Game battle process reproduction method and device, and electronic device
By acquiring game data and using mapping relationships to reverse-analyze operation parameters, the problem of high manual costs and poor results in reproducing high-quality battle processes in existing technologies has been solved. This has enabled efficient reproduction of game battle processes and improved the stability analysis of the game system.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-03-06
- Publication Date
- 2026-07-31
AI Technical Summary
Existing technologies for reproducing high-quality battles in real-person combat games are costly and ineffective due to high human labor costs. Computer vision technology can only handle simple operations and cannot effectively reproduce complex operations.
By acquiring state data and events from game data, and using preset mapping relationships to reverse-analyze operation parameters, player operations are simulated to reproduce the game's combat process.
It improves the efficiency of reproducing game combat processes, effectively reproducing complex operations including those of advanced players, saving manpower costs, and enhancing the ability to analyze the stability of the game system.
Smart Images

Figure CN117018610B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game cheat detection technology, and more specifically, to a method, apparatus, and electronic device for reproducing game combat processes. Background Technology
[0002] For live-action PvP games, analyzing the combat stability of the game system requires a large amount of player battle data. One approach is to use real players to control the game, reproducing existing high-quality battles and recording these actions as data for combat stability analysis. Another approach is to generate samples using game AI, performing numerous game battles and extracting the resulting data for analysis. However, both of these methods are labor-intensive and have poor reproduction rates for high-quality battles. Additionally, computer vision technology can be used to process recorded battle videos to obtain data for combat stability analysis; however, this method typically only determines the movement of characters in the game and cannot identify more complex control commands. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a method, apparatus and electronic device for reproducing the game battle process, so as to improve the efficiency of reproducing the game battle process.
[0004] In a first aspect, embodiments of the present invention provide a method for reproducing a game battle process, comprising: acquiring game data of a target battle session; wherein the game data includes: state data of game objects in a target game scene corresponding to the target battle session during the duration of the target battle session, and game events occurring in the target battle session; the game events are generated by corresponding game operations; based on the state data of the game objects, determining the operation parameters of the game operations corresponding to the game events; and reproducing the game battle process corresponding to the target battle session based on the operation parameters of the game operations corresponding to the game events.
[0005] Secondly, embodiments of the present invention provide a device for reproducing a game battle process, comprising: a game data acquisition module, used to acquire game data of a target battle session; wherein the game data includes: state data of game objects in a target game scene corresponding to the target battle session during the duration of the target battle session, and game events occurring in the target battle session; the game events are generated by corresponding game operations; an operation parameter determination module, used to determine the operation parameters of the game operations corresponding to the game events based on the state data of the game objects; and a battle reproduction module, used to reproduce the game battle process corresponding to the target battle session based on the operation parameters of the game operations corresponding to the game events.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described method for reproducing the game battle process.
[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the above-described method for reproducing the game combat process.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned method, apparatus, and electronic device for reproducing game combat processes acquire game data for a target battle scene. This game data includes: state data of game objects in the target game scene corresponding to the target battle scene during the duration of the target battle scene, and game events occurring in the target battle scene. These game events are generated by corresponding game operations. Based on the state data of the game objects, the operation parameters of the game operations corresponding to the game events are determined. Based on the operation parameters of the game operations corresponding to the game events, the game combat process corresponding to the target battle scene is reproduced. This method improves the efficiency of reproducing game combat processes and facilitates the analysis of the combat stability of the game system.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a method for reproducing a game combat process, provided as an embodiment of the present invention;
[0014] Figure 2 This is a schematic diagram of the content of video recording data provided in an embodiment of the present invention;
[0015] Figure 3 A schematic diagram of the structure of a device for reproducing a game battle process provided in an embodiment of the present invention;
[0016] Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0017] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0018] In games with high Daily Active Users (DAU), player-controlled virtual characters are divided into two factions: Survivors and Hunters. The Survivors' primary objective is to repair the cipher machines as quickly as possible, open the exit gate, and escape the manor. The Hunters' goal is to prevent the Survivors from repairing the machines, eliminating them by knocking them down and launching them onto rocket chairs.
[0019] The combat system is one of the most important modules in the game. Players' gaming experience mainly comes from battles with matchmaking and ranking. Therefore, ensuring the stability of the game's combat system is one of the most important tasks for the game product itself.
