Attribute information determination method and apparatus, device, and storage medium
Patent Information
- Application Number
- CN202210472993.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-04-29
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2042-04-29
AI Technical Summary
[0004]然而,在上述相关技术中,随着玩家虚拟对象的对战能力的增加,需要不断对怪物虚拟对象配置新的属性信息,导致怪物虚拟对象的配置工作量和维护工作量大
[0018] The attribute information of the monster virtual object is automatically determined by the attribute information corresponding to the target player virtual object. There is no need to manually configure the attribute information of the monster virtual object, which reduces the workload of configuring the monster virtual object. Moreover, when the attribute information corresponding to the target player virtual object changes over time, the attribute information of the monster virtual object also changes, which reduces the subsequent maintenance workload of the monster virtual object.
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Figure CN116999851B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer and Internet technology, and in particular to a method, apparatus, device and storage medium for determining attribute information. Background Technology
[0002] Currently, the game provides users with various virtual monster objects. Users will receive virtual resource rewards after controlling their virtual player object to defeat the virtual monster objects.
[0003] In this technology, game designers configure attribute information for virtual monster objects. During battles, virtual monster objects with corresponding combat power are generated based on this attribute information, allowing player virtual objects to engage in combat against these monster virtual objects. Subsequently, as the combat capabilities of player virtual objects increase, new attribute information is configured for the virtual monster objects to ensure the excitement of the matches.
[0004] However, in the aforementioned technologies, as the combat capabilities of the player's virtual object increase, it is necessary to continuously configure new attribute information for the monster virtual object, resulting in a large workload for configuring and maintaining the monster virtual object. Summary of the Invention
[0005] This application provides a method, apparatus, device, and storage medium for determining attribute information, which can reduce the configuration workload for virtual monster objects and the subsequent maintenance workload for virtual monster objects. The technical solution is as follows.
[0006] According to one aspect of the embodiments of this application, a method for determining attribute information is provided, the method comprising the following steps:
[0007] Select k target player virtual objects from the full set of player virtual objects in the target application, where k is a positive integer;
[0008] Obtain the attribute information corresponding to the k target player virtual objects respectively. The attribute information of each target player virtual object includes the attribute values corresponding to n attribute variables, where n is a positive integer.
[0009] Based on the attribute information corresponding to the k target player virtual objects, the attribute information of the monster virtual object in the target application is determined. The attribute information of the monster virtual object includes the attribute values corresponding to m attribute variables, where m is a positive integer.
[0010] According to one aspect of the embodiments of this application, an attribute information determination apparatus is provided, the apparatus comprising the following modules:
[0011] The object selection module is used to select k target player virtual objects from the full set of player virtual objects in the target application, where k is a positive integer;
[0012] The information acquisition module is used to acquire the attribute information corresponding to the k target player virtual objects respectively. The attribute information of each target player virtual object includes the attribute values corresponding to n attribute variables, where n is a positive integer.
[0013] The information determination module is used to determine the attribute information of the monster virtual object in the target application based on the attribute information corresponding to the k target player virtual objects respectively. The attribute information of the monster virtual object includes the attribute values corresponding to m attribute variables, where m is a positive integer.
[0014] According to one aspect of the embodiments of this application, the present application provides a computer device, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described attribute information determination method.
[0015] According to one aspect of the embodiments of this application, the embodiments of this application provide a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the above-described attribute information determination method.
[0016] According to one aspect of the embodiments of this application, a computer program product or computer program is provided, the computer program product or computer program including computer instructions stored in a computer-readable storage medium, a processor of a computer device reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions, causing the computer device to perform the above-described attribute information determination method.
[0017] The technical solution provided in this application can bring the following beneficial effects:
[0018] The attribute information of the monster virtual object is automatically determined by the attribute information corresponding to the target player virtual object. There is no need to manually configure the attribute information of the monster virtual object, which reduces the workload of configuring the monster virtual object. Moreover, when the attribute information corresponding to the target player virtual object changes over time, the attribute information of the monster virtual object also changes, which reduces the subsequent maintenance workload of the monster virtual object.
[0019] During the process of change, the difference between the attribute information of the target player virtual object and the attribute information of the monster virtual object remains relatively stable. After the combat ability of the target player virtual object becomes stronger, the combat ability of the monster virtual object can also become stronger, so that the excitement of combat against the monster virtual object will not decrease over time. In this way, after the combat ability of the target player virtual object becomes stronger, the staff does not need to design new monster virtual objects to ensure the attractiveness of the target application to users and reduce the development cost of the target application. Attached Figure Description
[0020] Figure 1 This is a schematic diagram of an attribute information determination system provided in one embodiment of this application;
[0021] Figure 2 An exemplary schematic diagram of an attribute information determination system is shown;
[0022] Figure 3 This is a flowchart of an attribute information determination method provided in one embodiment of this application;
[0023] Figure 4 An exemplary schematic diagram of a user interface is shown;
[0024] Figure 5 This is a flowchart of an attribute information determination method provided in another embodiment of this application;
[0025] Figure 6 This is a block diagram of an attribute information determination device provided in one embodiment of this application;
[0026] Figure 7 This is a block diagram of an attribute information determination device provided in another embodiment of this application;
[0027] Figure 8 This is a structural block diagram of a computer device provided in one embodiment of this application. Detailed Implementation
[0028] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0029] Please refer to Figure 1 The diagram illustrates an attribute information determination system according to an embodiment of this application. The attribute information determination system may include a terminal device 10 and a server 20.
[0030] Terminal device 10 can be an electronic device such as a mobile phone, tablet computer, game console, e-book reader, multimedia playback device, wearable device, or PC (Personal Computer), and this application embodiment does not limit this. Optionally, terminal device 10 includes an application client. This application can be an application that requires downloading and installation, or it can be an application that can be used instantly; this application embodiment does not limit this. For example, the camera in the application is a top-down view, such as MMORPG (Multiplayer Online Role-Playing Game), MOBA (Multiplayer Online Battle Arena) games, strategy board games, TPS (Third-Person Shooter) games, FPS (First-Person Shooter) games, multiplayer shooting survival games, virtual reality (VR) shooting applications, augmented reality (AR) applications, 3D map applications, social applications, interactive entertainment applications, etc. Furthermore, different applications may provide virtual objects with different forms and corresponding functions, which can be pre-configured according to actual needs. This application embodiment does not limit this. Of course, in exemplary embodiments, the same application may also provide users with multiple virtual objects with different functions, and this application embodiment does not limit this.
[0031] Optionally, the aforementioned virtual object can be a virtual object controlled by the user (also known as a player) in the application, referred to as a player virtual object; or, the aforementioned virtual object can also be a virtual object automatically controlled by the application, referred to as a monster virtual object. Optionally, the virtual object can be in the form of a character, an animal, a cartoon character, or other forms, and this application embodiment does not limit this. The virtual object can be displayed in three-dimensional form or in two-dimensional form, and this application embodiment does not limit this.
