specified behavior that the player sets for the virtual object to be edited at a specified time. For example, behavior editing information may include setting the virtual object to be edited to "protect the archer" or "attack the enemy archer" at a certain time. Position editing information may include the positional change of the virtual object to be edited relative to its original position in the first video segment when the player moves the virtual object to be edited.

[0089] It should be noted that when performing a movement operation on the virtual object to be edited, it is necessary to obtain the movement time taken for the virtual object to move from its original position to its target position based on the game behavior, and to rewind the behavior of other virtual objects in the first video segment based on this movement time. For example, if the movement time is 3 seconds, the behavior of other virtual objects in the first video segment can be fast-forwarded to 3 seconds later.

[0090] For example, a player can move the virtual object to be edited in the first video clip from the top lane to the middle lane. Based on the distance between the top and middle lanes, the player calculates that the virtual object needs 3 seconds to perform a game action (such as flying or walking) to move from the top lane to the middle lane. The player then sets the virtual object's action to "attack the enemy marksman" and fast-forwards the actions of other virtual objects in the first video clip to 3 seconds later. Next, the player determines the position editing information based on the position changes of all virtual objects in the first video clip, obtains the action editing information based on the updated actions of all virtual objects in the first video clip, and sends the action editing information and position editing information to the server. The server then predicts the virtual object's action based on the action editing information and position editing information, generates a second video clip, and sends the second video clip to the client for display so that the user can preview it.

[0091] based on Figure 4 The method sends behavior editing information and location editing information to the server, so that the server can update the first video segment according to the behavior and location changes of the virtual objects in the first video segment, which reduces the client's operating load and effectively improves the client's operating efficiency.

[0092] In one implementation, the editing information includes behavior editing information and location editing information; the second video segment is obtained by updating the first video segment based on the editing information of the virtual object to be edited in the first video segment, as referenced. Figure 5 As shown, steps S510 to S520 may be included:

[0093] Step S510: Modify the position of the virtual object to be edited in the first video segment according to the position editing information, and modify the behavior of the virtual object to be edited in the first video segment according to the behavior editing information;

[0094] Step S520: Based on the position and behavior of the modified virtual object to be edited, perform a game simulation to generate a second video clip.

[0095] The aforementioned game simulation can be used to predict the position and behavior of other virtual objects in the first video segment based on the position and behavior of the virtual object to be edited.

[0096] For example, the position and behavior of the modified virtual object to be edited can be input into the game's built-in virtual object behavior prediction system to simulate the game, obtain the corresponding position and behavior changes of other virtual objects, and thus generate a second video clip.

[0097] based on Figure 5The method generates a second video clip, allowing players to view the game effects produced by assigning different game behaviors to the virtual objects to be edited in the same game scene. This enables players to improve their game skills during the review process and further enhances the user experience.

[0098] In one implementation, when displaying a first video clip, first game data of the virtual object to be edited in the first video clip is displayed; when displaying a second video clip, second game data of the virtual object to be edited in the second video clip is displayed.

[0099] The first game data and the second game data mentioned above can be data used to evaluate the game behavior of the virtual object to be edited. For example, the first game data and the second game data can respectively include the economic difference between the first video clip and the second video clip.

[0100] By displaying the first and second video clips simultaneously, along with the corresponding first and second game data, the game effects of assigning different game behaviors to the virtual objects to be edited in the first and second video clips can be more intuitively demonstrated, providing data support for players to review the game.

[0101] The game replay method in this exemplary embodiment will be described below from the perspective of the server. Figure 6 An exemplary flow of a game replay method applied to the server is shown, see reference. Figure 6 As shown, the game replay method may include steps S610 to S620:

[0102] Step S610: Receive editing information from the client for the virtual object to be edited in the first video segment; wherein, the first video segment is extracted from the game replay video by the client based on the received segment extraction operation of the game replay video of the target game, and the game replay video has markers, which are time positions generated based on the marking operations of the player during the target game.

