Game value evaluation method and device and electronic equipment

CN116603244BActive Publication Date: 2026-06-09NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-04-10
Publication Date
2026-06-09

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Abstract

This invention provides a method, apparatus, and electronic device for evaluating game numerical values. The method involves: acquiring behavioral protocols for a target game; selecting at least one behavioral protocol and determining the parameter values ​​of the selected protocol; transmitting the parameter values ​​to the selected protocol to obtain the target behavioral protocol; controlling a virtual client to send the target behavioral protocol to a server and recording the character data of the virtual character controlled by the virtual client; and statistically analyzing the character data and preset game numerical values ​​to obtain the evaluation results. This method replaces player operations by collecting and organizing the communication protocols of physical clients, covering most personalized behaviors, solving the problem of player differences. By setting sending rules and parameters, creating multiple virtual clients to continuously send pre-set behavioral protocols to simulate player operations, recording the character data after the operations, and statistically analyzing the character data and game numerical values, the method improves evaluation efficiency and the accuracy and rationality of the evaluation results, thus enhancing the rationality of the game numerical values.
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Description

Technical Field

[0001] This invention relates to the field of computer technology, and in particular to a method, apparatus, and electronic device for evaluating game numerical values. Background Technology

[0002] Game stats are a crucial factor influencing a game's lifespan, determining its depth and playability. In game development, game stats are typically designed by designers using spreadsheets and formulas to calculate and predict results. However, this method can lead to significant discrepancies between the designed stats and the actual gameplay. Therefore, testing and evaluation of game stats are usually necessary to determine their accuracy and reasonableness. Related technologies often involve game testing engineers manually evaluating game stats within the game. However, due to player differences and varying gameplay actions, accurate and reasonable evaluation results are difficult to obtain, potentially leading to inaccurate results and even unreasonable pre-designed stats. Furthermore, manual testing is time-consuming and inefficient. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a method, apparatus and electronic device for evaluating game values, so as to improve the efficiency of game value evaluation and the accuracy of game value evaluation results, thereby improving the accuracy and rationality of game values.

[0004] In a first aspect, embodiments of the present invention provide a method for evaluating game numerical values. This method is applied to a terminal device, which has at least one virtual client pre-created within it. Different virtual clients control different virtual characters. The terminal device communicates with a server. The method includes: acquiring a behavior protocol for a target game; the behavior protocol is pre-determined through a communication protocol sent to the server by a physical client; the behavior protocol is associated with: the game module to which the behavior protocol belongs, the protocol name of the behavior protocol, and protocol parameters; the game module and protocol name are used to indicate game behavior; at each first specified time interval, selecting at least one behavior protocol from the behavior protocols, determining the parameter value of the protocol parameters of the selected behavior protocol, the parameter value of the protocol parameters being used to indicate the game object involved in the game behavior; transmitting the parameter value to the selected behavior protocol to obtain the target behavior protocol, controlling the virtual client to send the target behavior protocol to the server, and recording the character data of the virtual character controlled by the virtual client; in response to reaching a second specified time interval, performing statistical analysis on the recorded character data to obtain a pre-designed evaluation result for the game numerical values.

[0005] Secondly, embodiments of the present invention also provide a method for evaluating game values. The method is applied to a server, which is communicatively connected to a terminal device. At least one virtual client is pre-created in the terminal device, and different virtual clients control different virtual characters. The method includes: receiving a communication protocol for a target game sent by a physical client; wherein the communication protocol includes a protocol name and protocol parameters; determining the game module to which the communication protocol belongs based on the protocol name; determining a behavior protocol for the target game based on the game module, protocol name, and protocol parameters; wherein the game module and protocol name are used to indicate the player's game behavior; and receiving the target behavior protocol sent by the virtual client every first specified time interval, based on... The target behavior protocol updates the character data of the virtual character controlled by the virtual client and sends the character data to the terminal device. The terminal device records the character data of the virtual character controlled by the virtual client. In response to the arrival of a second specified time, statistical analysis is performed on the recorded character data to obtain the evaluation results of the pre-designed game values. The target behavior protocol is determined in the following way: through the terminal device, at least one behavior protocol is selected from the behavior protocols every first specified time, and the parameter value of the protocol parameter of the selected behavior protocol is determined. The parameter value of the protocol parameter is used to indicate the game object involved in the game behavior. The parameter value is transmitted to the selected behavior protocol to obtain the target behavior protocol.

[0006] Thirdly, embodiments of the present invention also provide a game value evaluation device. The device is installed on a terminal device, which has at least one virtual client pre-created in it. Different virtual clients control different virtual characters. The terminal device is communicatively connected to a server. The device includes: a behavior protocol acquisition module, used to acquire a behavior protocol for a target game; the behavior protocol is pre-determined by a communication protocol sent to the server by a physical client; the behavior protocol is associated with: the game module to which the behavior protocol belongs, the protocol name of the behavior protocol, and protocol parameters; the game module and protocol name are used to indicate game behavior; a parameter value determination module, used to select at least one behavior protocol from the behavior protocols at first specified intervals, determine the parameter value of the protocol parameter of the selected behavior protocol, the parameter value of the protocol parameter is used to indicate the game object involved in the game behavior; a character data recording module, used to transmit the parameter value to the selected behavior protocol to obtain the target behavior protocol, control the virtual client to send the target behavior protocol to the server, and record the character data of the virtual character controlled by the virtual client; and a statistical analysis module, used to perform statistical analysis on the recorded character data in response to the arrival of a second specified interval to obtain the pre-designed game value evaluation result.

[0007] Fourthly, embodiments of the present invention also provide a game value evaluation device. The device is located on a server, which is communicatively connected to a terminal device. At least one virtual client is pre-created in the terminal device, and different virtual clients control different virtual characters. The device includes: a communication protocol receiving module, used to receive a communication protocol for a target game sent by a physical client; wherein the communication protocol includes a protocol name and protocol parameters; a behavior protocol determining module, used to determine the game module to which the communication protocol belongs based on the protocol name; and to determine a behavior protocol for the target game based on the game module, protocol name, and protocol parameters; wherein the game module and protocol name are used to indicate the player's game behavior; and a character data sending module, used to receive data at first specified intervals. The virtual client sends a target behavior protocol, updates the character data of the virtual character controlled by the virtual client according to the target behavior protocol, and sends the character data to the terminal device. The terminal device records the character data of the virtual character controlled by the virtual client. In response to the arrival of a second specified time, statistical analysis is performed on the recorded character data to obtain the evaluation results of the pre-designed game values. The target behavior protocol is determined in the following way: through the terminal device, at least one behavior protocol is selected from the behavior protocols every first specified time, and the parameter value of the protocol parameter of the selected behavior protocol is determined. The parameter value of the protocol parameter is used to indicate the game object involved in the game behavior. The parameter value is transmitted to the selected behavior protocol to obtain the target behavior protocol.

[0008] Fifthly, embodiments of the present invention also provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the game value evaluation method of any one of the first aspects, or to implement the game value evaluation method of any one of the second aspects.

[0009] In a sixth aspect, embodiments of the present invention also provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the game value evaluation method of any one of the first aspects, or to implement the game value evaluation method of any one of the second aspects.

[0010] The embodiments of the present invention bring the following beneficial effects:

[0011] This invention provides a method, apparatus, and electronic device for evaluating game numerical values. The method involves: acquiring behavioral protocols for a target game; selecting at least one behavioral protocol and determining the parameter values ​​of the selected protocol; transmitting the parameter values ​​to the selected protocol to obtain the target behavioral protocol; controlling a virtual client to send the target behavioral protocol to a server and recording the character data of the virtual character controlled by the virtual client; and statistically analyzing the character data and preset game numerical values ​​to obtain the evaluation results. This method replaces player operations by collecting and organizing the communication protocols of physical clients, covering most personalized behaviors, solving the problem of player differences. By setting sending rules and parameters, creating multiple virtual clients to continuously send pre-set behavioral protocols to simulate player operations, recording the character data after the operations, and statistically analyzing the character data and game numerical values, the method improves evaluation efficiency and the accuracy and rationality of the evaluation results, thus enhancing the rationality of the game numerical values.