[0032] Server 20 provides background services to terminal device 10. Server 20 can be a single server, a server cluster consisting of multiple servers, or a cloud computing service center. Optionally, server 20 can be a background server for the client of the aforementioned application. In an exemplary embodiment, server 20 provides background services to multiple terminal devices 10.
[0033] The terminal device 10 and the server 20 transmit data via a network.
[0034] Optionally, in this embodiment, the server 20 generates the attribute information of the monster virtual object based on the attribute information corresponding to the player virtual object provided by the terminal device 10. For example, as shown... Figure 3 As shown, server 20 collects attribute information corresponding to player virtual objects through terminal device 10 and stores it in the player attribute configuration table. Then, if the time interval between the most recent update of a monster virtual object and the current time meets the monster virtual object's adjustment cycle, based on the player virtual object's combat power ranking, k target player virtual objects are selected from all player virtual objects. The attribute information corresponding to each of the k target player virtual objects is obtained from the player attribute configuration table, and then the attribute information of the monster virtual object is determined based on the attribute information of each of the k target player virtual objects. Afterwards, when terminal device 10 detects a combat operation targeting a player virtual object, it generates a monster virtual object based on the monster virtual object's attribute information in server 20.
[0035] One point that needs to be clarified is that the above Figure 2 The descriptions provided are merely exemplary and explanatory. In exemplary embodiments, the functions of terminal device 10 and server 20 can be flexibly configured and adjusted, and the embodiments of this application do not limit this.
[0036] Please refer to Figure 3 The diagram illustrates a flowchart of an attribute information determination method provided in one embodiment of this application. This method can be applied to... Figure 1 The attribute information shown identifies the system's server 20, such as the execution entity of each step, which can be server 20 (a server can also be called a computer device). This method may include at least one of the following steps (301-303):
[0037] Step 301: Select k target player virtual objects from the full set of player virtual objects in the target application.
[0038] The target application refers to any of the applications mentioned above. Optionally, the target application allows multiple users to interact online simultaneously. For example, the target application is an MMORPG. A player virtual object refers to a virtual object controlled by a player in the target application. Optionally, a player can control one or more player virtual objects; this embodiment of the application does not limit this. It should be noted that in the target application, one user account can correspond to one or more player virtual objects, but one player virtual object corresponds to only one user account.
[0039] In this embodiment, the server selects k target player virtual objects from all player virtual objects in the target application, and then determines the attribute information of the monster virtual object based on the attribute information corresponding to each of the k target player virtual objects. Here, k is a positive integer. For example, k can be 100, 500, 1000, etc., and the value of k can be flexibly set and adjusted according to the actual situation; this embodiment does not limit this. Optionally, the aforementioned "all player virtual objects" refers to all player virtual objects in the target application. Of course, in the exemplary embodiment, the "all player virtual objects" can be flexibly set and adjusted according to the actual situation. For example, "all player virtual objects" refers to player virtual objects that have logged in recently (e.g., in the last three days, last week, last month, etc.); or, "all player virtual objects" refers to player virtual objects whose level has reached a certain value; or, "all player virtual objects" refers to player virtual objects that frequently participate in the activities of the target application; etc., this embodiment does not limit this.
[0040] In one possible implementation, the value of k is less than the total number of player virtual objects. In another possible implementation, to improve the accuracy of the attribute information of monster virtual objects and to select as many target player virtual objects as possible, the value of k is equal to the total number of player virtual objects. That is, the server determines the attribute information of monster virtual objects based on the attribute information corresponding to each of the total number of player virtual objects in the target application. Optionally, the target application includes different monster virtual objects, and the value of k corresponding to different monster virtual objects can be the same or different. This application embodiment does not limit this.
[0041] Optionally, in this embodiment, when selecting a target player virtual object, the server ranks all player virtual objects and then selects the target player virtual object based on the ranking. In one possible implementation, the target player virtual object is selected after ranking based on the player virtual object's combat power. Of course, in other possible implementations, the server can also rank player virtual objects based on other criteria; for example, these other criteria can be health points, defense, attack power, etc., which are not limited in this embodiment. Optionally, different monster virtual objects correspond to different ranking methods. For example, if a monster virtual object is characterized by high health points, the corresponding ranking method is based on health points; if a monster virtual object is characterized by high attack power, the corresponding ranking method is based on attack power; if a monster virtual object is characterized by fast attack speed, the corresponding ranking method is based on attack speed.
[0042] Step 302: Obtain the attribute information corresponding to each of the k target player virtual objects.
[0043] In this embodiment, after obtaining the target player virtual object, the server obtains the attribute information corresponding to k target player virtual objects. Optionally, the attribute information corresponding to the target player virtual object is used to characterize the combat ability of the target player virtual object. The attribute information of each target player virtual object includes the attribute values corresponding to n attribute variables, where n is a positive integer; the attribute variables represent the type of attribute of the player virtual object, such as health points, attack power, defense power, attack speed, etc.; the attribute values refer to the numerical values of the attribute possessed by the player virtual object, such as 100 health points, 50 defense power, etc. Optionally, n can be any value, such as 1, 2, 5, 10, etc., and can be flexibly set and adjusted according to the actual situation. This embodiment does not limit this.
[0044] Optionally, in this embodiment, the attribute information corresponding to the player virtual object is stored in a player attribute configuration table, where each row corresponds to one player virtual object. For example, the player attribute configuration table includes attribute information of player virtual objects collected at different times. For example, the player attribute configuration table is shown in Table 1 below:
[0045] Table 1 Player Attribute Configuration Table
[0046]
[0047]
[0048] In the player attribute configuration table, each row of data corresponds to a player virtual object. The first three rows are the data of the player virtual object collected at the first moment, and the last three rows are the data of the player virtual object collected at the second moment.
[0049] It should be noted that the above description of the player attribute configuration table is merely exemplary and explanatory. In the exemplary embodiment, the player attribute configuration table can be flexibly set and adjusted according to the actual situation. For example, the player configuration attribute table includes multiple sub-attribute tables, and the data corresponding to each sub-attribute table is different at different times.
[0050] Optionally, in this embodiment, for an attribute variable, there are attribute values, historical values, and adjustment values. The attribute value corresponding to an attribute variable is the attribute value of that attribute variable at the current moment; the historical value of the attribute variable refers to the attribute value of the monster virtual object at the time of the most recent adjustment; the adjustment value corresponding to the attribute variable is used to characterize the difference between the attribute value corresponding to the attribute variable and the historical value corresponding to the attribute variable. For example, by adjusting the historical value corresponding to the attribute variable based on the adjustment value, the attribute value corresponding to the attribute variable can be obtained.
[0051] Step 303: Determine the attribute information of the monster virtual object in the target application based on the attribute information corresponding to the k target player virtual objects.