[0020] As games operate for longer periods, their combat systems become increasingly complex, with a growing number of characters, maps, and gameplay modes. Consequently, the coupling between different modules becomes more severe, making the stability of the combat system crucial. In some competitive games, external websites may possess tens or even hundreds of millions of battle data points. This scale of data can be considered to cover the entire scenario. Utilizing this data to simulate player actions, without manually reproducing the actions seen in external videos, would undoubtedly greatly improve the product's combat stability.
[0021] In related technologies, combat simulations are typically performed manually to reproduce the actions captured in online videos. Computer vision technology or SDKs embedded in games are used to record user actions for later reuse. Alternatively, game AI (Artificial Intelligence) can be used to generate samples, allowing the AI to play numerous games and select effective data for later reuse. Furthermore, recorded game combat data can be used to train AI models. Another approach is to extract game character positions from combat recordings; specifically, computer vision technology can be used to extract the real-time positions of game characters from video recordings.
[0022] The methods mentioned above still require significant human effort to reproduce online game actions or to filter AI-generated data samples. However, the extreme maneuvers of high-level online players are difficult to replicate manually or with AI. Since combat data primarily records normal battles, providing this data for AI training without analysis makes it impossible to reproduce player actions. Using computer vision technology with video recordings or images as the data source is slow and mostly only suitable for reproducing simple actions like movement, failing to adequately analyze complex game maneuvers.
[0023] Based on this, the present invention provides a method, apparatus and electronic device for reproducing game battle process, which can be applied to various scenarios that require the reproduction of game battle process.
[0024] See Figure 1 First, a method for reproducing a game battle process provided by an embodiment of the present invention will be introduced. The method includes the following steps:
[0025] Step S102: Obtain game data for the target battle session; wherein, the game data includes: state data of game objects in the target game scene corresponding to the target battle session during the duration of the target battle session, and game events that occur in the target battle session; game events are generated by corresponding game operations.
[0026] The aforementioned game objects can be virtual objects controlled by the player within the target game scene corresponding to the target battle, or they can be virtual cameras or skill control controls within the target game scene. Specific settings can be configured according to different needs, and no restrictions are imposed here.
[0027] The state data typically differs for different game objects. For example, for virtual objects, state data may include their position, speed, attacked status, skill activation status, and more. For virtual cameras, state data may include their position within the target game scene and their shooting angle. For skill control elements, state data may include the trigger status of the skill control.
[0028] The aforementioned game events are typically generated by player actions and usually result in changes to the state of game objects. For example, a game event could be a movement event generated by a player's touch on a movement control, causing a change in the position, speed, or direction of the controlled virtual character. Game events could also be skill release events generated by a player's triggering of a skill control, causing the controlled virtual character to change from a skill-not-released state to a skill-released / reloaded state, while the skill control displays a countdown timer for the skill's cooldown.
[0029] Since players typically input game actions through a touchscreen on a terminal device running a game client, or through human-computer interaction devices such as a mouse and keyboard connected to the terminal device, game events usually occur on the terminal device. To respond to player actions in real time, the terminal device typically determines the state data of the game object after the game action is performed, based on the operation parameters of the game action, the current state data of the corresponding game object, and the preset principle of how the game action affects the state of the game object. The aforementioned principle is usually set by the game system developers and can typically be represented in the form of a function. The operation parameters and the state data of the game object need to be variables in the function; after determining the operation parameters, the corresponding state data of the game object can be determined based on this function.
[0030] In practice, during game operation, the state data of game objects is usually updated at a set frequency. Correspondingly, the terminal device usually updates the state data of game objects based on the current game events at a set frequency, and sends the current game events and the state data of game objects to the game system's server or cloud storage space at a set frequency to record these data.
[0031] During the duration of a target battle, an identifier parameter for that battle can be added to all game data generated during this process to identify the battle to which the game data belongs. When analysis of the target battle is required, the game data for that target battle can be retrieved from the game system's server or cloud storage space based on the identifier parameter of the target battle.
[0032] Step S104: Based on the state data of the game object, determine the operation parameters of the game operation corresponding to the game event.
[0033] As mentioned above, different game events typically correspond to different game objects. When a game event is generated, the target game object corresponding to the event is usually already determined, and the identification information of this target game object can be used as one of the event parameters. When a game event is generated through a game operation of a certain type, the event type can be determined based on that operation type. For example, when the game operation is a movement operation, the corresponding game event is a movement event. This event type can also be used as one of the event parameters of the game event.
[0034] Game events typically persist for a period of time after they occur. For example, during a movement action, the movement event generated by that action persists; after a skill release action ends, the skill release event persists during the skill release process. Since game data is usually generated by the terminal device at a set frequency, game data can be viewed as sub-data corresponding to multiple battle moments, or as multiple data frames corresponding to battle moments.