[0103] Step S620: Update the first video segment according to the editing information to obtain the second video segment, and send the second video segment to the client for display; the first video segment and the second video segment are used for players to compare and analyze.

[0104] Based on the above methods, not only is the efficiency of players' game review improved, but data support is also provided for the game review process, so that players can get the game review results more intuitively.

[0105] Exemplary embodiments of this disclosure also provide a game replay device applied to a client. For example... Figure 7 As shown, the game replay device 700 may include:

[0106] The game replay video display module 710 is configured to respond to a replay command for a target game match and display a game replay video of the target game match with markers, the markers being time-based locations generated based on the player's marking operations during the target game match.

[0107] The first video segment acquisition module 720 is configured to extract a first video segment from the game replay video based on the received segment extraction operation of the game replay video.

[0108] The second video clip display module 730 is configured to send editing information of the virtual object to be edited in the first video clip to the server, so that the server updates the first video clip according to the editing information to obtain the second video clip and displays the second video clip sent by the server; or, update the first video clip according to the editing information of the virtual object to be edited in the first video clip to obtain the second video clip and display the second video clip; the first video clip and the second video clip are used to allow players to perform comparative analysis.

[0109] In one embodiment, the aforementioned display of a game replay video of a target game match with marked points may include: when the game replay video plays to a marked point, performing at least one of the following: displaying a game video frame containing the marked object corresponding to the marked point, highlighting the marked object corresponding to the marked point in the game video frame, and displaying information about the player who performed the marking operation at the marked point; the marked object includes game events, virtual objects, or local game scenes.

[0110] In one implementation, before displaying the game replay video of the target game match with marked points, the method may further include: in response to a marking operation during the target game match, determining the marking time of the marking operation, and obtaining information about the player performing the marking operation and / or the marking object corresponding to the marking operation; sending the marking time to the server, and also sending the player's information and / or the marking object's information to the server, so that the server marks the time point corresponding to the marking time in the game replay video to generate a mark point, and adding the player's information and / or the marking object's information to the mark point.

[0111] In one implementation, the game replay video displaying the target game match with markers may include: displaying only the markers generated by the marking operations performed by the player currently participating in the game replay.

[0112] In one embodiment, the above-mentioned display of a game replay video of a target game match with markers may include: if the number of markers in the game replay video within the same first time period is greater than a first number threshold, then extracting multiple local video segments corresponding to different markers within the first time period from the game replay video, and displaying the multiple local video segments in different areas of the display interface of the game replay video; the first time period is a time period in the game replay video with a first preset duration.

[0113] In one embodiment, before displaying the game replay video of the target game match with markers, the method may further include: if the number of markers about the same marker object in the game replay video within the same second time period is greater than a second number threshold, then the markers about the same marker object are merged; the marker object includes game events, virtual objects, or local game scenes; the second time period is a time period in the game replay video with a second preset duration.

[0114] In one embodiment, when displaying a game replay video of a target game match with markers, the method may further include: in response to an analysis trigger command for any marker, when the game replay video plays to a third time period containing any marker, displaying game data of the virtual object to be evaluated; the third time period is a time period in the game replay video with a third preset duration.

[0115] In one implementation, the game data of the virtual object to be evaluated may include: the difference in game resources between the start and end times of the virtual object to be evaluated in the third time period.

[0116] In one implementation, the game data of the virtual object to be evaluated may include: the difference in game resources between the virtual object to be evaluated and the other virtual object, and the equivalent damage data corresponding to the difference in game resources.

[0117] In one implementation, the above-mentioned extraction of a first video segment from a game replay video based on a received segment extraction operation for the game replay video may include: extracting a first video segment containing the selected marker points from the game replay video based on a received segment extraction operation for selecting one or more marker points.

[0118] In one implementation, when displaying a first video clip, first game data of the virtual object to be edited in the first video clip is displayed; when displaying a second video clip, second game data of the virtual object to be edited in the second video clip is displayed.

