Data processing method, device and equipment in virtual scene, and storage medium

CN116983620BActive Publication Date: 2026-09-22SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202210447672.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-26
Publication Date
2026-09-22
Estimated Expiration
2042-04-26

AI Technical Summary

Technical Problem

[0003]相关技术中,对于交互过程的回放大都通过视频确认,这种方式耗时、效率低且精度不够

Benefits of technology

[0051]应用本申请实施例,通过分析目标虚拟对象在虚拟场景中的日志数据,可快速得到目标虚拟对象执行的至少一个交互行为、以及各交互行为执行后其他虚拟对象的对象状态,并建立各交互行为与其他虚拟对象的对象状态间的关联关系,进而输出关联关系,如此,针对关联关系的分析效率高,且能够快速回溯虚拟场景中各虚拟对象之间的交互过程,提升人机交互体验。

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Abstract

The application provides a data processing method and device in a virtual scene, equipment and a computer readable storage medium; the method comprises: obtaining log data of a target virtual object in a virtual scene, wherein the log data is used to record interaction data of the target virtual object interacting with other virtual objects in the virtual scene; analyzing the interaction data recorded in the log data to obtain at least one interaction behavior performed by the target virtual object in the virtual scene and object states of the other virtual objects after each interaction behavior is performed; establishing an association relationship between each interaction behavior and the object states of the other virtual objects, and outputting the association relationship. Through the application, the interaction process between each virtual object in the virtual scene can be quickly traced back, and the human-computer interaction experience is improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a data processing method, apparatus, device, computer-readable storage medium, and computer program product in a virtual scene. Background Technology

[0002] With the rapid development of internet technology, people have increasingly higher demands for entertainment, and games are a common form of interaction. Games often require replaying the interactions of the player-controlled character.

[0003] In related technologies, the replay of the interaction process is confirmed by video, which is time-consuming, inefficient and not accurate enough. Summary of the Invention

[0004] This application provides a data processing method, apparatus, device, computer-readable storage medium, and computer program product in a virtual scene, which can quickly trace back and display the interaction process between various virtual objects in the virtual scene, thereby improving the human-computer interaction experience.

[0005] The technical solution of this application embodiment is implemented as follows:

[0006] This application provides a data processing method in a virtual scene, including:

[0007] Obtain log data of the target virtual object in the virtual scene, wherein the log data is used to record the interaction data of the target virtual object interacting with other virtual objects in the virtual scene;

[0008] The interaction data recorded in the log data is analyzed to obtain at least one interactive behavior performed by the target virtual object in the virtual scene, and the object state of the other virtual objects after each interactive behavior is performed;

[0009] Establish the association between each of the interactive behaviors and the object states of the other virtual objects, and output the association.

[0010] This application provides a data processing device for a virtual scene, including:

[0011] The acquisition module is used to acquire log data of the target virtual object in the virtual scene. The log data is used to record the interaction data of the target virtual object interacting with other virtual objects in the virtual scene.

[0012] The analysis module is used to analyze the interaction data recorded in the log data to obtain at least one interactive behavior performed by the target virtual object in the virtual scene, and the object state of the other virtual objects after each interactive behavior is performed.

[0013] The output module is used to establish the association between each of the interactive behaviors and the object states of the other virtual objects, and to output the association.

[0014] In the above scheme, the output module is further configured to determine a first display graphic for identifying each of the interactive behaviors and a second display graphic for identifying the state of each of the objects;

[0015] Based on the first and second display graphics, a graphic is drawn to obtain a target display graphic used to indicate the association relationship.

[0016] In the above scheme, the output module is further configured to determine the execution order of each interactive behavior when the number of interactive behaviors is at least two.

[0017] A first timeline is drawn, and on the first timeline, a first display graphic corresponding to each of the interactive behaviors is drawn. The position of the first display graphic on the first timeline corresponds to the execution order of the corresponding interactive behaviors.

[0018] Draw a second timeline, and on the second timeline, draw a second display graphic corresponding to each of the object states;

[0019] The position of the second displayed graphic on the second time axis corresponds to the position of the corresponding first displayed graphic on the first time axis.

[0020] In the above scheme, the first displayed graphic is a bar chart, and the output module is further configured to obtain the damage attribute value of each interactive behavior when the interactive behavior has a damage attribute; and

[0021] Based on the damage attribute value of each interaction behavior, a bar graph corresponding to each interaction behavior is drawn on the first time axis, and the height of the bar graph is used to indicate the magnitude of the damage attribute value.

[0022] In the above scheme, the output module is also used to obtain the execution time point of each of the interactive behaviors;

[0023] On the first timeline, the execution time points of each of the interactive behaviors are marked, and at each of the execution time points, a first display graphic of the corresponding interactive behavior is drawn.

[0024] In the above scheme, the output module is also used to obtain the life value of the other virtual objects at different time points within the target time period;

[0025] The target time period is defined as starting at the execution time of the first of the at least two interactive behaviors and ending at the execution time of the last of the interactive behaviors.

[0026] On the first time axis, draw a line graph corresponding to the life value of the other virtual objects within the target time period.

[0027] In the above scheme, the output module is further configured to determine the type of each interaction behavior when the number of interaction behaviors is at least two.

[0028] Count the number of interactive behaviors for each type and output the number of interactive behaviors for each type.

[0029] In the above scheme, the output module is further configured to obtain the damage attribute value of each interaction behavior when the interaction behavior has a damage attribute, and to sum the damage attribute values ​​of each type of interaction behavior;

[0030] Output the sum of the damage attribute values ​​for each of the described types of interaction behaviors.

[0031] In the above scheme, the output module is also used to draw a horizontal axis for indicating damage attribute values ​​and a vertical axis marked with the identifiers of each of the interactive operations;

[0032] Within the coordinate system formed by the horizontal axis and the vertical axis, a target bar graph corresponding to each type of interactive behavior is drawn based on the sum of the damage attribute values ​​of each type of interactive behavior.

[0033] The height of the target bar graph corresponds to the sum of the damage attribute values ​​of each of the aforementioned types of interactive behaviors.

[0034] In the above scheme, the output module is further configured to obtain the damage attribute value of each interaction when the interaction has a damage attribute;

[0035] From the at least two interactive behaviors, the interactive behavior whose damage attribute value reaches the damage attribute value threshold is selected as the target interactive behavior; accordingly,

[0036] In the above scheme, the output module is also used to determine the type of each of the target interactive behaviors;

[0037] Output the number of target interactive behaviors for each of the described types.

[0038] In the above scheme, the output module is also used to analyze the interaction data recorded in the log data to obtain the interaction behaviors performed by the other virtual objects on the target virtual object, and the object state of the target virtual object after the interaction behaviors of each of the other virtual objects are executed;

[0039] Establish a target association relationship between the interactive behaviors performed by each of the other virtual objects and the object state of the target virtual object, and output the target association relationship.

[0040] In the above scheme, when the log data records interaction data of the target virtual object interacting with other virtual objects in at least two interactive games, the data processing device in the virtual scene further includes a data segmentation module. After obtaining the log data of the target virtual object in the virtual scene, the data segmentation module is used to segment the log data to obtain segmented log data corresponding to each interactive game. The segmented log data records interaction data of the target virtual object interacting with other virtual objects in the corresponding interactive game.

[0041] In the above scheme, the analysis module is further used to analyze the interaction data recorded in the segmented log data corresponding to each interactive game, and to obtain at least one interactive behavior executed by the target virtual object in the corresponding interactive game, and the object state of the other virtual objects after each interactive behavior is executed.

[0042] In the above scheme, the output module is further used to obtain at least one statistical parameter of the target virtual object in the virtual scene;

[0043] The statistical parameters include at least one of the following: the usage rate of the interactive behavior, the success rate of the interactive behavior, and the cumulative value of the interactive attribute of the interactive behavior.

[0044] Output the value of at least one statistical parameter.