[0012] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0013] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0014] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0015] Figure 1 A flowchart illustrating a method for evaluating game numerical values ​​provided in an embodiment of the present invention;

[0016] Figure 2 A schematic diagram of a communication protocol provided in an embodiment of the present invention;

[0017] Figure 3 A schematic diagram of an evaluation result provided in an embodiment of the present invention;

[0018] Figure 4 A flowchart of another method for evaluating game numerical values ​​provided in an embodiment of the present invention;

[0019] Figure 5 A flowchart illustrating a method for evaluating game numerical values ​​provided in an embodiment of the present invention;

[0020] Figure 6 A schematic diagram of the structure of a game numerical evaluation device provided in an embodiment of the present invention;

[0021] Figure 7 A schematic diagram of another game value evaluation device provided in an embodiment of the present invention;

[0022] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0023] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0024] Game numerical values ​​are a crucial factor influencing a game's lifespan, determining its depth and playability. In typical game development, numerical designers continuously modify game values ​​and conduct extensive testing to evaluate them. However, manual testing and evaluation have significant limitations, including high time and manpower requirements, limited coverage, and limited playtime. This leads to inadequate long-term numerical experiences, and the actual evaluation results may differ significantly from the numerical designers' plans. Therefore, ensuring the accuracy and rationality of a game's long-term numerical planning is paramount.

[0025] In related technologies, game values ​​are typically designed by having planners maintain spreadsheets, calculate using formulas, and design based on expected results. However, game values ​​designed in this way may differ significantly from actual game values. Therefore, it is usually necessary to test and evaluate game values ​​to determine their accuracy and rationality. This can be delegated to the user experience center for evaluation and testing, but the overall level of automation is low, and there is a lack of scientific evaluation methods for long-term or late-game values.

[0026] In the aforementioned evaluation methods, due to player differences, various game actions can significantly impact the evaluation results. For example, different equipment builds, skill release sequences, and talent choices all greatly affect the evaluation outcomes. Therefore, it's difficult to cover all aspects and obtain accurate and reasonable evaluation results, leading to inaccurate results and potentially causing unreasonable pre-designed game values. Furthermore, relying on game testing engineers for feedback requires significant time and manpower, and has limited coverage; a single numerical test can take one to two weeks. This pace is unacceptable during periods of frequent iterations, resulting in low evaluation efficiency. Secondly, not only the game designers but also the game testers assisting with testing are limited by their playtime. The extent to which the game's values ​​will expand over the next few months or even years cannot be known in a short period of play. This leads to an inadequate long-term numerical experience of the game, resulting in a significant discrepancy between the actual results and the designers' plans.

[0027] Based on this, the present invention provides a method, apparatus and electronic device for evaluating game values. This technology can be applied to devices such as computers, laptops, and servers, and especially to devices with game value evaluation functions.

[0028] To facilitate understanding of this embodiment, a method for evaluating game numerical values ​​disclosed in this invention will first be described in detail. This method is applied to a terminal device, in which at least one virtual client is pre-created. Different virtual clients control different virtual characters. The terminal device communicates with a server. The method includes:

[0029] Step S102: Obtain the behavior protocol for the target game; the behavior protocol is determined in advance through the communication protocol sent from the entity client to the server; the behavior protocol is associated with: the game module to which the behavior protocol belongs, the protocol name of the behavior protocol, and the protocol parameters; the game module and the protocol name are used to indicate game behavior;

[0030] The aforementioned target game typically refers to an online game, and the aforementioned physical client refers to the actual client that the player logs into; that is, one client corresponds to one terminal device (mobile phone or computer, etc.). Online games usually include a physical client and a server. Player actions on the physical client are sent to the server, which processes them and sends the results back to the physical client. Data transmission between them is based on the aforementioned communication protocol. These communication protocols are sent to the game server (i.e., the aforementioned server), and after receiving the communication protocols, the game server sends a callback to the physical client, thus inputting the player's actions into the game device. For example, as shown... Figure 2The diagram illustrates the information transmission between the physical client and the server. The first physical client sends a first communication protocol to the server, indicating that the player has controlled the first virtual character to perform a special move. After receiving the first communication protocol, the server processes it and sends the processing result to the corresponding second physical client, indicating that the second virtual character has been defeated.

[0031] Therefore, the server can determine the operational protocols (i.e., the aforementioned behavioral protocols) of each player. Specifically, the server collects the communication protocols between each entity client and the server, extracting the communication protocols initiated by each player. The communication protocols sent by entity clients to the server all have a unified forwarding interface, and to differentiate them, they have different style identifiers compared to different codes. When the server receives a communication protocol from an entity client, it saves the communication protocol and its accompanying parameters to prepare for subsequent player behavior simulation.

[0032] Specifically, since the communication protocol includes a protocol name and protocol parameters, and the protocol name is a function method in the server code with a unique name, the game module to which the communication protocol belongs can be determined based on the protocol name (in the target game, this usually includes the combat module, experience module, event module, shop module, inventory module, lottery module, social module, etc.). For example, if the server receives a UseItem protocol name with protocol parameters {"amount":1,"type":"1001",}, it can be determined from the protocol name that this is a communication protocol sent by the player when using an item, which means that an item of type 1001 was used, and its game module is the inventory module.

[0033] After determining the game module to which the communication protocol belongs, the server can determine the behavior protocol based on the game module, protocol name, and protocol parameters. Specifically, the game module, protocol name, and protocol parameters can be directly identified as the behavior protocol in sequence. It should be noted that the communication protocol is determined without distinguishing between players, because in long-term idle games, the biggest factor affecting game values ​​is not the player's actions, but rather the character the player is using and the amount of time spent playing. This invention prioritizes numerical rationality over balance. Furthermore, the server will receive many communication protocols with the same name but different protocol parameters. For communication protocols with the same name, the server will only determine one corresponding behavior protocol. For example, if the server receives multiple communication protocols named "Upgrade Skill" but with different protocol parameters, the server will collect and organize them to determine one behavior protocol. This behavior protocol belongs to the combat module, the protocol name is "Upgrade Skill," and the protocol parameters are empty.

[0034] For example, the format of the above behavior protocol is {"OwningSystem":"XXX","MethodName":"NNN","Parameter":""}, where OwningSystem refers to the game module to which the behavior protocol belongs. If the behavior protocol belongs to the battle module, then "OwningSystem":"XXX" is "OwningSystem":"battle_system". If the protocol name of the communication protocol is upgrade item, then "MethodName":"NNN" is "MethodName":"purchase_item". Parameter is the protocol parameter to be used, and the specific parameter value needs to be determined according to the rules. Therefore, the specific format of the above behavior protocol is {"OwningSystem":"battle_system","MethodName":"purchase_item","Parameter":""}.

[0035] Step S104: Every first specified time interval, select at least one behavior protocol from the behavior protocols and determine the parameter value of the protocol parameter of the selected behavior protocol; wherein, the parameter value of the protocol parameter is used to indicate the game object involved in the game behavior;

[0036] The first specified time can be one second, two seconds, or three seconds, etc., and can be set according to actual needs. The parameter value of the above protocol parameter can be "amount":1,"type":"1001", indicating that the number of game objects is 1 and the type is 1001. Usually, the game engine will pre-identify each game object uniquely.

[0037] In actual implementation, at each first specified time interval, a behavior protocol can be randomly selected from the behavior protocols; or multiple behavior protocols can be randomly selected, where there is no order restriction between the multiple behavior protocols, but behavior protocols with an order cannot be selected together. For example, in the sign-in behavior, the behavior protocol for signing in on the first day and the behavior protocol for signing in on the second day cannot be selected at the same time.