[0119] In one embodiment, the above-mentioned editing information includes behavior editing information and location editing information. Sending the editing information of the virtual object to be edited in the first video segment to the server may include: determining behavior editing information based on the behavior setting operation that sets the virtual object to be edited to perform a specified behavior at a specified time; obtaining the position change of the virtual object to be edited based on the movement operation of the virtual object to be edited to determine location editing information; and sending the behavior editing information and location editing information to the server.

[0120] In one implementation, the editing information includes behavior editing information and position editing information; updating the first video segment to obtain the second video segment based on the editing information of the virtual object to be edited in the first video segment may include: modifying the position of the virtual object to be edited in the first video segment according to the position editing information, and modifying the behavior of the virtual object to be edited in the first video segment according to the behavior editing information; performing game simulation based on the modified position and behavior of the virtual object to be edited to generate the second video segment.

[0121] Exemplary embodiments of this disclosure also provide a game replay device applied to a server. For example... Figure 8 As shown, the game replay device 800 may include:

[0122] The information receiving module 810 is configured to receive editing information sent by the client for the virtual object to be edited in the first video segment; wherein, the first video segment is obtained by the client from the game replay video according to the received segment extraction operation of the game replay video of the target game, and the game replay video has markers, which are time positions generated based on the marking operations of the player during the target game.

[0123] The second video clip acquisition module 820 is configured to update the first video clip according to the editing information to obtain the second video clip, and send the second video clip to the client for display; the first video clip and the second video clip are used for players to compare and analyze.

[0124] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation, and therefore will not be repeated here.

[0125] Exemplary embodiments of this disclosure also provide a computer-readable storage medium that can be implemented as a program product including program code, which, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) including program code and can run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0126] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0127] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0128] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0129] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0130] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the methods of this exemplary embodiment.

[0131] The following is for reference. Figure 9 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 9 The electronic device 900 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0132] like Figure 9 As shown, the electronic device 900 may include: a processor 910, a memory 920, a bus 930, an I / O (input / output) interface 940, and a network adapter 950.

[0133] The processor 910 may include one or more processing units, such as a central processing unit (CPU), an application processor (AP), a modem processor, a display processing unit (DPU), a graphics processing unit (GPU), an image signal processor (ISP), a controller, an encoder, a decoder, a digital signal processor (DSP), a baseband processor, an artificial intelligence processor, etc. In one implementation, a game replay method can be executed in the CPU. First, in response to a replay command for a target game match, a game replay video of the target game match with marked points is displayed. Then, based on a received segment extraction operation of the game replay video, a first video segment is extracted from the game replay video. Finally, the editing information of the virtual object to be edited in the first video segment is sent to the server, causing the server to update the first video segment according to the editing information to obtain a second video segment, which is then displayed. Alternatively, the first video segment can be updated according to the editing information of the virtual object to be edited in the first video segment to obtain a second video segment, which is then displayed. This allows players to compare and analyze the first and second video segments.

[0134] The memory 920 may include volatile memory, such as RAM 921 and cache unit 922, and may also include non-volatile memory, such as ROM 923. The memory 920 may also include one or more program modules 924, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 924 may include the modules in the aforementioned devices 700 or 800.

[0135] Bus 930 is used to connect different components of electronic device 900 and may include data bus, address bus and control bus.

[0136] Electronic device 900 can communicate with one or more external devices 1000 (such as keyboard, mouse, external controller, etc.) through I / O interface 940.

[0137] Electronic device 900 can communicate with one or more networks via network adapter 950. For example, network adapter 950 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 950 can communicate with other modules of electronic device 900 via bus 930.

[0138] although Figure 9 Other hardware and / or software modules, including but not limited to: displays, microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, may also be configured in electronic device 900.