[0052] Monster virtual objects refer to virtual objects automatically controlled by the program within the target application. Optionally, the target application includes different monster virtual objects. For example, in a game application, such as... Figure 4 As shown, the game application includes Dungeon 1 (41), Dungeon 2 (42), Dungeon 3 (43), and Dungeon 44, with different dungeons corresponding to different player virtual objects. Optionally, by clicking on Dungeon 44, the user can view the attribute information generation rules (45) of the monster virtual object corresponding to Dungeon 44, as well as the combat rules (46) of that monster virtual object.
[0053] In this embodiment, after obtaining the attribute information corresponding to the target player virtual object, the server determines the attribute information of the monster virtual object in the target application based on the attribute information corresponding to each of the k target player virtual objects. Optionally, the attribute information of the monster virtual object is used to characterize the combat ability of the monster virtual object. The attribute information of the monster virtual object includes the attribute values corresponding to m attribute variables, where m is a positive integer. Optionally, m can be any value, such as 2, 5, 10, etc., and can be flexibly set and adjusted according to actual conditions; this embodiment does not limit this. For example, m is equal to the aforementioned n.
[0054] Optionally, a monster configuration table records the attribute information of each monster virtual object in the target application. Each row in the monster configuration table corresponds to one monster virtual object.
[0055] In summary, the technical solution provided in this application automatically determines the attribute information of the monster virtual object by using the attribute information corresponding to the target player virtual object. This eliminates the need to manually configure the attribute information of the monster virtual object, reducing the workload of configuring the monster virtual object. Furthermore, as the attribute information corresponding to the target player virtual object changes over time, the attribute information of the monster virtual object also changes, reducing the subsequent maintenance workload of the monster virtual object.
[0056] Furthermore, in related technologies, the attribute information of monster virtual objects does not change after configuration. As the combat ability of the target player virtual object increases, new monster virtual objects need to be designed to ensure the appeal of the target application to users. However, in the technical solution provided in this application embodiment, during the change process, the difference between the attribute information corresponding to the target player virtual object and the attribute information of the monster virtual object remains in a relatively stable state. After the combat ability of the target player virtual object increases, the combat ability of the monster virtual object also increases, so that the combat excitement of the monster virtual object does not decrease over time. In this way, after the combat ability of the target player virtual object increases, the staff does not need to design new monster virtual objects to ensure the appeal of the target application to users, reducing the development cost of the target application.
[0057] The following section introduces how to obtain the attribute information of monster virtual objects.
[0058] In an exemplary embodiment, step 303 above includes at least one of the following steps:
[0059] Step 3031: Determine the comprehensive attribute information based on the attribute information corresponding to each of the k target player virtual objects.
[0060] Optionally, in this embodiment, after obtaining the attribute information corresponding to the target player's virtual object, the server determines the comprehensive attribute information based on the attribute information corresponding to each of the k target player's virtual objects. The comprehensive attribute information includes the attribute values corresponding to p comprehensive attribute variables, where p is a positive integer. Optionally, p can be any value, such as 1, 2, 5, 10, etc., and can be flexibly set and adjusted according to actual conditions; this embodiment does not limit this. Optionally, p can be equal to or unequal to n; this embodiment does not limit this.
[0061] In one possible implementation, the attribute value corresponding to the target attribute variable in the comprehensive attribute information is determined based on the attribute values corresponding to attribute variables of the same type. In an exemplary embodiment, step 3031 above includes at least one of the following steps:
[0062] 1. Obtain the attribute value of the second attribute variable from the attribute information of each target player virtual object;
[0063] 2. Based on the attribute values corresponding to the k second attribute variables, determine the attribute value corresponding to the target comprehensive attribute variable in the comprehensive attribute information.
[0064] The second attribute variable refers to any attribute variable in the attribute information corresponding to the target player's virtual object. In this embodiment, when determining the attribute value corresponding to the target comprehensive attribute variable, the server obtains the attribute values corresponding to the second attribute variables in the attribute information corresponding to each target player's virtual object, processes the attribute values corresponding to the second attribute variables, and determines the attribute value corresponding to the target comprehensive attribute variable in the comprehensive attribute information based on the attribute values corresponding to the k second attribute variables.
[0065] In one possible implementation, the aforementioned comprehensive attribute information is used to characterize the overall combat capabilities of k target player virtual objects. That is, after obtaining the attribute information corresponding to each of the k target player virtual objects, the server integrates and processes this attribute information to obtain the aforementioned comprehensive attribute information. For example, the integration process includes, but is not limited to, at least one of the following: averaging, summing, finding the highest value, finding the lowest value, etc. Taking the aforementioned target comprehensive attribute variable and averaging process as an example, the attribute value corresponding to the target attribute variable is obtained by averaging the attribute values corresponding to the k second attribute variables.
[0066] In another possible implementation, the aforementioned comprehensive attribute information is used to characterize the degree of change in the attribute information corresponding to the target player's virtual object from the moment of the monster virtual object's most recent adjustment to the present moment. Optionally, when determining the attribute value corresponding to the target comprehensive attribute information, the server obtains the historical value corresponding to the second attribute variable; further, it obtains the difference between the attribute value corresponding to the second attribute variable and the historical value corresponding to the second attribute variable; then, based on the difference values corresponding to the k second attribute variables respectively, it determines the attribute value corresponding to the target comprehensive attribute variable. Here, the historical value corresponding to the second attribute variable is the attribute value corresponding to the second attribute variable when the monster virtual object's attribute information was most recently adjusted. For example, the processing methods for the difference values corresponding to the k second attribute variables include, but are not limited to, at least one of the following: averaging, summing, finding the highest value, finding the lowest value, etc. In this context, comprehensive attribute information is used to characterize the changes in the attribute information of the target player's virtual object. Subsequently, when using comprehensive attribute information to determine the attribute information of the monster's virtual object, adjustment information for the monster's virtual object can be determined based on the changes in the target virtual player's information. The attribute information of the monster's virtual object can be adjusted on the original basis, avoiding unrealistic results caused by excessive differences in the attribute information of the monster's virtual object before and after the adjustment.
[0067] Optionally, after obtaining the aforementioned difference value, the server determines whether to execute subsequent step 3032 based on the difference value to reduce the server's computational load. For example, if the difference value is greater than a first threshold, it is determined that the attribute information corresponding to the target player's virtual object has changed significantly from the last adjustment time of the monster virtual object to the current time, requiring adjustment of the monster virtual object's attribute information, and thus subsequent step 3032 is executed. If the difference value is less than the first threshold, it is determined that the attribute information corresponding to the target player's virtual object has changed relatively little from the last adjustment time of the monster virtual object to the current time, and the attribute information of the monster virtual object does not need to be adjusted. The historical value corresponding to the target comprehensive attribute variable is determined as the attribute value corresponding to the target comprehensive attribute variable, where the historical value corresponding to the target comprehensive attribute variable refers to the attribute value corresponding to the target comprehensive attribute variable used during the last adjustment of the monster virtual object's attribute information. Optionally, the aforementioned first threshold can be any value, and can be flexibly set and adjusted according to actual conditions; this embodiment does not limit this.