[0038] Furthermore, for each game module, one or more behavior protocols can be selected from the behavior protocols belonging to different game modules. The selection time for each behavior protocol in each game module is not necessarily the first specified time mentioned above. For example, at least one behavior protocol can be selected from the behavior protocols belonging to the first game module every first time interval; at least one behavior protocol can be selected from the behavior protocols belonging to the second game module every second time interval; and at least one behavior protocol can be selected from the behavior protocols belonging to the third game module every third time interval. The first, second, and third times can be the same or different.

[0039] Furthermore, at specified intervals, at least one behavior protocol can be selected from the behavior protocols based on the character data or status of the virtual character controlled by the virtual client. For example, if the virtual character's data is mostly combat-related, then a behavior protocol belonging to the shop module can be selected. Similarly, if the virtual character is currently in combat, then a behavior protocol belonging to the combat module can be selected.

[0040] Because player behaviors are diverse, the parameter values ​​of the protocol will vary significantly depending on the player's personalized input. For example, if player A controls virtual character A to release skill 1 to player B's character B, the parameter values ​​of the sent protocol would include the target "virtual character B" and the skill number. The target and skill number are determined by the player's interaction with the physical client in the game—products of the player's subjective consciousness. The virtual player simulated by the virtual client lacks independent thought; therefore, it is necessary to determine the parameter values ​​of the protocol for the selected behavior.

[0041] To ensure the reasonableness of the determined protocol parameter values, they can be determined based on pre-set parameter priorities, or based on the role data or status of the virtual character controlled by the virtual client. The pre-set parameter priorities must be reasonable.

[0042] Step S106: Pass the parameter value to the selected behavior protocol to obtain the target behavior protocol, control the virtual client, send the target behavior protocol to the server, and record the role data of the virtual character controlled by the virtual client;

[0043] For example, if the selected behavior protocol is {"OwningSystem":"bag_system","MethodName":"use_item","Parameter":""}, and the parameter value of the protocol parameter of this behavior protocol is determined to be {"amount":1,"type":"1001"}, then the parameter value is passed to the selected behavior protocol to obtain the target behavior protocol as {"OwningSystem":"bag_system","MethodName":"use_item","Parameter":{"amount":1,"type":"1001",},}.

[0044] In the game, players are essentially physical clients connected to the server. To ensure a sufficient number of test samples and significantly improve evaluation efficiency, this embodiment adopts a client-free login method. The implementation of client-free login relies on the actual server engine architecture used by the game. Normally, each player's physical client establishes a connection with the server's gateway and creates an object on the client when clicking login. All subsequent player actions interact with the server through this object. The principle of client-free login is also based on this, and the specific steps are as follows:

[0045] This code constructs a Python program to establish a network connection with the server's gateway, directly reusing the connection code from the physical client. Unlike the normal process of creating only one client object after the connection is established, this program creates multiple virtual clients (called bots) on the same connection to simulate multiple players. Since the number of connections a single machine can have is limited, having multiple virtual clients (bots) per connection effectively reduces the number of connections required by the program, thus significantly increasing the number of bots.

[0046] Finally, since the server sends the processing results for the behavior protocol to the virtual client, including the virtual character's role data, the virtual character's role data is recorded each time a processing result is received. Alternatively, the current time can also be recorded.

[0047] In step S108, in response to the arrival of the second specified time, statistical analysis is performed on the recorded character data and the pre-designed game values ​​to obtain the evaluation results of the game values.

[0048] The second specified time is longer than the first specified time. It can be one day, one week, one month, etc. The specific time can be set according to actual needs. The second specified time usually refers to the testing time of the target game (which can also be understood as the test run time).

[0049] Specifically, game stats can be evaluated from different dimensions. For example, character data can be processed to obtain data for different characters at different times. For instance, character 1's data could include the recording time, combat power, experience points, level, payment information, and paid item information. Evaluators can then select different dimensions of information from the character data and perform statistical analysis with the game stats for that dimension. For example, statistical analysis of the changes in each character's level over time can yield evaluation results, which could be a line graph, as exemplified by... Figure 3As shown, the horizontal axis represents time, and the vertical axis represents the character's level. Therefore, the numerical designers can intuitively see the differences in the growth of their designed stats across different characters. This evaluation result can also be presented in other graphical forms to reflect the growth differences between characters across different dimensions. The evaluation result can also be data on the growth differences between characters across different dimensions. If after 6 months, Character 1 has reached level 1000 while Character 2 has only reached level 500, it indicates that Character 2's stats are too weak or Character 1 is too strong.

[0050] For example, when processing character data, different data dimensions are defined for each target time. This target time can be adjusted as needed; it can be 1 minute, 10 minutes, or 1 hour. The dimensions to be recorded are determined by the numerical design team and generally include combat power, experience, level, usage of paid items, and chapter / level progress. The data structure of the character data is as follows:

[0051] [["mission_id","power","level","role","minutes"],

[0052] [0,0,0,"Character1",0],

[0053] [0,0,0,"Character2",0],

[0054] [0,0,0,"Character3",0],

[0055] [0,0,0,"Character4",0],

[0056] [2,495,3,"Character1",1],

[0057] [2,495,3,"Character2",1],

[0058] [2,495,3,"Character3",1],

[0059] [2,495,3,"Character4",1],]

[0060] Where mission_id is the chapter level mentioned above, power is the combat power mentioned above, level is the level mentioned above, role is the character name mentioned above, and minutes is the recording time of the current data.

[0061] This invention provides a method for evaluating game numerical values. The method involves: acquiring behavioral protocols for a target game; selecting at least one behavioral protocol and determining the parameter values ​​of the selected protocol; transmitting the parameter values ​​to the selected protocol to obtain the target behavioral protocol; controlling a virtual client to send the target behavioral protocol to a server and recording the character data of the virtual character controlled by the virtual client; and statistically analyzing the character data and preset game numerical values ​​to obtain the evaluation result. This method replaces player operations by collecting and organizing the communication protocols of physical clients, covering most personalized behaviors, solving the problem of player differences. By setting sending rules and parameters, creating multiple virtual clients to continuously send pre-set behavioral protocols to simulate player operations, recording the character data after the operation, and statistically analyzing the character data and game numerical values, the method improves evaluation efficiency and the accuracy and rationality of the evaluation results, thus enhancing the rationality of the game numerical values.

[0062] One possible implementation of the steps described above for determining the parameter values ​​of the protocol parameters of the selected behavior protocol is as follows:

[0063] (1) If the selected behavior protocol is a first type of behavior protocol, the target parameter priority of the protocol parameter of the selected behavior protocol is determined from the preset parameter priority; wherein, the first type of behavior protocol has preset parameter priority;

[0064] The first type of behavior protocol mentioned above requires determining the parameter values ​​of the protocol parameters based on preset parameter priorities. This first type of behavior protocol is typically predetermined. Specifically, it can be determined whether the selected behavior protocol is a first type based on the protocol name and the game module, or directly based on the protocol name. Then, based on the protocol name of the selected behavior protocol and the game module, the target parameter priority corresponding to that protocol name is determined from the preset parameter priorities, or the target parameter priority corresponding to that protocol name is determined from the preset parameter priorities. If the target parameter priority includes target parameter priorities for multiple characters, the target parameter priority corresponding to the virtual character controlled by the virtual client needs to be determined.

[0065] For example, if the combat protocol is named "Upgrade Skill," then the priority of the target parameters corresponding to the upgraded skill can be determined from the preset parameter priorities. This includes the skill numbers for each character and the priority of each skill number, as shown in the table below:

[0066] Role Skill upgrade priority Character 1 4>1>2>3 Character 2 4>2>1>3 Character 3 4>3>1>2 Character 4 4>1>2>3

[0067] If the virtual role corresponding to the selected behavior protocol is role 1, then the priority of the above target parameters is "4>1>2>3".

[0068] (2) Determine the parameter values ​​of the protocol parameters of the selected behavior protocol based on the priority of the target parameters.