[0035] In each battle phase, the game actions corresponding to game events affect the state data of the game object in the next battle phase based on the current state data of the game object, typically following the principle described above regarding how game actions affect the state of the game object. Once the state data of the game object for the next battle phase can be obtained from the game data, the operation parameters of the game actions corresponding to the game events in that battle phase can be reverse-engineered based on the above-described principle. For example, the movement distance of a movement control. The specific reverse-engineering process is related to the preset principle in the game system, similar to the calculation process of an inverse function, and will not be elaborated upon here.
[0036] Step S106: Based on the operation parameters of the game operation corresponding to the game event, reproduce the game battle process corresponding to the target battle scene.
[0037] After determining the operation parameters for the game events corresponding to each battle moment, the terminal device can re-enter a battle scene of the same type as the target battle scene. During the battle, these operation parameters are input to the terminal device according to their occurrence time, simulating the corresponding game operations. This allows the terminal device to respond to the corresponding game operations, controlling the game objects to reproduce the battle state in the target battle scene, thereby achieving the reproduction of the game battle process corresponding to the target battle scene.
[0038] The aforementioned method for reproducing a game combat process involves acquiring game data for a target combat session. This game data includes: state data of game objects in the target game scene corresponding to the target combat session during the duration of the target combat session, and game events occurring within the target combat session. These game events are generated by corresponding game operations. Based on the state data of the game objects, the operation parameters of the game operations corresponding to the game events are determined. Based on the operation parameters of the game operations corresponding to the game events, the game combat process corresponding to the target combat session is reproduced. This method improves the efficiency of reproducing the game combat process and facilitates the analysis of the game system's combat stability.
[0039] The following embodiments provide an implementation method for determining the operation parameters of game operations corresponding to game events based on the state data of game objects.
[0040] Generally, the game data mentioned above can be divided into multiple sub-data sets based on their generation time. Each sub-data set includes the state data of game objects and game events corresponding to a specific moment in the battle within the duration of the target battle. As mentioned above, there are usually multiple game objects. There are also usually multiple game events; game events have event parameters, which can be used to identify different game events. Typically, event parameters include the event type of the game event and the corresponding target game object.
[0041] In determining the operation parameters for game actions corresponding to game events, for each game event, it is necessary to identify the sub-data containing the game event from multiple sets of sub-data as the target sub-data corresponding to the game event, that is, to determine whether the game event exists at the combat moment corresponding to the sub-data. Then, based on the state data of the target game object corresponding to the game event in the target sub-data, the operation parameters for the game action corresponding to the game event are determined. Game objects other than the target game object are unrelated to the game event and will not be affected by the operation parameters of the corresponding game action.
[0042] As mentioned above, the operation parameters of game operations have a preset principle of action on the state data of the target game object corresponding to the game event. This principle of action can be represented by functions or other forms, and can be collectively referred to as a mapping relationship. Since game operations have various operation types, the principle of action of the operation parameters of different operation types on the state data of the target game object corresponding to the game event is usually different. Therefore, there are multiple mapping relationships; each mapping relationship corresponds to a preset operation type of the game operation. Typically, it is necessary to determine the target operation type of the game operation corresponding to the game event based on the event type; and then determine the mapping relationship corresponding to the target operation type from among the multiple preset mapping relationships as the target mapping relationship.
[0043] Since game events typically persist for a period of time, the target sub-data corresponding to a game event also includes multiple sets. The target sub-data corresponds to the target combat moment. In determining the operation parameters of the game operation corresponding to the game event, for each target combat moment, it is necessary to calculate the physical operation parameters of the game operation corresponding to the game event at the combat moment based on a preset target mapping relationship and the relevant state data of the target combat moment. The relevant state data includes the state data of the target game object at the target combat moment and the target combat moment after the target combat moment. The physical operation parameters include the operation position, operation distance, operation speed, and / or operation force of the game operation in the preset graphical user interface, such as the sliding distance of a swipe operation and the click position of a click operation. Then, multiple target combat moments, and the physical operation parameters corresponding to the target combat moments, are determined as the operation parameters of the game operation corresponding to the game event.
[0044] The following embodiments provide an implementation method for reproducing the game battle process corresponding to a target battle scene by providing operation parameters based on game operations corresponding to game events.
[0045] During the reproduction process, it is necessary to generate the state data of the game objects in the target game scene in the current battle scene based on the operation parameters of the game operation corresponding to the game event and the preset target mapping relationship, so as to control the game objects to present the battle state of the target battle scene in the current battle scene.