[0139] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0140] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0141] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A game review method, characterized by, Applied to the client side, including: In response to a replay command for a target game match, a replay video of the target game match with marked points is displayed, the marked points being time-based locations generated based on the marking operations performed by the player during the target game match; Based on the received segment extraction operation of the game replay video, a first video segment is extracted from the game replay video; The editing information of the virtual object to be edited in the first video clip is sent to the server, so that the server updates the first video clip according to the editing information to obtain the second video clip, and displays the second video clip sent by the server; or, the first video clip is updated according to the editing information of the virtual object to be edited in the first video clip to obtain the second video clip, and the second video clip is displayed; the first video clip and the second video clip are used for players to make comparative analysis; When displaying a game replay video of the target game match with marked points, in response to an analysis trigger command for any marked point, when the game replay video plays to the third time period containing any marked point, the game data of the virtual object to be evaluated is displayed; the third time period is a time period in the game replay video with a third preset duration; the game data of the virtual object to be evaluated includes: the game resource difference between the start and end times of the virtual object to be evaluated in the third time period; the game data of the virtual object to be evaluated includes: the game resource difference between the virtual object to be evaluated and the opponent's virtual object, and the equivalent damage data corresponding to the game resource difference.

2. The method of claim 1, wherein, The game replay video displaying the target game match with marked points includes: When the game replay video reaches the marked point, at least one of the following is performed: displaying a game video frame containing the marked object corresponding to the marked point; highlighting the marked object corresponding to the marked point in the game video frame; and displaying information about the player who performed the marking operation at the marked point; the marked object includes game events, virtual objects, or local game scenes.

3. The method of claim 2, wherein, Before displaying the game replay video of the target game match with marked points, the method further includes: In response to a marking operation during the target game, the marking time of the marking operation is determined, and information about the player performing the marking operation and / or information about the marking object corresponding to the marking operation is also obtained; The system sends the marked time to the server, and also sends the player's information and / or the information of the marked object to the server, so that the server marks the time point corresponding to the marked time in the game replay video to generate the marked point, and adds the player's information and / or the information of the marked object to the marked point.

4. The method of claim 1, wherein, The game replay video displaying the target game match with marked points includes: The game replay video only displays the marker points generated by the marking operations performed by the players currently participating in the game replay.

5. The method of claim 1, wherein, The game replay video displaying the target game match with marked points includes: If the number of markers in the game replay video within the same first time period is greater than a first number threshold, then multiple local video segments corresponding to different markers within the first time period are extracted from the game replay video, and the multiple local video segments are displayed in different areas of the display interface of the game replay video; the first time period is a time period with a first preset duration in the game replay video.

6. The method of claim 1, wherein, Before displaying the game replay video of the target game match with marked points, the method further includes: If the number of markers for the same object in the game replay video within the same second time period is greater than a second threshold, then the markers for the same object are merged; the markers include game events, virtual objects, or local game scenes; the second time period is a time period with a second preset duration in the game replay video.

7. The method of claim 1, wherein, The step of extracting a first video segment from the game replay video based on the received segment extraction operation includes: Based on the received segment extraction operation that selects one or more of the marker points, a first video segment containing the selected marker points is extracted from the game replay video.

8. The method of claim 7, wherein, When displaying the first video clip, the first game data of the virtual object to be edited in the first video clip is displayed; when displaying the second video clip, the second game data of the virtual object to be edited in the second video clip is displayed.

9. The method of claim 1, wherein, The editing information includes behavior editing information and location editing information. Sending the editing information of the virtual object to be edited in the first video segment to the server includes: Based on the behavior setting operation that the virtual object to be edited is set to perform a specified behavior at a specified time, the behavior editing information is determined; Based on the movement operation of the virtual object to be edited, the position change of the virtual object to be edited is obtained to determine the position editing information; The behavior editing information and location editing information are sent to the server.

10. The method of claim 1, wherein, The editing information includes behavior editing information and location editing information; the step of updating the first video segment according to the editing information of the virtual object to be edited in the first video segment to obtain the second video segment includes: The position of the virtual object to be edited in the first video segment is modified according to the position editing information, and the behavior of the virtual object to be edited in the first video segment is modified according to the behavior editing information; Based on the modified position and behavior of the virtual object to be edited, a game simulation is performed to generate the second video clip.