[0068] In another possible implementation, the attribute value corresponding to the target attribute variable in the comprehensive attribute information is determined based on the attribute values corresponding to different types of attribute variables. Optionally, when determining the attribute value corresponding to the target attribute variable in the comprehensive implementation information, the server obtains the relevant attribute variables of the target attribute variable from the attribute information corresponding to k target player virtual objects, and then determines the attribute value corresponding to the target attribute variable based on the attribute values corresponding to the relevant attribute variables. The number of the aforementioned relevant attribute variables can be one or more, and the processing method for the attribute values corresponding to the relevant attribute variables can be flexibly set and adjusted according to the actual situation. For example, the processing methods corresponding to different comprehensive attribute variables in the same comprehensive attribute information can be the same or different; the processing methods corresponding to the same comprehensive attribute variable in different comprehensive attribute information can be the same or different. Here, different comprehensive attribute information refers to comprehensive attribute information for different monster virtual objects.
[0069] Step 3032: Determine the attribute information of the monster virtual object based on the comprehensive attribute information.
[0070] Optionally, in this embodiment, after obtaining the aforementioned comprehensive attribute information, the server determines the attribute information of the monster virtual object based on the comprehensive attribute information. In an exemplary embodiment, step 3032 includes at least one of the following steps:
[0071] 1. For the first attribute variable in the attribute information of the monster virtual object, obtain the associated attribute variable related to the first attribute variable from p comprehensive attribute variables.
[0072] The first attribute variable refers to any attribute variable in the attribute information of the monster virtual object. In this embodiment, when determining the attribute value corresponding to the first attribute variable, the server obtains the associated attribute variable related to the first attribute variable from p comprehensive attribute variables.
[0073] Optionally, the server pre-stores the attribute variables in the attribute information of the monster virtual object and the association relationship between them and the attribute variables in the comprehensive attribute information. After determining the first attribute variable, the associated attribute variable is obtained based on the association relationship.
[0074] 2. Obtain the first calculation rule corresponding to the first attribute variable.
[0075] In this embodiment of the application, when the server determines the attribute value corresponding to the first attribute information, it obtains the first calculation rule corresponding to the first attribute variable. Optionally, the basis for obtaining the first calculation rule includes, but is not limited to, at least one of the following: the type of the monster virtual object, the historical battle results of the player virtual object against the monster virtual object, etc.
[0076] In one possible implementation, the server determines a first calculation rule based on the type of the monster virtual object. Optionally, different types of monster virtual objects correspond to different calculation rules, and the server obtains the first calculation rule corresponding to the first attribute variable according to the type of the monster virtual object. Optionally, different attribute variables of the same type of monster virtual object correspond to different calculation rules. It should be noted that the aforementioned different types of monster virtual objects can be monster virtual objects in different battle scenarios. Taking a game application as an example, different types of monster virtual objects refer to monster virtual objects in different instances; or, different types of monster virtual objects can also be monster virtual objects in the same battle scenario. Taking a game application as an example, different types of monster virtual objects refer to different monster virtual objects (BOSS, monsters summoned by the BOSS, etc.) in the same instance.
[0077] In another possible implementation, the server determines the first calculation rule based on the historical battle results of player virtual objects against monster virtual objects. Optionally, when obtaining the first calculation rule, the server obtains the historical calculation rules corresponding to the first attribute variable, and obtains the historical battle results of all player virtual objects against monster virtual objects; further, based on the historical battle results, the server adjusts the historical calculation rules to obtain the first calculation rule. Here, the historical calculation rules refer to the calculation rules used in the most recent adjustment corresponding to the first attribute variable.
[0078] Optionally, the server adjusts the historical calculation rules based on the battle difficulty indicated by the historical battle results. When the historical battle results indicate that the monster virtual object belongs to the first battle difficulty, the historical calculation rules are adjusted by reducing the coefficient to obtain the first calculation rule; when the historical battle results indicate that the monster virtual object belongs to the second battle difficulty, the historical calculation rules are adjusted by increasing the coefficient to obtain the first calculation rule. Here, the first battle difficulty indicates that the monster virtual object's battle difficulty is high, and the second battle difficulty indicates that the monster virtual object's battle difficulty is low. Optionally, the aforementioned historical battle results indicate whether the battle against the monster virtual object was won or lost. There is a negative correlation between battle difficulty and the number of battle wins; that is, the more battle wins, the lower the battle difficulty, and the fewer battle wins, the higher the battle difficulty. Optionally, the aforementioned historical battle results are collected within a set time period. For example, the set time period can be one day, three days, one month, from the start of the target application's server launch to the present, etc., and this application embodiment does not limit this.
[0079] Of course, in other possible implementations, the server determines the first calculation rule based on the type of the monster virtual object and the historical battle results of player virtual objects against the monster virtual object. Optionally, when obtaining the first calculation rule, the server obtains the historical calculation rule corresponding to the first attribute variable according to the type of the monster virtual object, and obtains the historical battle results of all player virtual objects against the monster virtual object; further, based on the historical battle results, the historical calculation rule is adjusted to obtain the first calculation rule. Here, the historical calculation rule refers to the calculation rule used in the most recent adjustment corresponding to the first attribute variable.
[0080] 3. Based on the first calculation rule and the attribute values corresponding to the associated attribute variables, determine the attribute values corresponding to the first attribute variables.
[0081] In this embodiment of the application, after obtaining the first calculation rule and the associated attribute variable, the server determines the attribute value corresponding to the first attribute variable based on the attribute value corresponding to the first calculation rule and the associated attribute variable.
[0082] In one possible implementation, the server calculates the attribute value corresponding to the associated attribute variable based on the first calculation rule described above, and obtains the attribute value corresponding to the first attribute variable.
[0083] In another possible implementation, the server calculates the attribute value corresponding to the associated attribute variable based on the first calculation rule described above, to obtain the adjustment value corresponding to the first attribute variable; further, it obtains the historical value corresponding to the first attribute variable, and adjusts the historical value corresponding to the first attribute variable according to the adjustment value, to obtain the attribute value corresponding to the first attribute variable. Here, the historical value corresponding to the first attribute variable is the attribute value at the time of the most recent adjustment.
[0084] For example, assuming that the comprehensive attribute information includes a health value variable MaxHp = 5000, a first defense value variable Defence = 1000, and a second defense value variable ManaDef = 1000, and that the first calculation rule for the attack power attribute variable in the attribute information corresponding to the first type of monster virtual object is MaxHp + Defence * 2 + ManaDef * 2, and the first calculation rule for the attack power attribute variable in the attribute information corresponding to the second type of monster virtual object is MaxHp / 2 + Defence * 2 + ManaDef * 2, then the attribute value corresponding to the attack power attribute variable of the first type of monster virtual object is 5000 + 1000 * 2 + 1000 * 2 = 9000, and the attribute value corresponding to the attack power attribute variable of the second type of monster virtual object is 5000 / 2 + 1000 * 2 + 1000 * 2 = 7500.