[0046] Specifically, for each moment in the current battle, a correspondence needs to be established between the current battle moment and the target battle moment for game actions. For example, if the target battle moment is 3 minutes after the start of the target battle, then the game actions for the target battle moment need to be performed 3 minutes after the start of the current battle. Specifically, for each current battle moment within the duration of the current battle that corresponds to the target battle moment, the state data of the game object in the battle moments following the current battle moment can be generated based on the physical operation parameters of the game actions corresponding to the game events, the current state data of the game objects, and the target mapping relationship.
[0047] This invention also provides another method for reproducing the game combat process, which is... Figure 1 This method is implemented based on the method shown. It utilizes the fact that player battle data is saved in the form of video recordings, with each battle having a unique identifier, i.e., battle_id. The essence of the video data is a combination of frame snapshots and a collection of battle events (also known as "event triggers"), such as... Figure 2 As shown, the entire virtual battlefield can be constructed using frame snapshots and combat events.
[0048] This method first retrieves battle replay data from the game system's cloud storage space using the battle_id. The battle replay data records all battle events that occur during the battle. For the requirement of simply reproducing player actions, a large number of synchronized events are unnecessary; therefore, only the valid battle events need to be extracted from the replay events. Then, the battle events are parsed. Since valid battle events are derived from the forward transformation of player actions, they can be reverse-engineered to obtain the player's actions. For example, movement events can be reverse-engineered to convert into actual joystick movements in combat, and perspective switching events can be reverse-engineered to convert into actual screen swipes and other operation data. Similarly, other battle events also need to be parsed and converted into operation data. Finally, this data is passed to the game client for execution, which re-simulates the player's actual game actions from the external network replay.
[0049] Specifically, this method is implemented through the following steps:
[0050] 1. Extracting Battle Events: Typically, to conserve recording data, it's compressed and serialized before uploading. By analyzing system errors (bugs) reported by players, the current battle ID can be retrieved, and the corresponding battle data can be downloaded from cloud storage. The raw battle data is then decompressed and deserialized to extract the battle event set. For reproducing battle actions, many battle events from synchronized clients are invalid. For example, chat events between players during battle. Therefore, it's necessary to filter battle events and extract only the valid ones.
[0051] 2. Combat Event Analysis: Combat events can include various types, such as movement events, perspective switching events, and skill release events. In related technologies, extracting game battlefield information from video recordings mostly relies on computer vision technology to extract features from the video recordings. This solution, however, re-processes combat events to construct a virtual battlefield for the game and dynamically updates the virtual battlefield data by analyzing the parameters of the combat events.
[0052] The rules for calculating the joystick movement of game characters are as follows.
[0053] P new .x=P old .x+(P cur -P center ).x*Dir cam .right*speed
[0054] P new .y=P old. y+(P cur -P center ).y*Dir cam.forward*speed
[0055] Where Pnew is the coordinate of the position reached in the next frame, Pold is the coordinate of the previous frame, Pcur is the coordinate of the current joystick, Pcenter is the center coordinate of the current joystick, Dircam is the direction vector of the current camera, and speed is the current movement speed.
[0056] The basic components of combat event data sent from the client to the server include the current event type, the identifier of the virtual character corresponding to the combat event, the current state data of the virtual character, and the state data after the virtual character's state change caused by the combat event. For movement events, the current state data includes the virtual character's current speed and current position, while the state data after the state change can be the virtual object's next destination. During parsing, based on the above information, the information of the virtual battlefield, and the fact that the center coordinates of the joystick are a fixed constant, the correspondence between the movement position of the joystick and the movement speed and direction of the virtual character can be solved in reverse to obtain the position where the joystick moves due to the movement operation corresponding to the movement event, and this position is used as the operation parameter.
[0057] The calculation rules for perspective switching are as follows:
[0058] rot.x = clamp((P cur_rotate -P pre_rotate ).x*hor_rate,-30,30)
[0059] rot.y = clamp((P cur_rotate -P pre_rotate ).y*ver_rate,-10,10)
[0060] rot_rad = arctan(rot.x / rot.y)
[0061] rot.x=rot_rad>threshold? 0:rot.x
[0062] rot.y=rot_rad>threshold? rot.y:0
[0063] Here, rot is the vector of view rotation, the clamp() function restricts a value between an upper and lower limit, Pcur_rotate is the current screen touch point, Ppre_rotate is the screen touch point of the previous frame, hor_rate is the vertical scaling factor, ver_rate is the horizontal scaling factor, arctan() is the arctangent function, and threshold is the current horizontal and vertical constraint factor, used to determine whether the current rotation is applied in the horizontal or vertical direction.