[0045] This application provides an electronic device, including:

[0046] Memory, used to store executable instructions;

[0047] The processor, when executing executable instructions stored in the memory, implements the data processing method in the virtual scene provided in the embodiments of this application.

[0048] This application provides a computer-readable storage medium storing executable instructions for inducing a processor to execute and implement the data processing method in the virtual scene provided in this application.

[0049] This application provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the data processing method in a virtual scene provided in this application.

[0050] The embodiments of this application have the following beneficial effects:

[0051] By applying the embodiments of this application, by analyzing the log data of the target virtual object in the virtual scene, at least one interactive behavior performed by the target virtual object can be quickly obtained, as well as the object state of other virtual objects after each interactive behavior is performed, and the association relationship between each interactive behavior and the object state of other virtual objects can be established, and then the association relationship can be output. In this way, the analysis of the association relationship is highly efficient, and the interaction process between each virtual object in the virtual scene can be quickly traced back, thereby improving the human-computer interaction experience. Attached Figure Description

[0052] Figure 1 This is a schematic diagram of the architecture of the data processing system in the virtual scene provided in the embodiments of this application;

[0053] Figure 2 This is a schematic diagram of the structure of an electronic device for implementing a data method in a virtual scene, as provided in an embodiment of this application;

[0054] Figure 3 This is a flowchart illustrating the data processing method in a virtual scene provided in an embodiment of this application;

[0055] Figure 4 This is a schematic diagram illustrating the segmented log data acquisition method for interactive games provided in an embodiment of this application;

[0056] Figure 5 This is a schematic diagram of event data in a game scene provided in an embodiment of this application;

[0057] Figure 6 This is a schematic diagram of the association relationship visualization output method provided in the embodiments of this application;

[0058] Figure 7 This is a schematic diagram illustrating the interactive behavior and object state provided in the embodiments of this application;

[0059] Figure 8 This is a schematic diagram of the association relationship output method provided in the embodiments of this application;

[0060] Figure 9 This is a schematic diagram of a bar chart provided in an embodiment of this application;

[0061] Figure 10 This is a schematic diagram of the statistical results visualization output of the interactive behavior provided in the embodiments of this application;

[0062] Figure 11 This is a schematic diagram illustrating the determination of target association relationships provided in an embodiment of this application;

[0063] Figure 12 This is a visual illustration of the log data provided in an embodiment of this application;

[0064] Figure 13 This is a flowchart of a data processing method in a virtual scene provided in an embodiment of this application;

[0065] Figure 14 This is a schematic diagram of log data from a single interactive game provided in an embodiment of this application;

[0066] Figure 15 This is a visual analysis diagram of the continuous implementation of interactive behaviors provided in the embodiments of this application;

[0067] Figure 16 This is an example diagram of log data visualization for a single interactive game provided in this application embodiment;

[0068] Figure 17 This is a schematic diagram of notification information provided in an embodiment of this application. Detailed Implementation

[0069] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0070] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0071] If the application documents contain similar descriptions such as "first / second", the following explanation shall be added: In the following description, the terms "first / second / third" are used only to distinguish similar objects and do not represent a specific order of objects. It is understood that "first / second / third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0072] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0073] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0074] 1) Virtual scenes utilize the scene output by the device that is different from the real world. Visual perception of the virtual scene can be formed with the naked eye or with the assistance of the device. For example, two-dimensional images are output through a display screen, and three-dimensional images are output through stereoscopic display technologies such as stereoscopic projection, virtual reality and augmented reality. In addition, various possible hardware can be used to form various perceptions that simulate the real world, such as auditory perception, tactile perception, olfactory perception and motion perception.

[0075] 2) Client: An application that runs in a terminal and provides various services, such as a game client.

[0076] 3) Virtual objects are objects that interact in a virtual scene. They are controlled by the user or a robot program (e.g., an AI-based robot program) and can remain still, move, and perform various behaviors in the virtual scene, such as various characters in a game.

[0077] 4) Skills: In action games, skills are the commands and interaction instructions given by the player to the character. Skills consist of one or more action instructions.

[0078] 5) Action: A specific animation command or behavior command for a character's action performance in an action game; such as an animation sequence.

[0079] 6) Attack Box: For attack-type actions, there are one or more hit boxes during the action playback; a hit event is triggered when a hit box collides with another hit box.

[0080] 7) Status: The character's behavior and judgment indicators in the game. Status can be used to distinguish the character's actions and whether input is acceptable, etc.

[0081] Based on the above explanation of the nouns and terms used in the embodiments of this application, the data processing system in the virtual scene provided in the embodiments of this application is described below. See also Figure 1 , Figure 1This is a schematic diagram of the architecture of a data processing system in a virtual scene provided in an embodiment of this application. To support a data processing application in a virtual scene, in the data processing system 100, terminals (terminals 400-1 and 400-2 are shown as examples) connect to server 200 through network 300. Network 300 can be a wide area network (WAN), a local area network (LAN), or a combination of both. Server 200 can belong to a target server cluster, which includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster can be used to provide backend services for applications supporting a 3D virtual environment.

[0082] The terminal (such as terminal 400-1 and terminal 400-2) has a client 410 that supports virtual scenes installed and running. It is used to receive the trigger operation to enter the virtual scene based on the view interface and send a request to the server 200 to obtain the scene data of the virtual scene.

[0083] Server 200 is used to receive a request for scene data acquisition and, in response to the request, return the scene data of the virtual scene to the terminal.

[0084] Terminal 400 is also used to acquire log data of the target virtual object in the virtual scene. The log data is used to record the interaction data of the target virtual object interacting with other virtual objects in the virtual scene; to analyze the interaction data recorded in the log data to obtain at least one interactive behavior performed by the target virtual object in the virtual scene, and the object state of other virtual objects after each interactive behavior is performed; to establish the association relationship between each interactive behavior and the object state of other virtual objects, and to output the association relationship.

[0085] In practical applications, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminals (such as terminals 400-1 and 400-2) can be smartphones, tablets, laptops, desktop computers, smart speakers, smart TVs, smartwatches, etc., but are not limited to these. Terminals (such as terminals 400-1 and 400-2) and server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited herein.

[0086] In practical applications, the terminals (including terminals 400-1 and 400-2) have applications that support virtual scenes installed and running. These applications can be any of the following: first-person shooter (FPS) games, third-person shooter games, driving games with steering as the primary action, multiplayer online battle arena (MOBA) games, two-dimensional (2D) games, three-dimensional (3D) games, virtual reality applications, 3D mapping programs, or multiplayer survival games. The application can also be a standalone application, such as a standalone 3D game program.

[0087] Taking a video game scenario as an example, a user can perform operations on the terminal in advance. After detecting the user's operation, the terminal can download the video game's configuration file. This configuration file can include the video game's application, interface display data, or virtual scene data, so that when the user logs into the video game on the terminal, the configuration file can be invoked to render and display the video game interface. The user can also perform touch operations on the terminal. After detecting the touch operation, the terminal can determine the corresponding game data and render and display that game data. This game data can include virtual scene data and behavioral data of virtual objects within the virtual scene.

[0088] In practical applications, the terminals (including terminals 400-1 and 400-2) receive a trigger operation to enter the virtual scene based on the view interface and send a request to the server 200 to obtain the scene data of the virtual scene. Upon receiving the request, the server 200 responds by returning the scene data of the virtual scene to the terminal. The terminal, upon receiving the scene data, obtains the log data of the target virtual object in the virtual scene. This log data records the interaction data of the target virtual object with other virtual objects in the virtual scene. The terminal analyzes the interaction data recorded in the log data to obtain at least one interactive behavior performed by the target virtual object in the virtual scene, and the object state of other virtual objects after each interactive behavior. It establishes the association between each interactive behavior and the object state of other virtual objects and outputs the association. In this way, the interaction process between virtual objects in the virtual scene can be quickly and intuitively displayed.