[0069] You can directly set the priority of the target parameter to the parameter value of the protocol parameter of the selected behavior protocol; for example, for a skill release protocol, you can directly set the release order of each skill to the parameter value of the protocol parameter of the selected behavior protocol. Alternatively, you can select an appropriate target parameter value from the target parameter priority based on the character data and set it as the parameter value of the protocol parameter of the selected behavior protocol.

[0070] The aforementioned target parameter priorities include multiple parameter values ​​with priorities;

[0071] One possible implementation: Determine the target priority of the parameter values ​​that have been sent so far, determine the next level target parameter value from multiple parameter values ​​with priorities, and set the target parameter value as the parameter value of the protocol parameter of the selected behavior protocol.

[0072] For example, if the target parameter priority is "4>1>2>3", and the parameter value of the protocol parameter of the behavior protocol about upgrading skills sent at the previous first specified time is "4", then the next highest priority target parameter value "1" is determined from "4>1>2>3". The target parameter value "1" is then determined as the parameter value of the protocol parameter of the selected behavior protocol.

[0073] Another possible implementation: determine the parameter value with the highest priority as the parameter value of the protocol parameter of the selected behavior protocol; if the game object corresponding to the highest priority parameter value reaches the specified state, determine the next highest priority parameter value as the parameter value of the protocol parameter of the selected behavior protocol.

[0074] For example, if the target parameter priority is "4>1>2>3", the highest priority parameter value "4" will be determined as the parameter value of the selected behavior protocol. If skill 4 has already been upgraded to the maximum level, the next highest priority parameter value "1" will be determined as the parameter value of the selected behavior protocol.

[0075] The two implementation methods described above can be specifically configured according to the game rules.

[0076] In this method, because player behavior is highly variable, a series of parameter priority schemes are set up to ensure the rationality of the transmitted parameters, thereby improving the accuracy and rationality of the evaluation.

[0077] The following example illustrates how to determine parameter priorities. To ensure the rationality of parameter values ​​transmitted through behavior protocols, a series of parameter priority schemes need to be pre-determined with the game designers, serving as the standard for transmitting parameter values. For example, in the behavior protocol of upgrading skills, the parameter is the number of the skill to be upgraded. Players can choose to upgrade any one of skills 1, 2, 3, or 4. When automating player input, to more intelligently simulate player actions, parameters need to be transmitted according to the pre-determined priority scheme. For support-oriented players, there will be a greater tendency to upgrade skills that provide greater benefits to the team, rather than pursuing maximum damage. See the table below:

[0078] Role Skill upgrade priority Skill release order Upgrades to different parts of the equipment Character 1 4>1>2>3 4-1-2-3 Head > Legs > Hands Character 2 4>2>1>3 1-2-4-3 Head > Legs > Hands Character 3 4>3>1>2 1-3-4-2 Head > Hands > Legs Character 4 4>1>2>3 2-1-4-1 Head > Legs > Hands

[0079] Another possible implementation of the above steps for determining the parameter values ​​of the protocol parameters of the selected behavior protocol is as follows:

[0080] (1) If the selected behavior protocol is the second type of behavior protocol, obtain the current role data of the virtual role controlled by the current virtual client; wherein, the second type of behavior protocol does not have a preset parameter priority;

[0081] (2) Based on the current role data, determine the parameter values ​​of the protocol parameters of the selected behavior protocol; among them, the virtual role will receive the greatest benefit by sending the parameter values ​​of the protocol parameters of the selected behavior protocol to the server.

[0082] The second type of behavior protocol described above does not require determining the parameter values ​​based on preset parameter priorities; these second-type behavior protocols are typically predetermined. In actual implementation, for parameters whose priorities cannot be preset, it is usually necessary to determine the parameters based on the current character data. For example, the priority of upgrading equipment needs to be determined based on the character data to ascertain the benefits of upgrading each piece of equipment. The equipment with the highest benefit is then designated as the parameter value for the selected behavior protocol. If upgrading equipment 1 provides the player with the greatest benefit compared to upgrading other equipment, then equipment 1 is designated as the parameter value for the selected behavior protocol.

[0083] One possible implementation of the step described above, which involves selecting at least one behavior protocol from the behavior protocols at first specified intervals, is as follows:

[0084] For each game module, the following steps are executed in parallel: Every first specified time interval, at least one behavior protocol is selected from the behavior protocols belonging to the game module. For example, if the target game includes game module a, game module b, game module c, and game module d, every 2 seconds, at least one behavior protocol is selected from the behavior protocols belonging to game module a, at least one behavior protocol belonging to game module b, at least one behavior protocol belonging to game module c, and at least one behavior protocol belonging to game module d.

[0085] Alternatively, for each game module, the following steps can be performed in parallel: at regular or irregular intervals, select at least one behavior protocol from the behavior protocols belonging to the game module. For example, if the target game includes game module a, game module b, game module c, and game module d, select at least one behavior protocol from the behavior protocols belonging to game module a every 2 seconds; select at least one behavior protocol from the behavior protocols belonging to game module b every 3 seconds; select at least one behavior protocol from the behavior protocols belonging to game module c every 4 seconds; and select at least one behavior protocol from the behavior protocols belonging to game module d every 5 seconds.

[0086] To further improve the efficiency of game value evaluation and achieve long-term game data evaluation, the above method also includes: receiving online rewards of a specified multiple sent by the server; wherein, the server adjusts its time every third specified time interval, and after adjusting the server time, determines the specified multiple based on the adjustment range, and sends the online rewards of the specified multiple to the virtual client; wherein the third specified time interval is greater than the first specified time interval but less than the second specified time interval.

[0087] The aforementioned third specified time can be 15 minutes, 20 minutes, etc., and can be set according to the game's needs. Specifically, the server can increase the server time by 11 hours and 45 minutes, or 23 hours and 45 minutes, every third specified time (e.g., 15 minutes) to increase the game's progress. That is, 30 minutes or 15 minutes can ensure the physical client runs for a whole day. In fact, adjusting the time every third specified time is achieved by the server engine's built-in timer function calling a time jump function every third specified time. The time adjustment uses the Linux system's libfaketime library to modify the server time. This embodiment can control how often the time is adjusted and how much time can be adjusted each time.

[0088] It's important to note that adjusting the time only modifies the server time and doesn't guarantee that the amount of content players perform will be the same throughout the day. For example, players gain experience based on their online time, and adjusting the time will reduce the amount of experience gained. Therefore, after each time adjustment, virtual characters will receive an additional 23.45h / 0.15h = 95 times the normal online reward.

[0089] In addition to experience multiplication, the behavior speed of virtual characters also needs to be multiplied to ensure that they can complete a day's worth of gameplay for an average player within 15 minutes. Over a long-term perspective, this would only require 3-4 days of operation. For example, speeding up the battle process, since there are no client-side limitations and no need to render special effects, animations, scenes, or other resources, allows virtual characters to complete the logic of a battle at an extremely fast speed and provide them with corresponding rewards.

[0090] Regarding speed improvements, we mainly need to adjust the combat speed, the behavior speed of the experience growth system, and the refresh rate of events.

[0091] This approach ensures a longer-term player experience by intermittently increasing server time, guaranteeing that the virtual character's actions can cover the effects of a regular player's longer time in a short period. It also addresses the impact of various growth factors such as online time and combat duration, further improving the accuracy and efficiency of the evaluation results.