[0085] Below, using the aforementioned combat power ranking method as an example, we will introduce how to obtain virtual objects of target players.
[0086] For example, step 301 above includes at least one of the following steps:
[0087] Step 3011: Obtain the combat power ranking of each player virtual object in the target application.
[0088] Combat power refers to a numerical value used to characterize the overall combat ability of a player's virtual character. For example, the combat power of a player's virtual character is determined by a comprehensive calculation of its health points, attack power, defense power, etc. Health points, attack power, defense power, etc., can be referred to as attribute variables of the player's virtual character.
[0089] In this embodiment of the application, when the server determines to select a target player virtual object, it obtains the combat power of each player virtual object in the target application, ranks the player virtual objects based on the combat power, and obtains the combat power ranking of the player virtual objects.
[0090] Optionally, the ranking can be based on the combat power of the player's virtual object from high to low, or it can be based on the combat power of the player's virtual object from low to high. This application embodiment does not limit this.
[0091] Step 3012: Select k target player virtual objects whose combat power ranking meets the second condition from all player virtual objects.
[0092] The second condition is the criterion for determining the target player virtual object. In this embodiment, after obtaining the aforementioned combat power ranking, the server selects k target player virtual objects whose combat power ranking meets the second condition from all player virtual objects in the target application. Optionally, the second condition can be flexibly set and adjusted according to the actual situation. Optionally, the second condition corresponding to different monster virtual objects can be the same or different.
[0093] For example, when ranking, players' virtual objects are ranked from highest to lowest combat power, and the second condition mentioned above is that the combat power ranking is in the top k positions. Optionally, when the server selects a target player's virtual object based on the second condition, it determines the player's virtual object whose combat power ranking is in the top k positions among all player virtual objects as the target player's virtual object.
[0094] For example, during ranking, player virtual objects are ranked from highest to lowest combat power, and the second condition mentioned above is that the combat power ranking is in the top 'a' percent. Optionally, when the server selects a target player virtual object based on the second condition, it determines the player virtual objects whose combat power ranking is in the top 'a' percent among all player virtual objects as the target player virtual objects. Here, 'a' is a positive integer, such as 10, 20, 50, 70, etc., and this embodiment of the application does not limit it.
[0095] For example, during ranking, players' virtual objects are ranked from highest to lowest combat power, and the second condition mentioned above refers to active players with the highest combat power ranking. Optionally, when the server selects a target player's virtual object based on the second condition, it identifies the player's virtual object whose combat power ranking is in the top b positions and whose activity level is greater than or equal to the first threshold value from all player virtual objects as the target player's virtual object. Here, b is a positive integer, such as 10, 100, 1000, etc., and this embodiment of the application does not limit this. Optionally, b is greater than or equal to k.
[0096] Activity level is used to characterize the degree of participation of a player's virtual object in the target application. In one possible implementation, activity level is positively correlated with online time; that is, the longer the online time of the player's virtual object, the higher its activity level, and the shorter the online time, the lower its activity level. In another possible implementation, activity level is positively correlated with the number of activities participated in; that is, the more activities the player's virtual object participates in, the higher its activity level, and the fewer activities the player's virtual object participates in, the lower its activity level. The first threshold value mentioned above can be any value, such as 90, 80, 50, 40, etc., and this embodiment does not limit this. Optionally, the first threshold values corresponding to different monster virtual objects can be the same or different, and this embodiment does not limit this.
[0097] For example, the ranking is based on the combat power of the player's virtual object from high to low. The second condition is that the player with the highest combat power ranking frequently battles against monster virtual objects. Optionally, when the server selects a target player virtual object based on the second condition, it identifies the player virtual object ranked in the top c positions in combat power among all player virtual objects and whose number of battles against monster virtual objects is greater than or equal to the second threshold value as the target player virtual object. Here, c is a positive integer, such as 10, 100, 1000, etc., and this embodiment does not limit it. Optionally, b is greater than or equal to k.
[0098] It should be noted that the aforementioned number of battles against virtual monster objects refers to the number of times battles against virtual monster objects are triggered, not the number of times virtual monster objects are defeated. Optionally, the number of battles against virtual monster objects refers to the number of battles collected within a set time period. For example, the set time period can be one day, three days, one month, from the launch of the target application to the present, etc., and this application embodiment does not limit this. Optionally, the aforementioned second threshold value can be any value, such as 1, 2, 5, 10, etc., and this application embodiment does not limit this. Optionally, the second threshold values corresponding to different virtual monster objects can be the same or different.
[0099] For example, the ranking is based on the combat power of the player's virtual object from high to low, and the second condition mentioned above is that the combat power ranking is within the top d. Optionally, when the server selects a target player's virtual object based on the second condition, it determines the player's virtual object ranked at position d from all player virtual objects, and determines the player virtual objects ranked e positions before and f positions after that player virtual object as the target player's virtual object. Here, d, e, and f are all positive integers, such as 10, 100, 1000, etc., and this embodiment does not limit them. Optionally, e and f can be the same or different.
[0100] For example, the ranking of player virtual objects is based on their combat power from highest to lowest, with the second condition being that the combat power ranking is approximately g percent. Optionally, when the server selects a target player virtual object based on the second condition, it determines the player virtual object ranked at the g percent position from all player virtual objects, and identifies the h player virtual objects preceding and the i player virtual objects following that g percent position as the target player virtual object. Here, g, h, and i are all positive integers, such as 10, 100, 1000, etc., and this embodiment does not limit their values. Optionally, h and i can be the same or different.
[0101] In summary, the technical solution provided in this application selects target player virtual objects from all player virtual objects by ranking them by combat power. The selection of target player virtual objects is based on the overall combat ability of player virtual objects, which improves the fairness of the selection of target player virtual objects and avoids the similarity of target player virtual objects in a certain attribute variable (such as the target player virtual objects having high health values). This also improves the fairness of subsequent calculation of attribute information of monster virtual players.
[0102] In addition, a suitable second condition can be selected based on the actual situation to increase the flexibility of the selection of virtual objects for target players.
[0103] Please refer to Figure 5 The diagram illustrates a flowchart of an attribute information determination method provided in another embodiment of this application. This method can be applied to... Figure 1 The attribute information shown identifies the system's server 20, such as the execution entity of each step, which may be the server 20. This method may include at least one of the following steps (501-504):
[0104] Step 501: Determine whether to adjust the attribute information of the monster virtual object. If the attribute information of the monster virtual object is to be adjusted, proceed to step 502; otherwise, continue to step 501.