[0089] The embodiments of this application can also be implemented with the help of cloud technology, which refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to realize the calculation, storage, processing, and sharing of data.

[0090] Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, allowing for on-demand use with flexibility and convenience. Cloud computing technology will become a crucial support. The backend services of cloud computing systems require substantial computing and storage resources.

[0091] See Figure 2 , Figure 2 This is a schematic diagram of the structure of an electronic device that implements a data method in a virtual scene according to an embodiment of this application. In practical applications, the electronic device 500 can be implemented as follows: Figure 1 The server or terminal in the application describes an electronic device that implements the data processing method in a virtual scene according to the embodiments of this application. Figure 2 The illustrated electronic device 500 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 540.

[0092] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0093] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0094] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.

[0095] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.

[0096] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0097] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0098] The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0099] Presentation module 553 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with user interface 530;

[0100] The input processing module 554 is used to detect and translate one or more user inputs or interactions from one or more input devices 532.

[0101] In some embodiments, the data processing device in the virtual scene provided in this application can be implemented in software. Figure 2This illustration shows a schematic diagram of the structure of an electronic device provided in an embodiment of this application as a server for providing data processing in a virtual scene. The data processing device 555 in the virtual scene, stored in memory 550, can be software in the form of programs and plugins, and includes the following software modules: an acquisition module 5551, an analysis module 5552, and an output module 5554. These modules are logically connected and can therefore be arbitrarily combined or further divided according to the functions they implement. The functions of each module will be described below.

[0102] In other embodiments, the data processing device in the virtual scene provided in this application embodiment can be implemented in hardware. As an example, the data processing device in the virtual scene provided in this application embodiment can be a processor in the form of a hardware decoding processor, which is programmed to execute the data processing method in the virtual scene provided in this application embodiment. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0103] Based on the above description of the data processing system and electronic device in the virtual scene provided in the embodiments of this application, the data processing method in the virtual scene provided in the embodiments of this application is described below. In some embodiments, the data processing method in the virtual scene provided in the embodiments of this application can be implemented by a server or a terminal alone, or by a server and a terminal working together. In some embodiments, the terminal or server can implement the data processing method in the virtual scene provided in the embodiments of this application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as a client that supports virtual scenes, such as a game APP; it can also be a mini-program, that is, a program that only needs to be downloaded to the browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plugin.

[0104] The following uses a terminal implementation as an example to illustrate the data processing method in a virtual scene provided in this application. See also: Figure 3 , Figure 3This is a flowchart illustrating the data processing method in a virtual scene provided in this application embodiment, which will be combined with... Figure 3 The steps shown are explained.

[0105] In step 101, the terminal obtains the log data of the target virtual object in the virtual scene.

[0106] In practice, log data is used to record interaction data of the target virtual object interacting with other virtual objects in the virtual scene.

[0107] For example, taking a virtual scene as a battle scene, the player character controlled by one player is the target virtual exclusive, while the player characters controlled by other players are other virtual objects. In the battle scene, log data can be used to record the interactive behaviors performed by the player character on other players, and the impact of performing these interactive behaviors on other players.

[0108] In practical applications, terminals can acquire log data in the following ways: for example, the terminal can present a human-computer interaction interface for inputting log data in a virtual scenario, allowing users to input locally cached log data through this interface. The terminal can also automatically read locally cached log data in response to triggered operations of log data analysis functions.

[0109] In step 102, the interaction data recorded in the log data is analyzed to obtain at least one interactive behavior performed by the target virtual object in the virtual scene, as well as the object state of the virtual object targeted by each interactive behavior.

[0110] In actual implementation, the interaction behavior in the log data refers to the interaction behavior in which the target virtual object successfully interacts with other virtual objects, corresponding to the hit event in the interaction data. In actual application, the target virtual object may release the skill multiple times, and may not affect other virtual objects (i.e., miss).

[0111] In actual implementation, the terminal extracts event data from the interaction data in the log data. The event data includes hit events and status events. Based on the above events, it is determined what kind of interaction behavior the target virtual object performed and the corresponding object status. The object status can be used to indicate the effect of the interaction behavior on other virtual objects.

[0112] For example, when the virtual scene is a virtual battle scene, the interaction behavior can be regarded as the player character (i.e. the target virtual object) releasing skills multiple times. At this time, the object state can be the skill releaser (attacker) in a skill-using stun state after releasing the skill, or the attacked party in a hit-stun state after receiving the skill released by the attacker.

[0113] In some embodiments, see Figure 4 , Figure 4 This is a schematic diagram illustrating a segmented log data acquisition method for interactive games provided in an embodiment of this application, combined with... Figure 4 The steps shown illustrate how, when log data records interaction data of a target virtual object interacting with other virtual objects in at least two interactive games, the terminal can obtain the interaction behavior in a single interactive game through the following methods.

[0114] Step 201: The terminal segments the log data to obtain segmented log data corresponding to each interactive game. The segmented log data records the interaction data of the target virtual object interacting with other virtual objects in the corresponding interactive game.

[0115] In practical implementation, the terminal can segment the log data corresponding to the virtual scenario that includes multiple interactive games to obtain the log data for each interactive game. That is, the log data is divided into segments based on the interactive game, resulting in segmented log data for multiple interactive games.

[0116] For example, see Figure 5 , Figure 5 This is a schematic diagram of event data in a game scene provided in an embodiment of this application. In the diagram, the keyword GamePlayStart represents the start of an interactive game, and the keyword GamePlayEnd represents the end of an interactive game. The terminal can divide the log data based on the keywords GamePlayStart and GamePlayEnd to obtain interactive segment logs corresponding to multiple interactive games.

[0117] Step 202: For the segmented log data corresponding to each interactive game, analyze the interactive data recorded in the segmented log data to obtain at least one interactive behavior executed by the target virtual object in the corresponding interactive game, as well as the object state of other virtual objects after each interactive behavior is executed.

[0118] Following the previous example, see [link / reference]. Figure 5 It parses the process events recorded in the segmented log data. The process events include basic information such as the event execution time (time), the number of execution frames (Frame), and the event type (Type).

[0119] In step 103, the association between each interactive behavior and the object state of the corresponding virtual object is established, and the association is output.

[0120] In practice, the terminal parses log data to obtain multiple interactive behaviors of the target virtual object, the object state of the target virtual object after each interactive behavior is executed, and the object state of other virtual objects when the interactive behavior is applied to them. Since the interactive behaviors and the object states of each virtual object after each interactive behavior are independent of each other, the terminal can establish a correlation between each interactive behavior and the object state of the corresponding virtual object for easier analysis, and output this correlation in a visual manner. For example, charts (bar charts, scatter plots, pie charts, etc.), comparison lists, and highlighting key effects can be used to clearly and intuitively display the correlation.

[0121] In some embodiments, see Figure 6 , Figure 6 This is a schematic diagram of the method for visualizing and outputting relationships provided in an embodiment of this application. Combined with... Figure 6 The steps shown illustrate how the relationships are visualized and output.

[0122] Step 1031: The terminal determines a first display graphic for identifying each interactive behavior and a second display graphic for identifying the state of each object.

[0123] In practical implementation, the terminal can display the parsed interactive behaviors using different display styles. For example, the terminal can read the configuration information between the pre-configured display graphics and interactive behaviors, and the corresponding interactive states for the virtual scene. The terminal can also randomly assign corresponding graphics and colors to each interactive behavior during the business code implementation process. Furthermore, the first display graphic corresponding to an interactive behavior can be categorized by the type of interactive behavior. That is, the interaction type corresponding to the interactive behavior is obtained, and a corresponding first display graphic is set for each interaction type. The same interaction type can include at least one interactive behavior; that is, when displaying graphics, at least one interactive behavior belonging to the same interaction type is displayed using the same (first) display graphic. Alternatively, the corresponding (first) display graphic can be set according to the number of interactive behaviors; that is, without considering the interaction type, one interactive behavior corresponds to one first display graphic.