[0092] Secondly, embodiments of the present invention also provide a method for evaluating game numerical values. This method is applied to a server, which is communicatively connected to a terminal device. At least one virtual client is pre-created in the terminal device, and different virtual clients control different virtual characters, such as... Figure 4 As shown, the method includes:

[0093] Step S402: Receive the communication protocol for the target game sent by the entity client; wherein the communication protocol includes a protocol name and protocol parameters;

[0094] Step S404: Determine the game module to which the communication protocol belongs based on the protocol name; determine the behavior protocol for the target game based on the game module, protocol name, and protocol parameters; wherein, the game module and protocol name are used to indicate the player's game behavior, and the protocol parameters are used to indicate the game objects involved in the game behavior;

[0095] Step S406: Every first specified time interval, receive the target behavior protocol sent by the virtual client, update the character data of the virtual character controlled by the virtual client according to the target behavior protocol, and send the character data to the terminal device. Through the terminal device, record the character data of the virtual character controlled by the virtual client. In response to the arrival of the second specified time interval, perform statistical analysis on the recorded character data and the pre-designed game values ​​to obtain the evaluation results of the game values. The target behavior protocol is determined in the following way: Through the terminal device, every first specified time interval, select at least one behavior protocol from the behavior protocols, determine the parameter value of the protocol parameter of the selected behavior protocol, and pass the parameter value to the selected behavior protocol to obtain the target behavior protocol.

[0096] This method replaces player actions by collecting and organizing the communication protocols of physical clients, covering most personalized behaviors and solving the problem of player differences. It sets sending rules and parameters, creates multiple virtual clients to continuously send pre-set behavior protocols to simulate player actions, records character data after the actions, and statistically analyzes character data and game values, thereby improving the efficiency and accuracy of the evaluation results and the rationality of the game values.

[0097] The above methods also include:

[0098] (1) Adjust the server time every third specified time interval;

[0099] One possible implementation: Every third specified time interval, the server time is increased by a fourth specified time interval.

[0100] (2) Determine the specified multiple based on the adjustment range of time;

[0101] One possible implementation: The ratio of the fourth specified time to the third specified time is determined as a specified multiple.

[0102] (3) Send the online reward of a specified multiple to the terminal device; wherein the third specified time is greater than the first specified time and less than the second specified time.

[0103] The above methods also include increasing the game speed of the target game, which includes at least the combat speed, behavior speed, and refresh rate. Increasing the game speed further improves the efficiency of the evaluation results.

[0104] The implementation methods and technical effects of the above steps have been explained in the foregoing embodiments and will not be repeated here.

[0105] See Figure 5The diagram illustrates the process of evaluating game values. System 1, System 2, System 3, and System 4 correspond to the various game modules mentioned above. Each game module includes multiple behavioral protocols. The behavioral input module categorizes the protocols involved in player behaviors across different game systems, assists players in executing parameters that need to be transmitted, and then determines the parameter values ​​in the behavioral protocols according to a pre-determined priority scheme.

[0106] The execution module is responsible for automating the manual operation, overcoming limitations in device quantity and time. For long-term numerical data, existing manual testing techniques cannot cover the numerical system for the next year or even several years. By building a virtual client simulating a player, the original physical client's performance is abandoned, and it is used only to execute pure game logic, thus achieving the goal of overcoming the limitations in device quantity. The time limitation is addressed by intermittently skipping time.

[0107] Multiple player objects establish connections with the server to create bots. At least one virtual client is pre-created on the aforementioned terminal device, and different virtual clients control different virtual characters. The terminal device communicates with the server. The bot simulates a massive number of behavioral operations. Corresponding to the aforementioned steps of selecting at least one behavior protocol from the behavior protocols at first specified intervals, determining the parameter values ​​of the protocol parameters of the selected behavior protocol (the parameter values ​​indicate the game objects involved in the game behavior), transmitting the parameter values ​​to the selected behavior protocol to obtain the target behavior protocol, controlling the virtual client, and sending the target behavior protocol to the server.

[0108] Whether the target long-term planning length has been reached means that the game time has reached the second specified time.

[0109] Finally, the data statistics module ensures that each character's data is recorded regularly, typically including combat power, experience, level, usage of paid items, chapter progress, and so on. The changes in the virtual character's data over time are then visualized to evaluate long-term performance.

[0110] Corresponding to the above method embodiments, this invention also provides a game value evaluation device. This device is installed on a terminal device, which has at least one pre-created virtual client. Different virtual clients control different virtual characters. The terminal device is connected to a server for communication, such as... Figure 6 As shown, the device includes:

[0111] The behavior protocol acquisition module 601 is used to acquire the behavior protocol for the target game. The behavior protocol is determined in advance through the communication protocol sent from the entity client to the server. The behavior protocol is associated with: the game module to which the behavior protocol belongs, the protocol name of the behavior protocol, and the protocol parameters. The game module and protocol name are used to indicate the game behavior, and the protocol parameters are used to indicate the game object involved in the game behavior.

[0112] The parameter value determination module 602 is used to select at least one behavior protocol from the behavior protocols every first specified time interval and determine the parameter value of the protocol parameter of the selected behavior protocol.

[0113] The role data recording module 603 is used to pass parameter values ​​to the selected behavior protocol to obtain the target behavior protocol, control the virtual client, send the target behavior protocol to the server, and record the role data of the virtual role controlled by the virtual client.

[0114] The statistical analysis module 604 is used to perform statistical analysis on the recorded character data and pre-designed game values ​​in response to the arrival of the second specified time, and to obtain the evaluation results of the game values.

[0115] This invention provides a device for evaluating game values. By collecting and organizing the communication protocols of physical clients to replace player operations, it covers most personalized behaviors, solves the problem of player differences, sets sending rules and parameters, creates multiple virtual clients to continuously send pre-set behavior protocols to simulate player operations, records character data after operations, and statistically analyzes character data and game values, thereby improving evaluation efficiency and the accuracy and rationality of evaluation results, and enhancing the rationality of game values.

[0116] The parameter value determination module is also used to: if the selected behavior protocol is a first type of behavior protocol, determine the target parameter priority of the protocol parameter of the selected behavior protocol from the preset parameter priorities; wherein, the first type of behavior protocol has preset parameter priorities; and determine the parameter value of the protocol parameter of the selected behavior protocol according to the target parameter priority.

[0117] The aforementioned target parameter priority includes multiple parameter values ​​with priorities; the aforementioned parameter value determination module is also used to: determine the target priority of the parameter value that has been sent, determine the next level target parameter value of the target priority from multiple parameter values ​​with priorities, and determine the target parameter value as the parameter value of the protocol parameter of the selected behavior protocol.

[0118] The aforementioned target parameter priority includes multiple parameter values ​​with priorities; the aforementioned parameter value determination module is also used to: determine the parameter value with the highest priority as the parameter value of the protocol parameter of the selected behavior protocol; if the game object corresponding to the highest priority parameter value reaches a specified state, determine the next highest priority parameter value as the parameter value of the protocol parameter of the selected behavior protocol.

[0119] The parameter value determination module is also used for: if the selected behavior protocol is a second type of behavior protocol, obtaining the current role data of the virtual character controlled by the current virtual client; wherein, the second type of behavior protocol does not have a preset parameter priority; determining the parameter value of the protocol parameter of the selected behavior protocol based on the current role data; wherein, sending the parameter value of the protocol parameter of the selected behavior protocol to the server maximizes the benefit obtained by the virtual character.

[0120] The parameter value determination module is also used to: for each game module, execute the following steps in parallel: every first specified time interval, select at least one behavior protocol from the behavior protocols belonging to the game module.

[0121] The aforementioned device also includes an online reward receiving module, used for: receiving online rewards of a specified multiple sent by the server; wherein, the server adjusts its time every third specified time interval, and after adjusting the server time, determines the specified multiple based on the adjustment range of the time, and sends the online reward of the specified multiple to the virtual client; wherein, the third specified time interval is greater than the first specified time interval and less than the second specified time interval.