[0105] In one possible implementation, the attribute information of the monster virtual object is updated according to a certain time period. Optionally, the server obtains the interval between the most recent adjustment time of the monster virtual object and the current time; further, if the interval is greater than or equal to a target value, it is determined that the attribute information of the monster virtual object should be adjusted. The target value can be any data, and can be flexibly set and adjusted according to actual conditions; this application embodiment does not limit this. For example, the target value is determined based on the adjustment cycle of the monster virtual object's attribute information.
[0106] In another possible implementation, if the attribute information corresponding to a player's virtual object changes significantly, the attribute information of the monster's virtual object is adjusted. Optionally, the server obtains attribute change information for all player virtual objects; further, if the attribute change information satisfies a third condition, it is determined that the attribute information of the monster's virtual object should be adjusted. Here, the attribute change information indicates the degree of change in the attribute information of all player virtual objects from the time of the most recent adjustment of the monster's virtual object's attribute information to the current time. For example, the third condition refers to a large degree of change indicated by the attribute change information.
[0107] In another possible implementation, when the combat difficulty of the monster virtual object is low, the attribute information of the monster virtual object is adjusted. Optionally, the server obtains the historical combat results of all player virtual objects against the monster virtual object; further, if the historical combat results meet a fourth condition, it is determined that the attribute information of the monster virtual object will be adjusted. For example, the above-mentioned fourth condition is that the number of victories in the historical combat results is greater than a certain value.
[0108] It should be noted that the above is merely exemplary and explanatory. In the exemplary embodiment, the server can flexibly set and adjust the judgment conditions according to the actual situation. For example, if the interval between the most recent adjustment time of the monster virtual object and the current time is greater than or equal to the target value, the attribute information of the monster virtual object will be adjusted when the attribute information corresponding to the player virtual object changes significantly.
[0109] Step 502: Select k target player virtual objects.
[0110] Step 503: Obtain the attribute information corresponding to each of the k target player virtual objects from the player attribute configuration table of the target application.
[0111] Step 504: Determine the attribute information of the monster virtual objects in the target application based on the attribute information corresponding to the k target player virtual objects.
[0112] Steps 502-504 above and Figure 3 Steps 301-303 in the embodiment are similar; see details below. Figure 3 Examples are not described in detail here.
[0113] In summary, the technical solutions provided in this application include, in one case, adjusting the attribute information of the monster virtual object according to the adjustment cycle to improve the timeliness of adjusting the attribute information of the player virtual object; in another case, adjusting the attribute information of the monster virtual object when the attribute information of the player virtual object changes significantly can ensure that the difference between the attribute information of the player virtual object and the attribute information of the monster virtual object remains relatively stable; and in yet another case, adjusting the attribute information of the monster virtual object when the combat difficulty of the monster virtual object is low can promptly increase the adjustment difficulty of the monster virtual object, thus ensuring the attractiveness of the monster virtual object to the user.
[0114] It should be noted that the above description of this application through embodiments is merely exemplary and illustrative. New embodiments formed by arbitrarily combining the steps in the above embodiments are also within the protection scope of this application.
[0115] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.
[0116] Please refer to Figure 6 This diagram illustrates a block diagram of an attribute information determination device according to an embodiment of this application. The device has the function of implementing the aforementioned attribute information determination method; this function can be implemented in hardware or by hardware executing corresponding software. The device can be a terminal device or can be installed within a terminal device. The device 600 may include: an object selection module 610, an information acquisition module 620, and an information determination module 630.
[0117] The object selection module 610 is used to select k target player virtual objects from the full set of player virtual objects in the target application, where k is a positive integer.
[0118] The information acquisition module 620 is used to acquire the attribute information corresponding to the k target player virtual objects respectively. The attribute information of each target player virtual object includes the attribute values corresponding to n attribute variables, where n is a positive integer.
[0119] The information determination module 630 is used to determine the attribute information of the monster virtual object in the target application based on the attribute information corresponding to the k target player virtual objects respectively. The attribute information of the monster virtual object includes the attribute values corresponding to m attribute variables, where m is a positive integer.
[0120] In an exemplary embodiment, the information determining module 630 is further configured to determine comprehensive attribute information based on the attribute information corresponding to the k target player virtual objects, wherein the comprehensive attribute information includes attribute values corresponding to p comprehensive attribute variables, where p is a positive integer; and determine the attribute information of the monster virtual object based on the comprehensive attribute information.
[0121] In an exemplary embodiment, the information determination module 630 is further configured to, for the first attribute variable in the attribute information of the monster virtual object, obtain an associated attribute variable related to the first attribute variable from the p comprehensive attribute variables; obtain a first calculation rule corresponding to the first attribute variable; and determine the attribute value corresponding to the first attribute variable based on the first calculation rule and the attribute value corresponding to the associated attribute variable.
[0122] In an exemplary embodiment, the information determination module 630 is further configured to calculate the attribute value corresponding to the associated attribute variable based on the first calculation rule to obtain the attribute value corresponding to the first attribute variable; or, calculate the attribute value corresponding to the associated attribute variable based on the first calculation rule to obtain the adjustment value corresponding to the first attribute variable; obtain the historical value corresponding to the first attribute variable, wherein the historical value corresponding to the first attribute variable is the attribute value at the most recent adjustment of the first attribute variable; and adjust the historical value corresponding to the first attribute variable according to the adjustment value corresponding to the first attribute variable to obtain the attribute value corresponding to the first attribute variable.
[0123] In an exemplary embodiment, the information determining module 630 is further configured to: obtain a first calculation rule corresponding to the first attribute variable based on the type of the monster virtual object; or obtain a historical calculation rule corresponding to the first attribute variable, wherein the historical calculation rule refers to the calculation rule used in the most recent adjustment of the first attribute variable; obtain the historical battle results of all player virtual objects against the monster virtual object; and adjust the historical calculation rule based on the historical battle results to obtain the first calculation rule.
[0124] In an exemplary embodiment, the information determining module 630 is further configured to adjust the historical calculation rules by reducing the coefficient when the historical battle results indicate that the virtual monster object belongs to the first battle difficulty, thereby obtaining the first calculation rule; or, when the historical battle results indicate that the virtual monster object belongs to the second battle difficulty, adjust the historical calculation rules by increasing the coefficient, thereby obtaining the first calculation rule.
[0125] In an exemplary embodiment, the information determination module 630 is further configured to obtain the attribute values corresponding to the second attribute variables in the attribute information corresponding to each of the target player virtual objects; and determine the attribute values corresponding to the target comprehensive attribute variables in the comprehensive attribute information based on the attribute values corresponding to the k second attribute variables.
[0126] In an exemplary embodiment, the information determination module 630 is further configured to obtain the historical value corresponding to the second attribute variable; wherein, the historical value corresponding to the second attribute variable is the attribute value corresponding to the second attribute variable when the attribute information of the monster virtual object was last adjusted; obtain the difference between the attribute value corresponding to the second attribute variable and the historical value corresponding to the second attribute variable; and determine the attribute value corresponding to the target comprehensive attribute variable based on the difference values corresponding to k second attribute variables respectively.