[0124] For example, in a virtual scene P, there are 5 types of interactive behaviors. Interaction type 1 can be displayed using a red rectangle, interaction type 2 can be displayed using a blue pentagram, and so on.

[0125] In practical implementation, the terminal can also determine the display graphic used to display the object state based on the pre-configured relationship between the object state corresponding to the corresponding interactive behavior and the second display graphic. For example, taking a virtual scene as a battle scene corresponding to a combat game, the object state can be understood as the result of the interactive behavior affecting the player character and other player characters after the player character performs the interactive behavior. For instance, if the interactive behavior is player character A attacking player character B on the ground, player character A is in a brief attack stun state after attacking, and player character B is in a brief hit stun state after being attacked by player character B.

[0126] Step 1032: Based on the first display graphic and the second display graphic, perform graphic drawing to obtain the target display graphic used to indicate the relationship.

[0127] For example, see Figure 7 , Figure 7 This is a schematic diagram of interactive behavior and object state display provided in the embodiments of this application. The diagram takes a virtual scene as an example of a battle scene corresponding to a battle game (i.e., a virtual battle scene). The first display graphic shown in the diagram is a rectangle, which is used to display the hit event corresponding to each interactive behavior. The second display graphic shown in the diagram is a horizontal rectangle, which is used to display the state duration of each object state.

[0128] In some embodiments, see Figure 8 , Figure 8 This is a schematic diagram of the association relationship output method provided in the embodiments of this application, based on Figure 6 Step 1032 can be achieved through steps 301-303:

[0129] Step 301: When the number of interactive behaviors is at least two, the terminal determines the execution order of each interactive behavior.

[0130] In practical implementation, when there are multiple interactive behaviors, the terminal can determine the execution order of each interactive behavior, that is, the sequential relationship between the execution of each interactive behavior. In a virtual scene, this refers to multiple interactive behaviors executed between the target virtual object and other virtual objects in a specific order.

[0131] Step 302: Draw a first timeline and draw the first display graphic corresponding to each interactive behavior on the first timeline. The position of the first display graphic on the first timeline corresponds to the execution order of the corresponding interactive behavior.

[0132] In actual implementation, the terminal draws a first timeline and, based on the execution order of each interactive behavior, draws the first display graphic corresponding to each interactive behavior on the first timeline. That is, the position of the first display graphic corresponding to each interactive behavior on the first timeline corresponds to the execution order of the corresponding interactive behavior.

[0133] For example, suppose there are 5 interactive behaviors for a virtual scene P, and the corresponding execution order is A1, A2, A3, A4, A5. That is, the target virtual object can execute the above 5 interactive behaviors in the virtual scene in sequence. When drawing the above 5 interactive behaviors on the first timeline, they are also drawn in the above execution order. That is, the execution order of A1->A2->A3 can appear, but the execution mode that is inconsistent with the above execution order, such as A3->A2->A4, cannot appear.

[0134] In some embodiments, the first display graphic can be a bar graph. The terminal can also draw the first display graphic corresponding to each interactive behavior in the following way: when the interactive behavior has a damage attribute, the damage attribute value of each interactive behavior is obtained; accordingly, based on the damage attribute value of each interactive behavior, the terminal draws the bar graph corresponding to each interactive behavior on the first time axis, wherein the height of the bar graph is used to indicate the magnitude of the damage attribute value.

[0135] In practice, the first graphic displayed for the interactive behavior can be a bar chart. When the interactive behavior has a damage attribute against the virtual object, the height of the bar chart can be used to indicate the magnitude of the damage attribute value of the interactive behavior against the virtual object. The higher the height of the bar chart, the greater the damage attribute of the interactive behavior.

[0136] For example, see Figure 9 , Figure 9 This is a schematic diagram of a bar chart provided in the embodiments of this application. The horizontal axis shown by No. 1 in the figure is the first time axis. On this first time axis, the first display graphic corresponding to each interactive behavior can be drawn based on the execution order of the interactive behavior. The vertical axis shown by No. 2 is the (actual) damage attribute value of the interactive behavior (which can be represented by RealHurtValue).

[0137] In some embodiments, when there are at least two interactive behaviors, different display graphics are used to differentiate between different interactive behaviors while outputting the association relationship. These different interactive behaviors can be of different interaction types, such as attack-type interactive behaviors and defense-type interactive behaviors in a combat scenario. A corresponding display graphic is set for each interaction type. One interaction type can include multiple interactive behaviors; for example, attack-type interactive behaviors can include attacking on the ground and attacking in the air. Furthermore, different interactive behaviors can have different numbers of interactive behaviors; that is, one interactive behavior corresponds to one display graphic, regardless of the interaction type.

[0138] In some embodiments, the terminal may also draw the first display graphic corresponding to each interactive behavior in the following manner: the terminal obtains the execution time point of each interactive behavior; marks the execution time point of each interactive behavior on the first time axis, and draws the first display graphic of the corresponding interactive behavior at each execution time point.

[0139] In actual implementation, in addition to displaying the corresponding first display graphics on the first timeline based on the execution order of each interactive behavior, the terminal can also obtain the execution time point of each interactive behavior, mark the execution time point of each interactive behavior on the first timeline, and draw the corresponding first display graphics of the interactive behavior at each execution time point.

[0140] For example, see Figure 9 In the figure, number 3 indicates the execution time of interaction behavior S1, 2021-06-28 15:36:59. At this execution time, a display graph corresponding to interaction behavior S1 is drawn, namely the bar chart shown in the figure. In this way, the execution time of each interaction behavior and the execution order between them can be more clearly obtained.

[0141] In some embodiments, the terminal may also draw a line graph corresponding to the life value of other virtual objects in the following manner: when the number of other virtual objects is one, the terminal obtains the life value of other virtual objects at different time points within a target time period; wherein, the target time period is defined as the execution time of the first interaction behavior among at least two interaction behaviors as the start time and the execution time of the last interaction behavior as the end time; and a line graph corresponding to the life value of other virtual objects within the target time period is drawn on a first time axis.

[0142] In practical implementation, when a target virtual object performs an interactive behavior in a virtual scene, this behavior affects the lifespan of other virtual objects. The terminal can plot the lifespan of these other virtual objects at different points in time within a target time period using a line graph on a first timeline. Since at least two interactive behaviors have an execution order, the target time period can be understood as starting at the execution time of the first of the at least two interactive behaviors and ending at the execution time of the last of those behaviors. When there are multiple other virtual objects, there will be multiple line graphs. Different line graphs for different other virtual objects are displayed using a second display graph with different display styles; that is, different other virtual objects correspond to different line graph display styles.

[0143] For example, see Figure 9The figure shows a line graph of the life value of another virtual object within the target time period, numbered 4. When there are multiple other virtual objects, such as 3 other virtual objects, 3 line graphs with different display styles can be drawn in the figure to indicate the life value of each other virtual object.

[0144] Step 303: Draw a second timeline, and draw a second display graphic corresponding to each object state on the second timeline. The position of the second display graphic on the second timeline corresponds to the position of the corresponding first display graphic on the first timeline.

[0145] In actual implementation, the terminal displays the interactive behavior and the corresponding object state of each virtual object after the interactive behavior occurs separately, drawing a first timeline and drawing a first display graphic corresponding to each interactive behavior based on the execution order of the interactive behavior on the first timeline; drawing a second timeline and drawing a second display graphic corresponding to the object state of each interactive behavior based on the execution order of the interactive behavior on the second timeline. It should be noted that the position of the second display graphic on the second timeline corresponds to the position of the corresponding first display graphic on the first timeline.