[0122] Corresponding to the above method embodiments, this invention also provides a game value evaluation device. This device is located on a server, which is communicatively connected to a terminal device. At least one virtual client is pre-created in the terminal device, and different virtual clients control different virtual characters, such as... Figure 7 As shown, the device includes:

[0123] The communication protocol receiving module 701 is used to receive the communication protocol for the target game sent by the entity client; wherein the communication protocol includes a protocol name and protocol parameters;

[0124] The behavior protocol determination module 702 is used to determine the game module to which the communication protocol belongs based on the protocol name; and to determine the behavior protocol for the target game based on the game module, protocol name, and protocol parameters; wherein the game module and protocol name are used to indicate the player's game behavior, and the protocol parameters are used to indicate the game objects involved in the game behavior;

[0125] The character data sending module 703 is used to receive a target behavior protocol sent by the virtual client at first specified intervals, update the character data of the virtual character controlled by the virtual client according to the target behavior protocol, and send the character data to the terminal device. The terminal device records the character data of the virtual character controlled by the virtual client. In response to the arrival of a second specified interval, it performs statistical analysis on the recorded character data and pre-designed game values ​​to obtain the evaluation results of the game values. The target behavior protocol is determined by the following method: at least one behavior protocol is selected from the behavior protocols at first specified intervals through the terminal device, and the parameter value of the protocol parameter of the selected behavior protocol is determined; the parameter value is transmitted to the selected behavior protocol to obtain the target behavior protocol.

[0126] This invention provides a device for evaluating game values. By collecting and organizing the communication protocols of physical clients to replace player operations, it covers most personalized behaviors, solves the problem of player differences, sets sending rules and parameters, creates multiple virtual clients to continuously send pre-set behavior protocols to simulate player operations, records character data after operations, and statistically analyzes character data and game values, thereby improving evaluation efficiency and the accuracy and rationality of evaluation results, and enhancing the rationality of game values.

[0127] The aforementioned device also includes a time adjustment module, used for: adjusting the server time every third specified time interval; determining a specified multiplier based on the time adjustment range; and sending the specified multiplier of online rewards to the terminal device; wherein the third specified time interval is greater than the first specified time interval and less than the second specified time interval.

[0128] The aforementioned time adjustment module is also used to: increment the server time by a fourth specified time every third specified time.

[0129] The aforementioned time adjustment module is also used to: determine the ratio of the fourth specified time to the third specified time as a specified multiple.

[0130] The aforementioned device also includes a rate-increasing module for increasing the game rate of the target game, wherein the game rate includes at least the combat rate, the action rate, and the refresh rate.

[0131] The game value evaluation device provided in this embodiment of the invention has the same technical features as the game value evaluation method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0132] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned method for evaluating game values. This electronic device can be a server or a terminal device.

[0133] See Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the aforementioned method for evaluating game values.

[0134] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0135] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0136] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0137] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned game value evaluation method:

[0138] The terminal device is the main execution entity:

[0139] The process involves acquiring a behavior protocol for the target game. This protocol is pre-determined through communication protocols sent from the physical client to the server. The behavior protocol is associated with the game module it belongs to, its protocol name, and protocol parameters. The game module and protocol name indicate the game behavior. At a first specified time interval, at least one behavior protocol is selected, and the parameter values ​​of its protocol parameters are determined. These parameter values ​​indicate the game objects involved in the game behavior. The parameter values ​​are then passed to the selected behavior protocol to obtain the target behavior protocol. The virtual client is then controlled to send the target behavior protocol to the server, and the character data of the virtual character controlled by the virtual client is recorded. Upon reaching a second specified time interval, the recorded character data is statistically analyzed to obtain the pre-designed evaluation results for the game values. This method replaces player operations by collecting and organizing the communication protocols of the physical client, covering most personalized behaviors, solving the problem of player differences. By setting sending rules and parameters, creating multiple virtual clients to continuously send pre-set behavior protocols to simulate player operations, recording character data after the operations, and statistically analyzing character data and game values, the evaluation efficiency and the accuracy and rationality of the evaluation results are improved, as well as the rationality of the game values.

[0140] The steps for determining the parameter values ​​of the protocol parameters of the selected behavior protocol include: if the selected behavior protocol is a first type of behavior protocol, determining the target parameter priority of the protocol parameters of the selected behavior protocol from the preset parameter priorities; wherein, the first type of behavior protocol has preset parameter priorities; and determining the parameter values ​​of the protocol parameters of the selected behavior protocol according to the target parameter priority.

[0141] The aforementioned target parameter priority includes multiple parameter values ​​with priorities; the step of determining the parameter value of the protocol parameter of the selected behavior protocol based on the target parameter priority includes: determining the target priority of the parameter value that has been sent, determining the target parameter value of the next level of the target priority from multiple parameter values ​​with priorities, and determining the target parameter value as the parameter value of the protocol parameter of the selected behavior protocol.

[0142] The aforementioned target parameter priority includes multiple parameter values ​​with priorities; the step of determining the parameter value of the protocol parameter of the selected behavior protocol based on the target parameter priority includes: determining the parameter value with the highest priority as the parameter value of the protocol parameter of the selected behavior protocol; if the game object corresponding to the highest priority parameter value reaches a specified state, determining the next highest priority parameter value as the parameter value of the protocol parameter of the selected behavior protocol.

[0143] The steps for determining the parameter values ​​of the protocol parameters of the selected behavior protocol include: if the selected behavior protocol is a second type of behavior protocol, obtaining the current role data of the virtual role controlled by the current virtual client; wherein, the second type of behavior protocol does not have a preset parameter priority; determining the parameter values ​​of the protocol parameters of the selected behavior protocol based on the current role data; wherein, sending the parameter values ​​of the protocol parameters of the selected behavior protocol to the server maximizes the benefit obtained by the virtual role.

[0144] The step of selecting at least one behavior protocol from the behavior protocols at each first specified time interval includes: for each game module, performing the following steps in parallel: at each first specified time interval, selecting at least one behavior protocol from the behavior protocols belonging to the game module.

[0145] The above method also includes: receiving an online reward of a specified multiple from the server; wherein, the server adjusts its time every third specified time interval, and after adjusting the server time, determines the specified multiple based on the adjustment range, and sends the online reward of the specified multiple to the virtual client; wherein the third specified time interval is greater than the first specified time interval and less than the second specified time interval.

[0146] This approach ensures a longer-term player experience by intermittently increasing server time, guaranteeing that the virtual character's actions can cover the effects of a regular player's longer time in a short period. It also addresses the impact of various growth factors such as online time and combat duration, further improving the accuracy and efficiency of the evaluation results.

[0147] With the server as the execution entity:

[0148] The system receives a communication protocol for a target game sent by a physical client; the communication protocol includes a protocol name and protocol parameters; the game module to which the communication protocol belongs is determined based on the protocol name; a behavior protocol for the target game is determined based on the game module, protocol name, and protocol parameters; the game module and protocol name are used to indicate the player's game behavior; every first specified time interval, the system receives the target behavior protocol sent by the virtual client, updates the character data of the virtual character controlled by the virtual client according to the target behavior protocol, and sends the character data to the terminal device; the terminal device records the character data of the virtual character controlled by the virtual client; in response to a second specified time interval, statistical analysis is performed on the recorded character data to obtain the evaluation results of the pre-designed game values; the target behavior protocol is determined as follows: every first specified time interval, the terminal device selects at least one behavior protocol from the behavior protocols, determines the parameter value of the protocol parameters of the selected behavior protocol, the parameter value of the protocol parameters is used to indicate the game object involved in the game behavior; the parameter value is transmitted to the selected behavior protocol to obtain the target behavior protocol. This method replaces player actions by collecting and organizing the communication protocols of physical clients, covering most personalized behaviors and solving the problem of player differences. It sets sending rules and parameters, creates multiple virtual clients to continuously send pre-set behavior protocols to simulate player actions, records character data after the actions, and statistically analyzes character data and game values, thereby improving the efficiency and accuracy of the evaluation results and the rationality of the game values.

[0149] The above method also includes: adjusting the server time every third specified time interval; determining a specified multiplier based on the adjustment range of the time; and sending the online reward of the specified multiplier to the terminal device; wherein the third specified time interval is greater than the first specified time interval and less than the second specified time interval.