[0064] Similarly, for viewpoint switching events, the client can send information such as the virtual camera's viewpoint rotation vector to the server. Based on the correspondence between the viewpoint rotation vector and the direction and trajectory length of the player's viewpoint swipe operation in the graphical user interface, the operation parameters of the player's swipe operation can be obtained through reverse calculation. Using the above calculation method, there is usually one and only one solution in the direction where the viewpoint rotation vector is 0. However, there are infinitely many solutions in the direction where the viewpoint rotation vector is 0, but these solutions do not affect the viewpoint switching change, so they can be set to 0. Furthermore, the parameters obtained can be determined as the operation parameters for the player's viewpoint switching operation.
[0065] Other valid combat events also need to be adapted and converted separately. Once all events are converted, a set of combat operation data arranged in chronological order can be obtained.
[0066] 3. Combat Operation Reproduction: By running and parsing player operation data through the game client, and executing the player's operation data sequentially through a timer, the player's operation in the recording can be reproduced.
[0067] The above method eliminates the need for manual reproduction of game operations, saving significant manpower, and covers the extreme operations of advanced players, solving the problem of difficult reproduction. Each case study takes only about one minute to convert, eliminating the need for extensive trial and error using both AI and human intervention, thus saving time and costs. With tens or even hundreds of millions of battle data points available online, this scale of data can be considered to cover all scenarios, increasing the comprehensiveness of the battle case studies.
[0068] For the above method embodiments, see Figure 3 The embodiment of the present invention shown provides a device for reproducing a game battle process, the device comprising:
[0069] The game data acquisition module 302 is used to acquire game data for the target battle session; wherein, the game data includes: state data of game objects in the target game scene corresponding to the target battle session during the duration of the target battle session, and game events that occur in the target battle session; game events are generated by corresponding game operations;
[0070] The operation parameter determination module 304 is used to determine the operation parameters of the game operation corresponding to the game event based on the state data of the game object.
[0071] The battle replay module 306 is used to replay the game battle process corresponding to the target battle scene based on the operation parameters of the game operation corresponding to the game event.
[0072] The aforementioned device for reproducing game combat processes acquires game data for a target battle scene. This game data includes: state data of game objects in the target game scene corresponding to the target battle scene during the duration of the target battle scene, and game events occurring in the target battle scene. These game events are generated by corresponding game operations. Based on the state data of the game objects, the operation parameters of the game operations corresponding to the game events are determined. Based on the operation parameters of the game operations corresponding to the game events, the game combat process corresponding to the target battle scene is reproduced. This method improves the efficiency of reproducing game combat processes and facilitates the analysis of the combat stability of the game system.
[0073] The aforementioned game data includes multiple sets of sub-data; these sub-data sets include state data of game objects and game events corresponding to multiple battle moments within the duration of the target battle; there are multiple game objects; game events have event parameters; the event parameters include the target game object corresponding to the game event; there are multiple game events; the aforementioned operation parameter determination module is further used to: for each game event, determine the sub-data containing the game event in the multiple sets of sub-data as the target sub-data corresponding to the game event; and based on the state data of the target game object corresponding to the game event in the target sub-data, determine the operation parameters of the game operation corresponding to the game event.
[0074] The aforementioned operation parameter determination module is also used to: determine the operation parameters of the game operation corresponding to the game event based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data; the target mapping relationship is used to indicate the principle of how the operation parameters of the game operation affect the state data of the target game object corresponding to the game event.
[0075] The aforementioned event parameters also include the event type of the game event; the mapping relationship includes multiple relationships; each mapping relationship corresponds to a preset operation type of the game operation; the aforementioned device further includes: an operation type determination module, used to determine the target operation type of the game operation corresponding to the game event based on the event type of the game event; and a target mapping relationship determination module, used to determine the mapping relationship corresponding to the target operation type among the multiple preset mapping relationships as the target mapping relationship.
[0076] The aforementioned target sub-data includes multiple sets; these multiple sets of target sub-data correspond to multiple target battle moments within the duration of the target battle session; the aforementioned operation parameter determination module is further used to: for each target battle moment, based on a preset target mapping relationship and relevant state data of the target battle moment, calculate the physical operation parameters of the game operation corresponding to the game event at the battle moment; wherein, the relevant state data includes the state data of the target game object at the target battle moment and the target battle moment after the target battle moment; the physical operation parameters include the operation position, operation distance, operation speed, and / or operation force of the game operation in the preset graphical user interface; and determine the multiple target battle moments and the physical operation parameters corresponding to the target battle moments as the operation parameters of the game operation corresponding to the game event.