[0146] For example, when using a virtual scene as the battle scene in a combat game, see [link to relevant documentation]. Figure 7 The diagram shows two display graphics: a first display graphic indicating each interactive behavior, consisting of vertical rectangles of different colors; and a second display graphic indicating each object state, consisting of horizontal rectangles of different colors. Number 1 represents the first timeline, and number 2 represents the second timeline. On the first timeline, the terminal draws vertical rectangles corresponding to each interactive behavior at its execution time point, according to the execution order of the interactive behaviors (the height of the vertical rectangle can be used to indicate the damage value of interactive behaviors with damage attributes (fighting behaviors)). Similarly, for interactive behavior S2 (shown as number 3) at the execution time point 2021-06-28 15:37:23 on the first timeline, the corresponding object state of the player character is displayed at the same time point on the second timeline using horizontal rectangles (the height of the horizontal rectangle can be used to indicate the duration of the current object state).

[0147] In some embodiments, the terminal may also output the number of each interactive behavior in the following manner: when the number of interactive behaviors is at least two, the terminal determines the type of each interactive behavior; counts the number of interactive behaviors of each type, and outputs the number of said interactive behaviors of each type.

[0148] In practice, the terminal can also count the number of interactive behaviors. After determining the interaction type corresponding to each behavior, it counts the number of interactive behaviors for each type and outputs the statistical results through the human-computer interaction interface. In this way, the frequency of use of each interactive behavior can be intuitively displayed through the statistical results, which can be used to analyze the usage tendencies of player characters (virtual objects) towards interactive behaviors.

[0149] For example, see Figure 10 , Figure 10 This is a schematic diagram of the statistical results visualization output of interactive behaviors provided in the embodiments of this application. The vertical axis shown in the figure is the interactive behavior identifier (SkillID) used to indicate each interactive behavior, and the horizontal axis shown as number 1 in the figure is used to indicate the number of times each interactive behavior is used in the target time period (UseCount). Taking the virtual scene as a fighting scene as an example, the interactive behavior identifiers shown on the vertical axis can be regarded as the skill identifiers corresponding to the skills used by the player character in the fighting scene.

[0150] In some embodiments, the terminal may also output the sum of the damage attribute values ​​of each interactive behavior in the following manner: when an interactive behavior has a damage attribute, the terminal obtains the damage attribute values ​​of each interactive behavior and calculates the sum of the damage attribute values ​​of each type of interactive behavior; and outputs the sum of the damage attribute values ​​of each type of interactive behavior.

[0151] In practical implementation, when interactive behaviors in a virtual scene have damage attributes, the terminal can sum the damage attribute values ​​of each interactive behavior and output the corresponding statistical results through a target display graphic. In practical applications, when summing the damage attribute values ​​of each interactive behavior, statistics can be performed based on a single interactive session, that is, using a single interactive session as the statistical unit to determine the cumulative damage attribute value of each interactive behavior on the virtual object within that single interactive session.

[0152] For example, see Figure 10 The statistical chart shown in number 2 is a visualization of the cumulative damage attribute values. The chart shows the cumulative damage attribute values ​​for each interaction behavior output by the terminal over the target time period. The vertical axis in the chart indicates the interaction behavior identifier (SkillID) used to indicate each interaction behavior, and the horizontal axis indicates the sum of the damage attribute values ​​for each interaction behavior over the target time period (the cumulative value of the damage attribute values).

[0153] In some embodiments, the terminal may also output the sum of damage attribute values ​​for each type of interactive behavior in the following manner: the terminal draws a horizontal axis to indicate the damage attribute values ​​and a vertical axis marked with the identifiers of each interactive operation; within the coordinate system formed by the horizontal and vertical axes, a target bar graph corresponding to each type of interactive behavior is drawn based on the sum of the damage attribute values ​​for each type of interactive behavior; wherein the height of the target bar graph corresponds to the sum of the damage attribute values ​​for each type of interactive behavior.

[0154] In actual implementation, the terminal can use a bar chart to plot the statistical results of the damage attribute values ​​of each interactive behavior in the target time period. The terminal plots a horizontal axis to indicate the damage attribute values ​​and a vertical axis marked with the identifiers of each interactive operation. Then, in the coordinate system formed by the horizontal and vertical axes, a bar chart is used to plot the sum of the damage attribute values ​​of each interactive behavior.

[0155] For example, see Figure 10 The statistical chart shown in number 2 is a visualization of the cumulative damage attribute values. The chart shows the cumulative damage attribute values ​​for each interactive behavior output by the terminal over the target time period. The vertical axis in the chart represents the interactive behavior identifier used to indicate each interactive behavior, and the horizontal axis represents the sum of the damage attribute values ​​(cumulative value of damage attribute values) for each interactive behavior over the target time period.

[0156] In some embodiments, the terminal may also count the number of times the target interactive behavior is used: when the interactive behavior has a damage attribute, the terminal obtains the damage attribute value of each interactive behavior; from at least two interactive behaviors, the terminal selects the interactive behavior whose damage attribute value reaches the damage attribute value threshold as the target interactive behavior; and determines the type of each target interactive behavior; counts the number of each type of target interactive behavior, and outputs the number of each type of target interactive behavior.

[0157] In practical implementation, multiple interactive behaviors can be filtered. When an interactive behavior has a harmful attribute, the terminal can filter the target interactive behavior based on the harmful attribute value, count the number of times the target interactive behavior is used, plot the statistical results, and output them through the human-computer interaction interface. For example, see... Figure 10Number 3 shows a statistical diagram of target interaction behavior. Taking a fighting scene in a fighting game as an example, the diagram shows interaction behaviors whose damage attribute value (knockback force) exceeds the damage attribute value threshold (knockback force threshold = 100) by 100 as target interaction behaviors (i.e., those with knockback force greater than 100). A horizontal axis is drawn to indicate the damage attribute value (knockback force), and a vertical axis is drawn to indicate the identifier of each interaction behavior. In the coordinate system formed by the horizontal and vertical axes, target bar graphs are drawn based on the knockback force of each type of interaction behavior. The height of the target bar graph corresponds to the knockback force of each type of interaction behavior.

[0158] In some embodiments, see Figure 11 , Figure 11 This is a schematic diagram illustrating the determination of target association relationships provided in the embodiments of this application, in conjunction with... Figure 11 The steps shown are explained.

[0159] Step 401: The terminal analyzes the interaction data recorded in the log data to obtain the interaction behaviors performed by other virtual objects on the target virtual object, as well as the object state of the target virtual object after the interaction behaviors of each other virtual object are executed.

[0160] In practice, the log data cached on the terminal to which the target virtual object belongs also records interaction data of other virtual objects' interactive behaviors affecting the target virtual object. That is, the terminal analyzes the interaction data in the log data to obtain the interactive behaviors received by the target virtual object from other virtual objects, and the object state of the target virtual object when the interactive behaviors affect the target virtual object.

[0161] Step 402: Establish the target association relationship between the interactive behaviors performed by other virtual objects and the object state of the target virtual object, and output the target association relationship.

[0162] In practical implementation, when the target virtual object performs an interactive behavior, other virtual objects will respond accordingly. That is, other virtual objects can perform another interactive behavior towards the target virtual object. In the actual virtual scenario, within the target time period, the target virtual object is not constantly in a state of actively performing interactive behavior. Instead, after the target virtual object performs an interactive behavior, other virtual objects that receive that interaction will respond with a corresponding interactive behavior. This entire back-and-forth interaction process, from the perspective of the target virtual object, can also establish a target association relationship between the interactive behaviors performed by other virtual objects and the object state of the target virtual object, and this target association relationship can be displayed visually.

[0163] For example, taking a virtual scene as a fighting game scenario, the terminal analyzes player A's log data and finds that player A's character uses skill A1 to hit player B's character at time t1. At this time, player A is in a skill-activated state of vulnerability, while player B is in a hit-stunned state in response to skill A1. Subsequently, player B releases skill B1 to counter skill A1. At this time, player B is in a skill-use vulnerability state of skill B1, and player A is in a hit-stunned state in response to skill B1. The terminal can then establish a correlation between player A using skill A1, skill A1 use vulnerability state, receiving skill B1, and hit-stunned state in response to skill B1; similarly, it can establish a correlation between player B receiving skill A1, hit-stunned state in response to skill A1, using skill B1, and skill B1 use vulnerability state in response to skill B1. These correlations are then output visually, such as using a bar chart.