[0150] The above-mentioned step of adjusting the server time every third specified time includes: increasing the server time by a fourth specified time every third specified time.

[0151] The steps for determining the specified multiple based on the adjustment range of time include: determining the ratio of the fourth specified time to the third specified time as the specified multiple.

[0152] The above methods also include: increasing the game speed of the target game, which includes at least the combat speed, the action speed, and the refresh rate.

[0153] This approach ensures a longer-term player experience by intermittently increasing server time, guaranteeing that the virtual character's actions can cover the effects of a regular player's longer time in a short period. It also addresses the impact of various growth factors such as online time and combat duration, further improving the accuracy and efficiency of the evaluation results.

[0154] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-mentioned method for evaluating game values.

[0155] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the aforementioned game value evaluation method:

[0156] The terminal device is the main execution entity:

[0157] The process involves acquiring a behavior protocol for the target game. This protocol is pre-determined through communication protocols sent from the physical client to the server. The behavior protocol is associated with the game module it belongs to, its protocol name, and protocol parameters. The game module and protocol name indicate the game behavior. At a first specified time interval, at least one behavior protocol is selected, and the parameter values ​​of its protocol parameters are determined. These parameter values ​​indicate the game objects involved in the game behavior. The parameter values ​​are then passed to the selected behavior protocol to obtain the target behavior protocol. The virtual client is then controlled to send the target behavior protocol to the server, and the character data of the virtual character controlled by the virtual client is recorded. Upon reaching a second specified time interval, the recorded character data is statistically analyzed to obtain the pre-designed evaluation results for the game values. This method replaces player operations by collecting and organizing the communication protocols of the physical client, covering most personalized behaviors, solving the problem of player differences. By setting sending rules and parameters, creating multiple virtual clients to continuously send pre-set behavior protocols to simulate player operations, recording character data after the operations, and statistically analyzing character data and game values, the evaluation efficiency and the accuracy and rationality of the evaluation results are improved, as well as the rationality of the game values.

[0158] The steps for determining the parameter values ​​of the protocol parameters of the selected behavior protocol include: if the selected behavior protocol is a first type of behavior protocol, determining the target parameter priority of the protocol parameters of the selected behavior protocol from the preset parameter priorities; wherein, the first type of behavior protocol has preset parameter priorities; and determining the parameter values ​​of the protocol parameters of the selected behavior protocol according to the target parameter priority.

[0159] The aforementioned target parameter priority includes multiple parameter values ​​with priorities; the step of determining the parameter value of the protocol parameter of the selected behavior protocol based on the target parameter priority includes: determining the target priority of the parameter value that has been sent, determining the target parameter value of the next level of the target priority from multiple parameter values ​​with priorities, and determining the target parameter value as the parameter value of the protocol parameter of the selected behavior protocol.

[0160] The aforementioned target parameter priority includes multiple parameter values ​​with priorities; the step of determining the parameter value of the protocol parameter of the selected behavior protocol based on the target parameter priority includes: determining the parameter value with the highest priority as the parameter value of the protocol parameter of the selected behavior protocol; if the game object corresponding to the highest priority parameter value reaches a specified state, determining the next highest priority parameter value as the parameter value of the protocol parameter of the selected behavior protocol.

[0161] The steps for determining the parameter values ​​of the protocol parameters of the selected behavior protocol include: if the selected behavior protocol is a second type of behavior protocol, obtaining the current role data of the virtual role controlled by the current virtual client; wherein, the second type of behavior protocol does not have a preset parameter priority; determining the parameter values ​​of the protocol parameters of the selected behavior protocol based on the current role data; wherein, sending the parameter values ​​of the protocol parameters of the selected behavior protocol to the server maximizes the benefit obtained by the virtual role.

[0162] The step of selecting at least one behavior protocol from the behavior protocols at each first specified time interval includes: for each game module, performing the following steps in parallel: at each first specified time interval, selecting at least one behavior protocol from the behavior protocols belonging to the game module.

[0163] The above method also includes: receiving an online reward of a specified multiple from the server; wherein, the server adjusts its time every third specified time interval, and after adjusting the server time, determines the specified multiple based on the adjustment range, and sends the online reward of the specified multiple to the virtual client; wherein the third specified time interval is greater than the first specified time interval and less than the second specified time interval.

[0164] This approach ensures a longer-term player experience by intermittently increasing server time, guaranteeing that the virtual character's actions can cover the effects of a regular player's longer time in a short period. It also addresses the impact of various growth factors such as online time and combat duration, further improving the accuracy and efficiency of the evaluation results.

[0165] With the server as the execution entity:

[0166] The system receives a communication protocol for a target game sent by a physical client; the communication protocol includes a protocol name and protocol parameters; the game module to which the communication protocol belongs is determined based on the protocol name; a behavior protocol for the target game is determined based on the game module, protocol name, and protocol parameters; the game module and protocol name are used to indicate the player's game behavior; every first specified time interval, the system receives the target behavior protocol sent by the virtual client, updates the character data of the virtual character controlled by the virtual client according to the target behavior protocol, and sends the character data to the terminal device; the terminal device records the character data of the virtual character controlled by the virtual client; in response to a second specified time interval, statistical analysis is performed on the recorded character data to obtain the evaluation results of the pre-designed game values; the target behavior protocol is determined as follows: every first specified time interval, the terminal device selects at least one behavior protocol from the behavior protocols, determines the parameter value of the protocol parameters of the selected behavior protocol, the parameter value of the protocol parameters is used to indicate the game object involved in the game behavior; the parameter value is transmitted to the selected behavior protocol to obtain the target behavior protocol. This method replaces player actions by collecting and organizing the communication protocols of physical clients, covering most personalized behaviors and solving the problem of player differences. It sets sending rules and parameters, creates multiple virtual clients to continuously send pre-set behavior protocols to simulate player actions, records character data after the actions, and statistically analyzes character data and game values, thereby improving the efficiency and accuracy of the evaluation results and the rationality of the game values.

[0167] The above method also includes: adjusting the server time every third specified time interval; determining a specified multiplier based on the adjustment range of the time; and sending the online reward of the specified multiplier to the terminal device; wherein the third specified time interval is greater than the first specified time interval and less than the second specified time interval.

[0168] The above-mentioned step of adjusting the server time every third specified time includes: increasing the server time by a fourth specified time every third specified time.

[0169] The steps for determining the specified multiple based on the adjustment range of time include: determining the ratio of the fourth specified time to the third specified time as the specified multiple.

[0170] The above methods also include: increasing the game speed of the target game, which includes at least the combat speed, the action speed, and the refresh rate.

[0171] This approach ensures a longer-term player experience by intermittently increasing server time, guaranteeing that the virtual character's actions can cover the effects of a regular player's longer time in a short period. It also addresses the impact of various growth factors such as online time and combat duration, further improving the accuracy and efficiency of the evaluation results.

[0172] The computer program product of the game value evaluation method, apparatus and system provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0173] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0174] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0175] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0176] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0177] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for evaluating game numerical values, characterized in that, The method is applied to a terminal device, which has at least one pre-created virtual client. Different virtual clients control different virtual characters. The terminal device communicates with a server. The method includes: A behavior protocol for the target game is obtained; the behavior protocol is pre-determined through a communication protocol sent from the entity client to the server; the behavior protocol is associated with: the game module to which the behavior protocol belongs, the protocol name of the behavior protocol, and protocol parameters; the game module and the protocol name are used to indicate game behavior; wherein, the entity client refers to the real client logged in by the player, and the data transmission between the entity client and the server is based on the communication protocol, and the transmitted data includes: player operation information on the entity client; At regular intervals of a first specified time, at least one behavior protocol is selected from the behavior protocols, and the parameter values ​​of the protocol parameters of the selected behavior protocol are determined; wherein, the parameter values ​​of the protocol parameters are used to indicate the game objects involved in the game behavior; The parameter value is passed to the selected behavior protocol to obtain the target behavior protocol. The virtual client is controlled to send the target behavior protocol to the server and record the role data of the virtual character controlled by the virtual client. In response to the arrival of the second specified time, statistical analysis is performed on the recorded character data to obtain the evaluation results of the pre-designed game values.