[0077] The aforementioned battle reenactment module is also used to: generate state data of game objects in the target game scene in the current battle session based on the operation parameters of the game operation corresponding to the game event and the preset target mapping relationship, so as to control the game objects to present the battle state of the target battle session in the current battle session; the target mapping relationship is used to indicate the principle of how the operation parameters of the game operation affect the state data of the target game object corresponding to the game event.
[0078] The aforementioned operation parameters include multiple target battle moments corresponding to the game operation of the game event, as well as physical operation parameters corresponding to the target battle moments; the aforementioned battle reproduction module is also used to: for each current battle moment corresponding to the target battle moment within the duration of the current battle session, based on the physical operation parameters of the game operation corresponding to the game event, the current state data of the game object, and the target mapping relationship, generate the state data of the game object in the battle moments after the current battle moment.
[0079] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-described method for reproducing the game combat process. Specifically:
[0080] Acquire game data for the target battle session; the game data includes: state data of game objects in the target game scene corresponding to the target battle session during the duration of the target battle session, and game events that occur in the target battle session; game events are generated by corresponding game operations; based on the state data of the game objects, determine the operation parameters of the game operations corresponding to the game events; based on the operation parameters of the game operations corresponding to the game events, reproduce the game battle process corresponding to the target battle session.
[0081] The above methods improve the efficiency of reproducing the game's combat process and facilitate the analysis of the game system's combat stability.
[0082] Optionally, the aforementioned game data includes multiple sets of sub-data; the multiple sets of sub-data include the state data of game objects and game events corresponding to multiple battle moments within the duration of the target battle; there are multiple game objects; game events have event parameters; the event parameters include the target game object corresponding to the game event; there are multiple game events; the step of determining the operation parameters of the game operation corresponding to the game event based on the state data of the game objects includes: for each game event, determining the sub-data containing the game event in the multiple sets of sub-data as the target sub-data corresponding to the game event; and determining the operation parameters of the game operation corresponding to the game event based on the state data of the target game object corresponding to the game event in the target sub-data.
[0083] Optionally, the above step of determining the operation parameters of the game operation corresponding to the game event based on the state data of the target game object corresponding to the game event in the target sub-data includes: determining the operation parameters of the game operation corresponding to the game event based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data; the target mapping relationship is used to indicate the principle of how the operation parameters of the game operation affect the state data of the target game object corresponding to the game event.
[0084] Optionally, the above event parameters also include the event type of the game event; the mapping relationship includes multiple relationships; each mapping relationship corresponds to the operation type of a preset game operation; before determining the operation parameters of the game operation corresponding to the game event based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data, the method includes: determining the target operation type of the game operation corresponding to the game event based on the event type of the game event; and determining the mapping relationship corresponding to the target operation type among the multiple preset mapping relationships as the target mapping relationship.
[0085] Optionally, the aforementioned target sub-data includes multiple sets; the multiple sets of target sub-data correspond to multiple target battle moments within the duration of the target battle; the step of determining the operation parameters of the game operation corresponding to the game event based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data includes: for each target battle moment, calculating the physical operation parameters of the game operation corresponding to the game event at the battle moment based on the preset target mapping relationship and the relevant state data of the target battle moment; wherein, the relevant state data includes the state data of the target game object at the target battle moment and the target battle moment after the target battle moment; the physical operation parameters include the operation position, operation distance, operation speed and / or operation force of the game operation in the preset graphical user interface; and determining the multiple target battle moments and the physical operation parameters corresponding to the target battle moments as the operation parameters of the game operation corresponding to the game event.
[0086] Optionally, the steps of reproducing the game battle process corresponding to the target battle scene based on the operation parameters of the game operation corresponding to the game event include: generating state data of the game object in the target game scene in the current battle scene based on the operation parameters of the game operation corresponding to the game event and the preset target mapping relationship, so as to control the game object to present the battle state of the target battle scene in the current battle scene; the target mapping relationship is used to indicate the principle of the effect of the operation parameters of the game operation on the state data of the target game object corresponding to the game event.