[0127] In an exemplary embodiment, the information determination module 630 is further configured to, when the difference value is greater than a first threshold, perform the step of determining the attribute value corresponding to the target comprehensive attribute variable based on the difference values corresponding to the k second attribute variables respectively; and when the difference value is less than the first threshold, determine the historical value corresponding to the target comprehensive attribute variable as the attribute value corresponding to the target comprehensive attribute variable; wherein, the historical value corresponding to the target comprehensive attribute variable refers to the attribute value corresponding to the target comprehensive attribute variable used when the attribute information of the monster virtual object was last adjusted.
[0128] In an exemplary embodiment, the object selection module 610 is further configured to obtain the combat power ranking of each of the player virtual objects in the target application; and select k target player virtual objects whose combat power ranking satisfies the second condition from the full set of player virtual objects.
[0129] In an exemplary embodiment, the object selection module 610 is further configured to: ...
[0130] In an exemplary embodiment, such as Figure 7 As shown, the device 600 further includes an adjustment judgment module 640.
[0131] The adjustment judgment module 640 is used to obtain the interval between the most recent adjustment time of the monster virtual object and the current time; if the interval is greater than or equal to the target value, the step of selecting k target player virtual objects from all player virtual objects of the target application is executed.
[0132] In an exemplary embodiment, the adjustment judgment module 640 is further configured to obtain attribute change information corresponding to the full set of player virtual objects; wherein, the attribute change information is used to indicate the degree of change of the attribute information corresponding to the full set of player virtual objects from the time of the most recent adjustment of the attribute information of the monster virtual object to the current time; and when the attribute change information satisfies a third condition, the step of selecting k target player virtual objects from the full set of player virtual objects of the target application is executed.
[0133] In an exemplary embodiment, the adjustment judgment module 640 is further configured to obtain the historical battle results of the full set of player virtual objects against the monster virtual objects; and, if the historical battle results satisfy the fourth condition, execute the step of selecting k target player virtual objects from the full set of player virtual objects of the target application.
[0134] In summary, the technical solution provided in this application automatically determines the attribute information of the monster virtual object by using the attribute information corresponding to the target player virtual object. This eliminates the need to manually configure the attribute information of the monster virtual object, reducing the workload of configuring the monster virtual object. Furthermore, as the attribute information corresponding to the target player virtual object changes over time, the attribute information of the monster virtual object also changes, reducing the subsequent maintenance workload of the monster virtual object.
[0135] Furthermore, in related technologies, the attribute information of monster virtual objects does not change after configuration. As the combat ability of the target player virtual object increases, new monster virtual objects need to be designed to ensure the appeal of the target application to users. However, in the technical solution provided in this application embodiment, during the change process, the difference between the attribute information corresponding to the target player virtual object and the attribute information of the monster virtual object remains in a relatively stable state. After the combat ability of the target player virtual object increases, the combat ability of the monster virtual object also increases, so that the combat excitement of the monster virtual object does not decrease over time. In this way, after the combat ability of the target player virtual object increases, the staff does not need to design new monster virtual objects to ensure the appeal of the target application to users, reducing the development cost of the target application.
[0136] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0137] Please refer to Figure 8 This diagram illustrates the structural block diagram of a server provided in one embodiment of this application. This server can be used to implement the functionality of the attribute information determination method described above. Specifically:
[0138] Server 800 includes a Central Processing Unit (CPU) 801, a system memory 804 including Random Access Memory (RAM) 802 and Read Only Memory (ROM) 803, and a system bus 805 connecting the system memory 804 and the CPU 801. Computer device 800 also includes a basic input / output system (I / O system) 806 that facilitates information transfer between various devices within the computer, and a mass storage device 807 for storing the operating system 813, application programs 814, and other program modules 815.
[0139] The basic input / output system 806 includes a display 808 for displaying information and an input device 809 for user input, such as a mouse or keyboard. Both the display 808 and the input device 809 are connected to the central processing unit 801 via an input / output controller 810 connected to the system bus 805. The basic input / output system 806 may also include the input / output controller 810 for receiving and processing input from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 810 also provides output to a display screen, printer, or other types of output devices.
[0140] Mass storage device 807 is connected to central processing unit 801 via a mass storage controller (not shown) connected to system bus 805. Mass storage device 807 and its associated computer-readable media provide non-volatile storage for computer device 800. That is, mass storage device 807 may include computer-readable media (not shown) such as hard disk or CD-ROM (CompactDisc Read-Only Memory) drive.
[0141] Without loss of generality, computer-readable media can include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM, ROM, EPROM (Erasable Programmable Read Only Memory), EEPROM (Electrically Erasable Programmable Read Only Memory), flash memory or other solid-state storage devices, CD-ROM, DVD (Digital Video Disc) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that computer storage media are not limited to the above-mentioned types. The system memory 804 and mass storage device 807 described above can be collectively referred to as memory.
[0142] According to various embodiments of this application, the computer device 800 can also be connected to a remote computer on a network, such as the Internet, for operation. That is, the computer device 800 can be connected to a network 812 via a network interface unit 811 connected to the system bus 805, or the network interface unit 811 can be used to connect to other types of networks or remote computer systems (not shown).
[0143] The memory also includes a computer program stored in the memory and configured to be executed by one or more processors to implement the above-described method for determining attribute information.
[0144] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored therein, which, when executed by a processor, implements the above-described attribute information determination method.
[0145] Optionally, the computer-readable storage medium may include: ROM (Read Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0146] In an exemplary embodiment, a computer program product is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a terminal device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal device to perform the aforementioned attribute information determination method.
[0147] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0148] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for determining attribute information, characterized in that, The method includes: From all player virtual objects in the target application, k target player virtual objects are selected according to the combat power ranking of the all player virtual objects, where k is a positive integer; wherein, the player virtual objects are virtual objects controlled by the user in the target application; Obtain the attribute information corresponding to the k target player virtual objects respectively. The attribute information of each target player virtual object includes the attribute values corresponding to n attribute variables, where n is a positive integer. Based on the attribute information corresponding to the k target player virtual objects, comprehensive attribute information is determined. The comprehensive attribute information includes the attribute values corresponding to p comprehensive attribute variables, where p is a positive integer. Based on the comprehensive attribute information, the attribute information of the monster virtual object in the target application is determined. The attribute information of the monster virtual object includes the attribute values corresponding to m attribute variables, where m is a positive integer. The monster virtual object is a virtual object automatically controlled by the target application, and the target application supports the player virtual object to fight against the monster virtual object.
2. The method according to claim 1, characterized in that, The step of determining the attribute information of the monster virtual object in the target application based on the comprehensive attribute information includes: For the first attribute variable in the attribute information of the monster virtual object, obtain the associated attribute variable related to the first attribute variable from the p comprehensive attribute variables; Obtain the first calculation rule corresponding to the first attribute variable; Based on the first calculation rule and the attribute value corresponding to the associated attribute variable, the attribute value corresponding to the first attribute variable is determined.