[0164] In some embodiments, after the terminal outputs the association relationship, it can also output the value of a statistical parameter in the following manner: the terminal obtains at least one statistical parameter of the target virtual object in the virtual scene; wherein, the statistical parameter includes at least one of the following: the usage rate of the interactive behavior, the success rate of the interactive behavior, and the cumulative value of the interactive attribute of the interactive behavior; and outputs the value of at least one statistical parameter.

[0165] In actual implementation, after parsing the log data, the terminal can automatically output statistical values ​​for parameters such as the usage rate of interactive behaviors, the success rate of interactive behaviors, and the cumulative value of interactive attribute values ​​of interactive behaviors. Alternatively, it can respond to the selection operation of the function item for statistical parameters in the human-computer interaction interface and output the value of the target statistical parameter.

[0166] By applying the embodiments of this application, after loading log data of the target virtual object in the virtual scene, the log data is parsed to obtain the interactive behaviors performed by the target virtual object in the virtual scene and the object state information for each interactive behavior. Based on the execution order of each interactive behavior, a visual graphic (replay image) of the virtual scene is drawn. In this way, the impact of each interactive behavior in the virtual scene can be quickly understood and analyzed through visual graphics, so that users can obtain the whole picture of the interaction process in the virtual scene without having to watch a long replay video. The analytical data that can be obtained is more accurate and can identify information that is not visible to the naked eye. Statistical analysis of information such as the number of times each interactive behavior is used and the damage attribute value facilitates statistical analysis of the interactive behavior of the target interactive object.

[0167] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0168] Taking a 1v1 fighting game as an example, this paper illustrates how a player-controlled character (the target virtual object mentioned above) engages in multiple battles with other player characters (other virtual objects mentioned above), generating corresponding log data. Related technologies utilize video replay to understand and analyze the entire battle and multiple battles. However, confirming the battle process through video often suffers from the following problems: time-consuming, inaccurate information, lack of parameterization and state representation of information during the process, and insufficient precision, failing to achieve event-by-event or frame-by-frame accuracy. Therefore, this application provides a data processing method suitable for virtual battle scenarios. This method visualizes the process of players battling each other in a virtual battle scenario based on (battle) log data. By acquiring data corresponding to the interactive behaviors of each player character during the battle, a replay graph of the virtual battle scenario is drawn in chronological order, allowing for the understanding and analysis of the impact of the entire battle and multiple battles simply by viewing the graph.

[0169] First, the data processing method in the virtual scene provided in the embodiments of this application will be explained from the product side.

[0170] In actual implementation, the client to which the player character belongs loads the log data for the player character in the virtual battle scene, parses the log data to obtain the player character's combat behavior data in the virtual battle scene (i.e., the aforementioned interaction behavior), and draws the events recorded in the combat behavior data, such as hit events, skill events, and state transitions (i.e., the aforementioned object state transitions), based on the execution order of each event and the keyframes corresponding to each event; thus, it enables a quick understanding of the combat process and behavioral changes of both sides participating in a virtual battle scene by viewing the images.

[0171] For example, see Figure 12 The diagram illustrates the combat process of player character 12 in a virtual battle scene based on the execution order of various events, along with corresponding state changes. The diagram provides a complete overview of the entire combat process for player character 12 in the virtual battle scene, visually displaying the list of skills used by player character 12 during combat, the order in which skills are used, and the state changes for each skill.

[0172] In actual implementation, the terminal can visualize hit events during the battle in the form of bar charts. Hit events of different skill actions can be drawn with different colors based on the different skill identifiers to which they belong. The height of the rectangles in the bar chart can be used to represent the magnitude of the damage attribute value caused by this hit event (RealHurtValue in the figure); the opponent's health information (health value, i.e., CurrentEnemyPercent in the figure) can also be represented by line charts.

[0173] In practice, the terminal can also display a state diagram of the object state corresponding to each player character in a visual way, see [link to relevant documentation]. Figure 12 Figure 2 illustrates the player character's state transition process. It's important to note that a player character's state (i.e., the object state mentioned earlier) can only be in one state at any given moment; it's impossible for it to be in two states simultaneously. In other words, a player character's state is unique relative to time. By observing the player character's state transitions, we can identify the characteristics of that player character at that specific point in time, such as the type of command being executed, whether they are in the air (InAirHurt), and whether they are accepting input. When the hit event of player character A occurs in conjunction with the state time of player character B, we can determine the impact of various skills, the number of frames of stun, and the final reason for defeat.

[0174] In practice, the hit (status) of player character A (B) and the hit (status) of player character B (A) are compared to provide users with a complete picture of the battle without having to watch lengthy battle replays. Furthermore, this method allows for more accurate analysis data and the identification of information invisible to the naked eye. For example, see... Figure 12 , Figure 12 This is a visualization diagram of log data provided in the embodiments of this application. In the diagram, the human-computer interaction interface displayed by the player corresponding to player character 12 after importing the corresponding log file into their own game client is shown. Player character 11 is the character who fights with player character 12 in a virtual battle scene.

[0175] Next, the data processing method in the virtual scene provided in this application embodiment will be described from a technical perspective. This method is mainly a data visualization processing method for the combat process, which mainly includes three parts: 1) Obtaining various types of event change information in the virtual combat scene, including collision events and state machine transformations, etc.; it can be customized based on different games being connected; 2) Calculating and interpreting the relevant time information to obtain effective information related to the player character; 3) Visualizing and statistically displaying the effective information in chronological order.

[0176] In virtual action games, the events and states of player characters A and B are interconnected. For example, the event of A using a skill is related to A's skill stun state; A's hit event is related to B's hit stun state. The goal of the graphical representation is to connect and display the seemingly independent events of both sides according to the game design logic, and to quickly identify the points where problems exist.

[0177] For different events and states, the transition process of the character state machine will be consistent for both player characters A and B at the trigger frame; in addition, the state time and duration of player character A (which can refer to the attacker) and player character B (which can refer to the defender) are areas that are difficult to accurately describe using previous evaluation and testing methods.

[0178] Next, we will provide examples. Scenario 1: Analyzing the quality of a player character's combo: A combo is characterized by multiple attack events by player character A, while player character B is unable to break free and remains in a hit-stunned state. Therefore, if there is an intermediate state change, it indicates an incorrect combo or a broken combo. Scenario 2: Automatically obtaining the maximum combo path in a single battle. Similar to the analysis principle in Scenario 1, the maximum controlled frame duration can be obtained from the single-battle information, and the corresponding skill usage path can be obtained through associated attack hit events. Scenario 3: Analyzing the player character's skill usage and skill efficiency. By obtaining statistical analysis of the attributes related to each skill, we can quickly obtain the usage rate, hit rate, and cumulative damage of each skill. In this type of gameplay (different from traditional fighting games), the effect of each hit will have different numerical effects based on the opponent's health status. In addition, for fighting games, simple numerical comparison is not very meaningful; it is more important to analyze the numerical efficiency during the battle.

[0179] In actual implementation, see Figure 13 , Figure 13 This is a flowchart of a data processing method in a virtual scene provided in an embodiment of this application, combined with... Figure 13 The steps shown illustrate data processing methods in a virtual scene.

[0180] Step 1, Data Acquisition. In actual implementation, the client code is used to locate the log output of various key events related to actions, such as hits, state transitions, and action jumps. The output of these logs can be controlled via log switches. Real-player game logs are automatically collected and used as the analysis object. Log output is added by hooking key functions and some key functions within the game, such as hit events and state machine jumps. For events with event dispatch notifications, the event dispatch information is obtained. For some internally related events, additional encapsulation and log output are added to the corresponding functions. This method is used to obtain the aforementioned single-game process logs.