2. The method according to claim 1, characterized in that, The steps for determining the parameter values ​​of the protocol parameters of the selected behavior protocol include: If the selected behavior protocol is a first type of behavior protocol, the target parameter priority of the protocol parameters of the selected behavior protocol is determined from the preset parameter priorities; wherein, the first type of behavior protocol has preset parameter priorities; The parameter values ​​of the protocol parameters of the selected behavior protocol are determined based on the priority of the target parameters.

3. The method according to claim 2, characterized in that, The target parameter priority includes multiple parameter values ​​with priorities; The step of determining the parameter values ​​of the protocol parameters of the selected behavior protocol based on the priority of the target parameters includes: Determine the target priority of the parameter values ​​that have been sent so far, determine the next level target parameter value from the plurality of parameter values ​​with priority, and determine the target parameter value as the parameter value of the protocol parameter of the selected behavior protocol.

4. The method according to claim 2, characterized in that, The target parameter priority includes multiple parameter values ​​with priorities; The step of determining the parameter values ​​of the protocol parameters of the selected behavior protocol based on the priority of the target parameters includes: The parameter value with the highest priority is determined as the parameter value of the protocol parameter of the selected behavior protocol; If the game object corresponding to the highest priority parameter value reaches the specified state, the next highest priority parameter value is determined as the parameter value of the protocol parameter of the selected behavior protocol.

5. The method according to claim 1, characterized in that, The steps for determining the parameter values ​​of the protocol parameters of the selected behavior protocol include: If the selected behavior protocol is the second type of behavior protocol, obtain the current role data of the virtual character controlled by the current virtual client; wherein, the second type of behavior protocol does not have a preset parameter priority; Based on the current role data, the parameter values ​​of the protocol parameters of the selected behavior protocol are determined; wherein, the virtual role obtains the greatest benefit by sending the parameter values ​​of the protocol parameters of the selected behavior protocol to the server.

6. The method according to claim 1, characterized in that, The step of selecting at least one behavior protocol from the behavior protocols at first specified time intervals includes: For each of the game modules, the following steps are performed in parallel: At each of the first specified time intervals, at least one behavior protocol is selected from the behavior protocols belonging to the game module.

7. The method according to claim 1, characterized in that, The method further includes: The system receives an online reward of a specified multiple from the server; wherein the server adjusts its time every third specified time interval, and after adjusting the server time, determines the specified multiple based on the adjustment range, and sends the online reward of the specified multiple to the virtual client; wherein the third specified time interval is greater than the first specified time interval and less than the second specified time interval.

8. A method for evaluating game numerical values, characterized in that, The method is applied to a server, which is communicatively connected to a terminal device. The terminal device has at least one pre-created virtual client, and different virtual clients control different virtual characters. The method includes: The system receives a communication protocol for the target game sent by a physical client; wherein the communication protocol includes a protocol name and protocol parameters; wherein the physical client refers to the real client logged in by the player, and the data transmission between the physical client and the server is based on the communication protocol, and the transmitted data includes: player operation information on the physical client; The game module to which the communication protocol belongs is determined based on the protocol name; a behavior protocol for the target game is determined based on the game module, the protocol name, and the protocol parameters; wherein, the game module and the protocol name are used to indicate the player's game behavior, and the protocol parameters are used to indicate the game object involved in the game behavior; Every first specified time interval, the system receives the target behavior protocol sent by the virtual client, updates the character data of the virtual character controlled by the virtual client according to the target behavior protocol, and sends the character data to the terminal device. The terminal device records the character data of the virtual character controlled by the virtual client. In response to the arrival of the second specified time interval, the system performs statistical analysis on the recorded character data to obtain the evaluation results of the pre-designed game values. The target behavior protocol is determined in the following manner: Using the terminal device, at least one behavior protocol is selected from the behavior protocols every first specified time interval, and the parameter value of the protocol parameter of the selected behavior protocol is determined; the parameter value is transmitted to the selected behavior protocol to obtain the target behavior protocol.

9. The method according to claim 8, characterized in that, The method further includes: The server time is adjusted every third specified time interval; Determine the specified multiple based on the adjustment range of time; The online reward of the specified multiple is sent to the terminal device; wherein the third specified time is greater than the first specified time and less than the second specified time.

10. The method according to claim 9, characterized in that, The step of adjusting the server's time every third specified time interval includes: Every third specified time interval, the server's time is incremented by a fourth specified time interval.

11. The method according to claim 10, characterized in that, The steps for determining a specified multiple based on the time adjustment range include: The ratio of the fourth specified time to the third specified time is determined as the specified multiple.

12. The method according to claim 8, characterized in that, The method further includes: Increase the game speed of the target game, which includes at least the combat speed, the action speed, and the refresh rate.

13. A device for evaluating game numerical values, characterized in that, The device is installed on a terminal device, which has at least one pre-created virtual client. Different virtual clients control different virtual characters. The terminal device is communicatively connected to a server. The device includes: A behavior protocol acquisition module is used to acquire a behavior protocol for a target game. The behavior protocol is pre-determined through a communication protocol sent from an entity client to the server. The behavior protocol is associated with: the game module to which the behavior protocol belongs, the protocol name of the behavior protocol, and protocol parameters. The game module and the protocol name indicate game behavior, and the protocol parameters indicate the game object involved in the game behavior. The entity client refers to the real client logged in by the player. Data transmission between the entity client and the server is based on the communication protocol, and the transmitted data includes: player operation information related to the entity client. The parameter value determination module is used to select at least one behavior protocol from the behavior protocols at first specified time intervals and determine the parameter value of the protocol parameter of the selected behavior protocol. The character data recording module is used to pass the parameter value to the selected behavior protocol to obtain the target behavior protocol, control the virtual client to send the target behavior protocol to the server, and record the character data of the virtual character controlled by the virtual client; The statistical analysis module is used to perform statistical analysis on the recorded character data and pre-designed game values ​​in response to the arrival of a second specified time, and to obtain the evaluation results of the game values.

14. A device for evaluating game numerical values, characterized in that, The device is mounted on a server, which is communicatively connected to a terminal device. At least one virtual client is pre-created in the terminal device, and different virtual clients control different virtual characters. The device includes: A communication protocol receiving module is used to receive a communication protocol for the target game sent by an entity client; wherein the communication protocol includes a protocol name and protocol parameters; wherein the entity client refers to the real client logged in by the player, and the data transmission between the entity client and the server is based on the communication protocol, and the transmitted data includes: player operation information on the entity client; A behavior protocol determination module is used to determine the game module to which the communication protocol belongs based on the protocol name; and to determine the behavior protocol for the target game based on the game module, the protocol name, and the protocol parameters; wherein the game module and the protocol name are used to indicate the player's game behavior, and the protocol parameters are used to indicate the game object involved in the game behavior; A character data sending module is used to receive a target behavior protocol sent by the virtual client at first specified intervals, update the character data of the virtual character controlled by the virtual client according to the target behavior protocol, and send the character data to the terminal device. The terminal device records the character data of the virtual character controlled by the virtual client. Upon reaching a second specified interval, statistical analysis is performed on the recorded character data and pre-designed game values ​​to obtain an evaluation result of the game values. The target behavior protocol is determined as follows: at least one behavior protocol is selected from the behavior protocols at first specified intervals using the terminal device, and the parameter value of the protocol parameter of the selected behavior protocol is determined. The parameter value is then transmitted to the selected behavior protocol to obtain the target behavior protocol.

15. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game value evaluation method according to any one of claims 1-7, or to implement the game value evaluation method according to any one of claims 8-12.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game value evaluation method according to any one of claims 1-7, or to implement the game value evaluation method according to any one of claims 8-12.