11. A game review method, characterized by, Applied to the server side, including: The client sends editing information for the virtual object to be edited in the first video segment; wherein, the first video segment is obtained by the client from the game replay video according to the received segment extraction operation of the game replay video of the target game, and the game replay video has markers, the markers being time-positioned based on the marking operations of the player during the target game. The first video clip is updated according to the edited information to obtain the second video clip, and the second video clip is sent to the client for display; the first video clip and the second video clip are used for players to compare and analyze. The system receives information about marked objects sent by the client and adds information about the marked objects to the marked points. The marked objects include virtual objects. When the client displays a game replay video of the target game match with marked points, it displays the game data of the virtual object to be evaluated when the game replay video plays to the third time period containing any marked point. The virtual object to be evaluated is the virtual object at any marked point. The third time period is a time period in the game replay video with a third preset duration. The game data of the virtual object to be evaluated includes: the game resource difference between the start and end times of the virtual object to be evaluated in the third time period; the game data of the virtual object to be evaluated also includes: the game resource difference between the virtual object to be evaluated and the opponent's virtual object, and the equivalent damage data corresponding to the game resource difference.

12. A game review device, characterized by, Applied to the client side, including: The game replay video display module is configured to respond to a replay command for a target game match by displaying a game replay video of the target game match with marked points, the marked points being time-based locations generated based on the marking operations performed by the player during the target game match; The first video segment acquisition module is configured to extract a first video segment from the game replay video based on the received segment extraction operation of the game replay video; The second video clip display module is configured to send editing information of the virtual object to be edited in the first video clip to the server, so that the server updates the first video clip according to the editing information to obtain the second video clip and displays the second video clip sent by the server; or, update the first video clip according to the editing information of the virtual object to be edited in the first video clip to obtain the second video clip and display the second video clip; the first video clip and the second video clip are used for players to perform comparative analysis; The game replay video display module is further configured to, when displaying a game replay video of the target game match with marked points, respond to an analysis trigger command for any marked point, and when the game replay video plays to a third time period containing any marked point, display the game data of the virtual object to be evaluated; the third time period is a time period in the game replay video with a third preset duration; the game data of the virtual object to be evaluated includes: the game resource difference between the start and end times of the virtual object to be evaluated in the third time period; the game data of the virtual object to be evaluated includes: the game resource difference between the virtual object to be evaluated and the opponent's virtual object, and the equivalent damage data corresponding to the game resource difference.

13. A game replaying apparatus characterized by comprising: Applied to the server side, including: The information receiving module is configured to receive editing information sent by the client for the virtual object to be edited in the first video segment; wherein, the first video segment is obtained by the client from the game replay video according to the received segment extraction operation of the game replay video of the target game, and the game replay video has marker points, the marker points being time positioning generated based on the marking operations of the player during the target game; The second video clip acquisition module is configured to update the first video clip according to the editing information to obtain the second video clip, and send the second video clip to the client for display; the first video clip and the second video clip are used for players to compare and analyze. The information receiving module is further configured to receive information about marked objects sent by the client, and add information about the marked objects to the marked points. The marked objects include virtual objects. When the client displays a game replay video of the target game match with marked points, at the third time interval containing any marked point, it displays the game data of the virtual object to be evaluated. The virtual object to be evaluated is the virtual object at any marked point. The third time interval is a time interval in the game replay video with a third preset duration. The game data of the virtual object to be evaluated includes: the game resource difference between the start and end times of the virtual object to be evaluated in the third time interval; the game data of the virtual object to be evaluated also includes: the game resource difference between the virtual object to be evaluated and the opponent's virtual object, and the equivalent damage data corresponding to the game resource difference.

14. A computer readable storage medium having stored thereon a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 11.

15. An electronic device, comprising: include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 11 by executing the executable instructions.