[0181] For example, see Figure 14 , Figure 14 This is a schematic diagram of log data from an interactive game provided in an embodiment of this application. The data structure obtained in the diagram is shown in the figure, and the data in the red box are the key data of the corresponding types.

[0182] In practice, the data structure corresponding to the skills released by player characters can be created in the following ways:

[0183]

[0184]

[0185] The data structure corresponding to a character's state can be constructed in the following way:

[0186]

[0187]

[0188] Step 2, Data Segmentation. In actual implementation, single-game segmentation is performed based on the single-game keywords (GamePlayStart, GamePlayEnd) in the logs, and data is categorized based on version; a large number of logs are segmented into data units based on single games. Single-game segmentation is performed based on the process logs in the data logs, and different types of logs are classified. Logs of the same type in the same single game (e.g., hit events, status events, etc.) are stored in the corresponding designated datasets for analysis.

[0189] Step 3, Visual Analysis. In actual implementation, the single-game process log is plotted and analyzed using web-based graphical representation; rapid analysis and reference can be performed on role parameters, status, and behavioral tendencies.

[0190] For example, see Figure 15 , Figure 15 This is a visualization analysis diagram of the continuous implementation of interactive behavior provided in the embodiment of this application. As shown in the figure, in the state of the hit party corresponding to a 3-hit combo on the ground (hit event shown as number 1 in the figure), there are 2 frames of control release, that is, there is a problem with the combo and the stun time here; while when the same skill is released in the air, the corresponding control time is normal; this tool can accurately and quickly find this kind of problem; therefore, in each single game, the process is identified and split in the log data through the process direction, the process information in each single game is obtained, different dimensions are drawn, and the triggering and ending of each event are marked according to a unified timeline.

[0191] For example, see Figure 16 , Figure 16This is an example of a graphical representation of log data from an interactive game provided in this application embodiment. For the main graph, key parameters used to understand the sequence and correlation of events are primarily identified by frame number or time. Therefore, the main graph (left side) uses bar and line charts to represent the corresponding player's hit events and current health. A custom graph is used to draw state transition diagrams. Regarding the design of the state transition diagram, each state is categorized and its corresponding trajectory is drawn. Horizontal bars are drawn with the start time as the starting point pos.x and the end time as the ending point pos.y to represent the duration of the corresponding state. For the upper and lower graphs in the main graph, key information such as skill ID and duration is obtained through logical relationships. For the auxiliary graph (statistical graph), bar charts are used to represent the frequency comparison of the analysis data for the corresponding single game.

[0192] Step 4, Data Statistics. In practice, the battle data collected for each version is statistically analyzed and stored in a database based on key data by version, character, and skill. This facilitates statistical analysis, such as changes in skill usage trends and player usage trends between versions.

[0193] In practice, automatic checks and alerts can be issued for certain key data, such as the percentage of certain skills. (See [link to relevant documentation]). Figure 17 , Figure 17 This is a schematic diagram of notification information provided in the embodiment of this application. The player character with character ID=18 shown in the figure has relevant information on events such as hit events, skill events, and state changes during the first round (Round 1) of the battle in the virtual battle scene. For example, the killing skill used is 1800120, and the damage attribute value is 4.63.

[0194] By applying the embodiments of this application, after loading log data from a virtual battle scene, events such as hit events, skill events, and state changes between player characters are drawn based on timing and keyframes. In this way, by viewing the graphs, the combat process and behavioral changes of both sides in a battle can be quickly understood, enabling the evaluation of the value of action skills; the combat process of A / B in a specific game can be quickly understood; the skill tendencies of players can be analyzed; the correctness of action jumps can be confirmed; and dynamic data evaluation of the balance of character strength can be achieved.

[0195] It is understood that in the embodiments of this application, data such as user information are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0196] The following description continues to illustrate the exemplary structure of the data processing device 555 in the laser virtual scene provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules in the data processing device 555 stored in the virtual scene in the memory 550 may include:

[0197] The acquisition module 5551 is used to acquire log data of the target virtual object in the virtual scene. The log data is used to record the interaction data of the target virtual object interacting with other virtual objects in the virtual scene.

[0198] Analysis module 5552 is used to analyze the interaction data recorded in the log data to obtain at least one interactive behavior performed by the target virtual object in the virtual scene, and the object state of the other virtual objects after each interactive behavior is performed;

[0199] The output module 5553 is used to establish the association between each of the interactive behaviors and the object state of the other virtual objects, and to output the association.

[0200] In some embodiments, the output module is further configured to determine a first display graphic for identifying each of the interactive behaviors and a second display graphic for identifying each of the object states; and to perform graphic drawing based on the first display graphic and the second display graphic to obtain a target display graphic for indicating the association relationship.

[0201] In some embodiments, the output module is further configured to: determine the execution order of each interactive behavior when the number of interactive behaviors is at least two; draw a first timeline and draw a first display graphic corresponding to each interactive behavior on the first timeline, wherein the position of the first display graphic on the first timeline corresponds to the execution order of the corresponding interactive behavior; draw a second timeline and draw a second display graphic corresponding to each object state on the second timeline; wherein the position of the second display graphic on the second timeline corresponds to the position of the corresponding first display graphic on the first timeline.

[0202] In some embodiments, the first displayed graphic is a bar graph, and the output module is further configured to obtain the damage attribute value of each interaction when the interaction has a damage attribute; and draw a bar graph corresponding to each interaction on the first time axis based on the damage attribute value of each interaction, wherein the height of the bar graph is used to indicate the magnitude of the damage attribute value.

[0203] In some embodiments, the output module is further configured to obtain the execution time point of each of the interactive behaviors; mark the execution time point of each of the interactive behaviors on the first time axis; and draw a first display graphic of the corresponding interactive behavior at each of the execution time points.

[0204] In some embodiments, the output module is further configured to obtain the life value of the other virtual objects at different time points within a target time period; wherein, the target time period is defined as the execution time of the first of the at least two interactive behaviors as the start time and the execution time of the last of the interactive behaviors as the end time; and a line graph corresponding to the life value of the other virtual objects within the target time period is plotted on the first time axis.

[0205] In some embodiments, the output module is further configured to determine the type of each interaction behavior when the number of interaction behaviors is at least two; count the number of interaction behaviors of each type; and output the number of interaction behaviors of each type.

[0206] In some embodiments, the output module is further configured to, when the interaction behavior has a damage attribute, obtain the damage attribute value of each interaction behavior, and calculate the sum of the damage attribute values ​​of each type of interaction behavior; and output the sum of the damage attribute values ​​of each type of interaction behavior.

[0207] In some embodiments, the output module is further configured to draw a horizontal axis indicating damage attribute values ​​and a vertical axis marked with identifiers of each of the interactive operations; within the coordinate system formed by the horizontal axis and the vertical axis, a target bar graph corresponding to each of the interactive behaviors of each type is drawn based on the sum of the damage attribute values ​​of the interactive behaviors of each type; wherein the height of the target bar graph corresponds to the sum of the damage attribute values ​​of the interactive behaviors of each type.

[0208] In some embodiments, the output module is further configured to: obtain the damage attribute value of each interaction when the interaction has a damage attribute; and select, from the at least two interaction behaviors, the interaction behavior whose damage attribute value reaches a damage attribute value threshold as the target interaction behavior; accordingly,

[0209] In some embodiments, the output module is further configured to determine the type of each of the target interactive behaviors and output the number of each type of target interactive behavior.

[0210] In some embodiments, the output module is further configured to analyze the interaction data recorded in the log data to obtain the interaction behaviors performed by the other virtual objects on the target virtual object, and the object state of the target virtual object after the interaction behaviors of each of the other virtual objects are performed; establish a target association relationship between the interaction behaviors performed by each of the other virtual objects and the object state of the target virtual object, and output the target association relationship.