[0087] Optionally, the above-mentioned operation parameters include multiple target battle moments of the game operation corresponding to the game event, and physical operation parameters corresponding to the target battle moments; the step of generating state data of the game object in the target game scene in the current battle session based on the operation parameters of the game operation corresponding to the game event and the preset target mapping relationship includes: for each current battle moment corresponding to the target battle moment within the duration of the current battle session, generating state data of the game object in the battle moments after the current battle moment based on the physical operation parameters of the game operation corresponding to the game event, the current state data of the game object, and the target mapping relationship.
[0088] See Figure 4 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-described method for reproducing the game battle process.
[0089] Furthermore, Figure 4 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0090] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 4 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0091] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0092] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-described method for reproducing the game combat process.
[0093] The present invention provides a method, apparatus, and electronic device for reproducing a game combat process, including a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. Specifically:
[0094] Acquire game data for the target battle session; the game data includes: state data of game objects in the target game scene corresponding to the target battle session during the duration of the target battle session, and game events that occur in the target battle session; game events are generated by corresponding game operations; based on the state data of the game objects, determine the operation parameters of the game operations corresponding to the game events; based on the operation parameters of the game operations corresponding to the game events, reproduce the game battle process corresponding to the target battle session.
[0095] The above methods improve the efficiency of reproducing the game's combat process and facilitate the analysis of the game system's combat stability.
[0096] Optionally, the aforementioned game data includes multiple sets of sub-data; the multiple sets of sub-data include the state data of game objects and game events corresponding to multiple battle moments within the duration of the target battle; there are multiple game objects; game events have event parameters; the event parameters include the target game object corresponding to the game event; there are multiple game events; the step of determining the operation parameters of the game operation corresponding to the game event based on the state data of the game objects includes: for each game event, determining the sub-data containing the game event in the multiple sets of sub-data as the target sub-data corresponding to the game event; and determining the operation parameters of the game operation corresponding to the game event based on the state data of the target game object corresponding to the game event in the target sub-data.
[0097] Optionally, the above step of determining the operation parameters of the game operation corresponding to the game event based on the state data of the target game object corresponding to the game event in the target sub-data includes: determining the operation parameters of the game operation corresponding to the game event based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data; the target mapping relationship is used to indicate the principle of how the operation parameters of the game operation affect the state data of the target game object corresponding to the game event.
[0098] Optionally, the above event parameters also include the event type of the game event; the mapping relationship includes multiple relationships; each mapping relationship corresponds to the operation type of a preset game operation; before determining the operation parameters of the game operation corresponding to the game event based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data, the method includes: determining the target operation type of the game operation corresponding to the game event based on the event type of the game event; and determining the mapping relationship corresponding to the target operation type among the multiple preset mapping relationships as the target mapping relationship.
[0099] Optionally, the aforementioned target sub-data includes multiple sets; the multiple sets of target sub-data correspond to multiple target battle moments within the duration of the target battle; the step of determining the operation parameters of the game operation corresponding to the game event based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data includes: for each target battle moment, calculating the physical operation parameters of the game operation corresponding to the game event at the battle moment based on the preset target mapping relationship and the relevant state data of the target battle moment; wherein, the relevant state data includes the state data of the target game object at the target battle moment and the target battle moment after the target battle moment; the physical operation parameters include the operation position, operation distance, operation speed and / or operation force of the game operation in the preset graphical user interface; and determining the multiple target battle moments and the physical operation parameters corresponding to the target battle moments as the operation parameters of the game operation corresponding to the game event.
[0100] Optionally, the steps of reproducing the game battle process corresponding to the target battle scene based on the operation parameters of the game operation corresponding to the game event include: generating state data of the game object in the target game scene in the current battle scene based on the operation parameters of the game operation corresponding to the game event and the preset target mapping relationship, so as to control the game object to present the battle state of the target battle scene in the current battle scene; the target mapping relationship is used to indicate the principle of the effect of the operation parameters of the game operation on the state data of the target game object corresponding to the game event.
[0101] Optionally, the above-mentioned operation parameters include multiple target battle moments of the game operation corresponding to the game event, and physical operation parameters corresponding to the target battle moments; the step of generating state data of the game object in the target game scene in the current battle session based on the operation parameters of the game operation corresponding to the game event and the preset target mapping relationship includes: for each current battle moment corresponding to the target battle moment within the duration of the current battle session, generating state data of the game object in the battle moments after the current battle moment based on the physical operation parameters of the game operation corresponding to the game event, the current state data of the game object, and the target mapping relationship.
[0102] See Figure 4 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-described method for reproducing the game battle process.