3. The method according to claim 2, characterized in that, The step of determining the attribute value corresponding to the first attribute variable based on the first calculation rule and the attribute value corresponding to the associated attribute variable includes: Based on the first calculation rule, the attribute values corresponding to the associated attribute variables are calculated to obtain the attribute values corresponding to the first attribute variables. or, Based on the first calculation rule, the attribute value corresponding to the associated attribute variable is calculated to obtain the adjustment value corresponding to the first attribute variable; the historical value corresponding to the first attribute variable is obtained, which is the attribute value at the most recent adjustment of the first attribute variable; the historical value corresponding to the first attribute variable is adjusted according to the adjustment value corresponding to the first attribute variable to obtain the attribute value corresponding to the first attribute variable.
4. The method according to claim 2, characterized in that, The first calculation rule for obtaining the first attribute variable includes: Based on the type of the monster virtual object, obtain the first calculation rule corresponding to the first attribute variable; or, Obtain the historical calculation rules corresponding to the first attribute variable, where the historical calculation rules refer to the calculation rules used in the most recent adjustment of the first attribute variable; obtain the historical battle results of the full number of player virtual objects against the monster virtual objects; adjust the historical calculation rules according to the historical battle results to obtain the first calculation rule.
5. The method according to claim 4, characterized in that, The step of adjusting the historical calculation rules based on the historical battle results to obtain the first calculation rule includes: When the historical battle results are used to indicate that the monster virtual object belongs to the first battle difficulty, the historical calculation rules are adjusted by reducing the coefficient to obtain the first calculation rule; or, When the historical battle results are used to indicate that the virtual monster object belongs to the second battle difficulty, the historical calculation rules are adjusted by increasing the coefficient to obtain the first calculation rule.
6. The method according to claim 1, characterized in that, The step of determining comprehensive attribute information based on the attribute information corresponding to the k target player virtual objects includes: Obtain the attribute value corresponding to the second attribute variable in the attribute information of each of the target player virtual objects; Based on the attribute values corresponding to the k second attribute variables, determine the attribute value corresponding to the target comprehensive attribute variable in the comprehensive attribute information.
7. The method according to claim 6, characterized in that, The step of determining the attribute value corresponding to the target comprehensive attribute variable in the comprehensive attribute information based on the attribute values corresponding to the k second attribute variables includes: Obtain the historical value corresponding to the second attribute variable; wherein, the historical value corresponding to the second attribute variable is the attribute value corresponding to the second attribute variable when the attribute information of the monster virtual object was last adjusted; Get the attribute value corresponding to the second attribute variable and the difference between the attribute value and the historical value corresponding to the second attribute variable; Based on the difference values corresponding to the k second attribute variables, the attribute value corresponding to the target comprehensive attribute variable is determined.
8. The method according to claim 7, characterized in that, After obtaining the difference between the attribute value corresponding to the second attribute variable and the historical value corresponding to the second attribute variable, the method further includes: If the difference value is greater than the first threshold, the step of determining the attribute value corresponding to the target comprehensive attribute variable based on the difference values corresponding to the k second attribute variables is performed. If the difference value is less than the first threshold, the historical value corresponding to the target comprehensive attribute variable is determined as the attribute value corresponding to the target comprehensive attribute variable; wherein, the historical value corresponding to the target comprehensive attribute variable refers to the attribute value corresponding to the target comprehensive attribute variable used when the attribute information of the monster virtual object was last adjusted.
9. The method according to claim 1, characterized in that, The step of selecting k target player virtual objects from all player virtual objects in the target application, based on the combat power ranking of the all player virtual objects, includes: Obtain the combat power ranking of each player virtual object in the target application; From the total number of virtual player objects, select k target virtual player objects whose combat power ranking meets the second condition.
10. The method according to claim 9, characterized in that, The step of selecting k target player virtual objects whose combat power ranking meets the second condition from the total number of player virtual objects includes: Among all the virtual player objects, the virtual player objects whose combat power ranks in the top k positions are identified as the target virtual player objects; or, Among all the virtual player objects, the virtual player objects whose combat power ranks in the top 'a' percent are identified as the target virtual player objects, where 'a' is a positive integer. or, Among all the virtual player objects, the virtual player objects whose combat power ranks in the top b positions and whose activity level is greater than or equal to the first threshold value are identified as the target virtual player objects; wherein, b is a positive integer and b is greater than or equal to k; or, Among all the virtual player objects, the virtual player object whose combat power ranking is in the top c position and whose number of battles against the virtual monster object is greater than or equal to the second threshold value is determined as the target virtual player object; wherein, c is a positive integer and c is greater than or equal to k.
11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: Obtain the time interval between the most recent adjustment time of the monster virtual object and the current time; If the interval duration is greater than or equal to the target value, the step of selecting k target player virtual objects from all player virtual objects in the target application is performed.
12. The method according to any one of claims 1 to 10, characterized in that, The method further includes: Obtain the attribute change information corresponding to all player virtual objects; wherein, the attribute change information is used to indicate the degree of change of the attribute information corresponding to all player virtual objects from the time of the most recent adjustment of the attribute information of the monster virtual object to the current time; If the attribute change information satisfies the third condition, the step of selecting k target player virtual objects from all player virtual objects in the target application is executed.
13. The method according to any one of claims 1 to 10, characterized in that, The method further includes: Obtain the historical battle results of all player virtual objects against the monster virtual objects; If the historical battle results meet the fourth condition, the step of selecting k target player virtual objects from all player virtual objects in the target application is executed.
14. An attribute information determination device, characterized in that, The device includes: The object selection module is used to select k target player virtual objects from all player virtual objects in the target application, based on the combat power ranking of the all player virtual objects, where k is a positive integer; wherein, the player virtual objects are virtual objects controlled by the user in the target application; The information acquisition module is used to acquire the attribute information corresponding to the k target player virtual objects respectively, and determine the comprehensive attribute information. The comprehensive attribute information includes the attribute values corresponding to p comprehensive attribute variables, where p is a positive integer. According to the comprehensive attribute information, the attribute information of each target player virtual object includes the attribute values corresponding to n attribute variables, where n is a positive integer. The information determination module is used to determine the attribute information of the monster virtual object in the target application based on the attribute information corresponding to the k target player virtual objects respectively. The attribute information of the monster virtual object includes the attribute values corresponding to m attribute variables, where m is a positive integer. The monster virtual object is a virtual object automatically controlled by the target application, and the target application supports the player virtual object to fight against the monster virtual object.
15. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program, which is loaded and executed by the processor to implement the attribute information determination method as described in any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which is loaded and executed by a processor to implement the attribute information determination method as described in any one of claims 1 to 13.
17. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the attribute information determination method as described in any one of claims 1 to 13.
Citation Information
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System and method of modifying attribute values of game entities based on physical token detection
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