[0211] In some embodiments, when the log data records interaction data of the target virtual object interacting with other virtual objects in at least two interactive games, the data processing device in the virtual scene further includes a data segmentation module. After obtaining the log data of the target virtual object in the virtual scene, the data segmentation module is used to segment the log data to obtain segmented log data corresponding to each interactive game. The segmented log data records interaction data of the target virtual object interacting with other virtual objects in the corresponding interactive game.

[0212] In some embodiments, the analysis module is further configured to analyze the interaction data recorded in the segmented log data corresponding to each interactive game, and obtain at least one interactive behavior performed by the target virtual object in the corresponding interactive game, and the object state of the other virtual objects after each interactive behavior is performed.

[0213] In some embodiments, the output module is further configured to obtain at least one statistical parameter of the target virtual object in the virtual scene; wherein the statistical parameter includes at least one of the following: the usage rate of the interactive behavior, the interaction success rate of the interactive behavior, and the cumulative value of the interactive attribute of the interactive behavior; and output the value of the at least one statistical parameter.

[0214] This application provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the data processing method in the virtual scene described in this application embodiment.

[0215] This application provides a computer-readable storage medium storing executable instructions. When these executable instructions are executed by a processor, they cause the processor to execute a data processing method in a virtual scene provided in this application. For example... Figure 3 The data processing method shown in the virtual scene.

[0216] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EP ROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0217] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0218] As an example, executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborating files (e.g., files that store one or more modules, subroutines, or code sections).

[0219] As an example, executable instructions can be deployed to execute on a single computing device, or on multiple computing devices located in one location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.

[0220] In summary, this application embodiment loads log data of a target virtual object in a virtual scene, parses the log data to obtain the interactive behaviors performed by the target virtual object in the virtual scene and the object state information for each interactive behavior, and draws a visual graph (replay image) of the virtual scene based on the execution order of each interactive behavior. This allows for a quick understanding and analysis of the impact of each interactive behavior in the virtual scene through visualization, enabling users to obtain a complete picture of the interaction process in the virtual scene without having to watch a lengthy replay video. The analysis data obtained is more accurate and identifies information invisible to the naked eye. Statistical analysis of information such as the usage frequency and damage attribute values ​​of each interactive behavior facilitates statistical analysis of the interactive behavior of the target interactive object.

[0221] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A data processing method in a virtual scene, characterized in that, The method includes: Obtain log data of the target virtual object in the virtual scene, wherein the log data is used to record the interaction data of the target virtual object interacting with other virtual objects in the virtual scene; The interaction data recorded in the log data is analyzed to obtain at least one interactive behavior performed by the target virtual object in the virtual scene, and the object state of the other virtual objects after each interactive behavior is performed; Establish the association between each of the interactive behaviors and the object states of the other virtual objects, and determine a first display graphic for identifying each of the interactive behaviors and a second display graphic for identifying each of the object states; Draw a first timeline, and draw each of the first display graphics on the first timeline. The position of the first display graphics on the first timeline corresponds to the execution order of the corresponding interactive behavior. Draw a second time axis, and draw each of the second display graphics on the second time axis. The second display graphics are used to represent the duration of the corresponding state. The position of the second displayed graphic on the second time axis corresponds to the position of the corresponding first displayed graphic on the first time axis.

2. The method as described in claim 1, characterized in that, The first displayed graphic is a bar chart, and the method further includes: When the interactive behavior has a damage attribute, obtain the damage attribute value of each interactive behavior; The step of drawing each of the first display graphics on the first time axis includes: Based on the damage attribute value of each interaction behavior, a bar graph corresponding to each interaction behavior is drawn on the first time axis, and the height of the bar graph is used to indicate the magnitude of the damage attribute value.

3. The method as described in claim 1, characterized in that, The step of drawing each of the first display graphics on the first time axis includes: Obtain the execution time point of each of the aforementioned interactive behaviors; On the first timeline, the execution time points of each of the interactive behaviors are marked, and at each of the execution time points, a first display graphic of the corresponding interactive behavior is drawn.

4. The method as described in claim 1, characterized in that, The number of interactive behaviors is at least two, and the method further includes: Obtain the life values ​​of the other virtual objects at different points in time within the target time period; The target time period is defined as starting at the execution time of the first of the at least two interactive behaviors and ending at the execution time of the last of the interactive behaviors. On the first time axis, draw a line graph corresponding to the life value of the other virtual objects within the target time period.

5. The method as described in claim 1, characterized in that, The method further includes: When the number of the interactive behaviors is at least two, the type of each interactive behavior is determined; Count the number of interactive behaviors for each type and output the number of interactive behaviors for each type.

6. The method as described in claim 5, characterized in that, The method further includes: When the interactive behavior has a damage attribute, obtain the damage attribute value of each interactive behavior, and sum the damage attribute values ​​of each type of interactive behavior; Output the sum of the damage attribute values ​​for each of the described types of interaction behaviors.

7. The method as described in claim 6, characterized in that, The sum of the damage attribute values ​​for each of the aforementioned types of interactive behaviors is output, including: Draw a horizontal axis to indicate damage attribute values ​​and a vertical axis marked with identifiers for each of the aforementioned interactive behaviors; Within the coordinate system formed by the horizontal axis and the vertical axis, a target bar graph corresponding to each type of interactive behavior is drawn based on the sum of the damage attribute values ​​of each type of interactive behavior. The height of the target bar graph corresponds to the sum of the damage attribute values ​​of each of the aforementioned types of interactive behaviors.

8. The method as described in claim 5, characterized in that, The method further includes: When the interactive behavior has a damage attribute, obtain the damage attribute value of each interactive behavior; From at least two interactive behaviors, select the interactive behavior whose damage attribute value reaches the damage attribute value threshold as the target interactive behavior; Determining the type of each of the aforementioned interactive behaviors includes: Determine the type of each of the target interaction behaviors; The number of the interactive behaviors of each type output includes: Output the number of target interactive behaviors for each of the described types.

9. The method as described in claim 1, characterized in that, The method further includes: The interaction data recorded in the log data is analyzed to obtain the interaction behaviors performed by the other virtual objects on the target virtual object, and the object state of the target virtual object after the interaction behaviors of each of the other virtual objects are performed; Establish a target association relationship between the interactive behaviors performed by each of the other virtual objects and the object state of the target virtual object, and output the target association relationship.

10. The method as described in claim 1, characterized in that, After drawing each of the second display graphics, the method further includes: Obtain at least one statistical parameter of the target virtual object in the virtual scene; The statistical parameters include at least one of the following: the usage rate of the interactive behavior, the success rate of the interactive behavior, and the cumulative value of the interactive attribute of the interactive behavior. Output the value of at least one statistical parameter.

11. A data processing device for a virtual scene, characterized in that, The device includes: The acquisition module is used to acquire log data of the target virtual object in the virtual scene. The log data is used to record the interaction data of the target virtual object interacting with other virtual objects in the virtual scene. The analysis module is used to analyze the interaction data recorded in the log data to obtain at least one interactive behavior performed by the target virtual object in the virtual scene, and the object state of the other virtual objects after each interactive behavior is performed. The output module is used to establish the association between each of the interactive behaviors and the object states of the other virtual objects, and to determine a first display graphic for identifying each of the interactive behaviors and a second display graphic for identifying each of the object states; to draw a first timeline, and to draw each of the first display graphics on the first timeline, wherein the position of the first display graphic on the first timeline corresponds to the execution order of the corresponding interactive behavior; to draw a second timeline, and to draw each of the second display graphics on the second timeline, wherein the second display graphic is used to represent the duration of the corresponding state; wherein the position of the second display graphic on the second timeline corresponds to the position of the corresponding first display graphic on the first timeline.

12. An electronic device, characterized in that, The electronic device includes: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the data processing method in the virtual scene as described in any one of claims 1 to 10.

13. A computer-readable storage medium storing executable instructions, characterized in that, When the executable instructions are executed by the processor, they implement the data processing method in the virtual scene as described in any one of claims 1 to 10.

Citation Information

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