[0103] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0104] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0105] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0106] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0107] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for reproducing a game combat process, characterized in that, include: Acquire game data for the target battles; The game data includes: state data of game objects in the target game scene corresponding to the target battle during the duration of the target battle, and game events that occur in the target battle; the game events are generated by corresponding game operations. Based on the state data of the game object, determine the operation parameters of the game operation corresponding to the game event; Based on the operation parameters of the game operation corresponding to the game event, the game battle process corresponding to the target battle scene is reproduced.
2. The method according to claim 1, characterized in that, The game data includes multiple sets of sub-data; the multiple sets of sub-data include the state data of the game objects and the game events corresponding to multiple battle moments within the duration of the target battle; the game objects include multiple ones; the game events have event parameters; the event parameters include the target game object corresponding to the game event; The game events include multiple events; The steps of determining the operation parameters of the game operation corresponding to the game event based on the state data of the game object include: For each game event, the sub-data that includes the game event in the multiple sets of sub-data is determined as the target sub-data corresponding to the game event; Based on the state data of the target game object corresponding to the game event in the target sub-data, the operation parameters of the game operation corresponding to the game event are determined.
3. The method according to claim 2, characterized in that, The step of determining the operation parameters of the game operation corresponding to the game event based on the state data of the target game object corresponding to the game event in the target sub-data includes: Based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data, the operation parameters of the game operation corresponding to the game event are determined; the target mapping relationship is used to indicate the principle of how the operation parameters of the game operation affect the state data of the target game object corresponding to the game event.
4. The method according to claim 3, characterized in that, The event parameters also include the event type of the game event; the mapping relationship includes multiple relationships; each mapping relationship corresponds to a preset operation type of the game operation; Before determining the operation parameters of the game operation corresponding to the game event based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data, the method includes: Based on the event type of the game event, determine the target operation type of the game operation corresponding to the game event; The mapping relationship corresponding to the target operation type among the preset multiple mapping relationships is determined as the target mapping relationship.
5. The method according to claim 3, characterized in that, The target sub-data includes multiple sets; the multiple sets of target sub-data correspond to multiple target battle moments within the duration of the target battle session; The steps for determining the operation parameters of the game operation corresponding to the game event based on the preset target mapping relationship and the state data of the target game object corresponding to the game event in the target sub-data include: For each target battle moment, based on the preset target mapping relationship and the relevant state data of the target battle moment, the physical operation parameters of the game operation corresponding to the game event at the battle moment are calculated; The relevant state data includes the state data of the target game object at the target battle time and the target battle time after the target battle time; the physical operation parameters include the operation position, operation distance, operation speed and / or operation force of the game operation in the preset graphical user interface; Multiple target battle moments, along with the physical operation parameters corresponding to those target battle moments, are determined as the operation parameters for the game operation corresponding to the game event.
6. The method according to claim 1, characterized in that, Based on the operation parameters of the game operation corresponding to the game event, the steps for reproducing the game battle process corresponding to the target battle scene include: Based on the operation parameters of the game operation corresponding to the game event and the preset target mapping relationship, the state data of the game object in the target game scene in the current battle session is generated, so as to control the game object to present the battle state of the target battle session in the current battle session; the target mapping relationship is used to indicate the principle of the effect of the operation parameters of the game operation on the state data of the target game object corresponding to the game event.
7. The method according to claim 6, characterized in that, The operation parameters include multiple target combat moments of the game operation corresponding to the game event, and physical operation parameters corresponding to the target combat moments; The step of generating state data of game objects in the target game scene in the current battle session based on the operation parameters of the game operation corresponding to the game event and the preset target mapping relationship includes: For each current battle moment corresponding to the target battle moment within the duration of the current battle session, based on the physical operation parameters of the game operation corresponding to the game event, the current state data of the game object, and the target mapping relationship, the state data of the game object for the battle moment after the current battle moment is generated.
8. A device for reproducing the combat process of a game, characterized in that, include: The game data acquisition module is used to acquire game data for the target battle. The game data includes: state data of game objects in the target game scene corresponding to the target battle during the duration of the target battle, and game events that occur in the target battle; the game events are generated by corresponding game operations; The operation parameter determination module is used to determine the operation parameters of the game operation corresponding to the game event based on the state data of the game object. The battle replay module is used to replay the game battle process corresponding to the target battle scene based on the operation parameters of the game operation corresponding to the game event.
9. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the method for reproducing the game combat process according to any one of claims 1-7.
10. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the method for reproducing the game combat process as described in any one of claims 1-7.