Method, device and equipment for generating virtual map and storage medium
By using artificial intelligence to automatically traverse the virtual scene during the virtual map generation process, determine and display the path to the level, the problem of low efficiency and poor accuracy of virtual map verification in existing technologies is solved, thus improving the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-12-15
- Publication Date
- 2026-07-31
AI Technical Summary
Existing virtual map verification methods are time-consuming, inaccurate, and cannot efficiently determine the passability of virtual maps.
The terminal provides a graphical user interface and uses artificial intelligence to simulate path reconstruction to automatically traverse the virtual scene, determine whether there is a way to pass the level, and display the way to pass the level on the interface.
It improves the efficiency and accuracy of virtual map verification, reduces the time cost for players to develop virtual maps, and enhances the gaming experience.
Smart Images

Figure CN117717772B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, device, and storage medium for generating virtual maps. Background Technology
[0002] With the development of internet technology, games are playing an increasingly important role in people's lives, becoming a major form of leisure and entertainment.
[0003] There is a type of virtual map-based game where players need to move from the starting point to the finish line on the virtual map to win. To enhance the immersive gaming experience, a player-created map game mode is provided, where players can create their own virtual maps and publish them to other players.
[0004] However, with current technology, after creating a virtual map, players need to verify whether the virtual map can be published through player testing. Summary of the Invention
[0005] The purpose of this application is to address the shortcomings of the prior art by providing a method, apparatus, device, and storage medium for generating virtual maps, thereby solving the problems of high time cost and low accuracy in the verification methods of virtual maps in the prior art.
[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:
[0007] In a first aspect, one embodiment of this application provides a method for generating a virtual map, which provides a graphical user interface through a terminal. The graphical user interface displays a virtual construction scene, which includes multiple virtual construction units. The method includes:
[0008] In the test mode of the virtual building scene, each virtual building unit in the virtual building scene is traversed along the direction from the preset starting position to the preset ending position to obtain at least one behavior path in the virtual building scene.
[0009] Determine whether there is a clearance path in the at least one behavior path; wherein, the clearance path is a continuous path from the preset starting position to the preset ending position without any breaks;
[0010] If a path to the level is available, the path to the level will be displayed in the virtual construction scene.
[0011] Secondly, another embodiment of this application provides a virtual map generation apparatus, the apparatus comprising: a traversal module, a determination module, and a display module, wherein:
[0012] The traversal module is used to traverse each virtual building unit in the virtual building scene along a preset starting position to a preset ending position in the test mode of the virtual building scene, so as to obtain at least one behavior path in the virtual building scene.
[0013] The determining module is used to determine whether there is a clearance path in the at least one behavior path; wherein, the clearance path is a continuous path from the preset starting position to the preset ending position without any breaks;
[0014] The display module is used to display the path to the level in the virtual construction scene if a path to the level exists.
[0015] Thirdly, another embodiment of this application provides a virtual map generation device, including: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the virtual map generation device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any of the methods described in the first aspect above.
[0016] Fourthly, another embodiment of this application provides a storage medium storing a computer program, which, when executed by a processor, performs the steps of any of the methods described in the first aspect above.
[0017] The beneficial effects of this application are as follows: By using the virtual map generation method provided in this application, the virtual construction scene can be automatically tested after the user successfully builds the virtual construction scene. By using artificial intelligence to simulate path reconstruction, it can determine whether there is a way to complete the level in at least one behavioral path in the virtual construction scene, and display the way to complete the level in the graphical user interface, so that the user can intuitively view the way to complete the level in the current virtual construction scene. This method of automatically checking the virtual construction scene is more efficient and the accuracy of the checking results is higher, which greatly reduces the time cost for players to develop virtual maps, thereby improving the player's game experience. Attached Figure Description
[0018] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0019] Figure 1 A schematic flowchart illustrating a method for generating a virtual map according to an embodiment of this application;
[0020] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this application;
[0021] Figure 3 A flowchart illustrating a method for generating a virtual map according to another embodiment of this application;
[0022] Figure 4 A schematic diagram of a graphical user interface provided for another embodiment of this application;
[0023] Figure 5 A flowchart illustrating a method for generating a virtual map according to another embodiment of this application;
[0024] Figure 6 A schematic diagram of the structure of a virtual map generation apparatus provided in an embodiment of this application;
[0025] Figure 7 A schematic diagram of the structure of a virtual map generation apparatus provided in another embodiment of this application;
[0026] Figure 8 This is a schematic diagram of the structure of a virtual map generation device provided in an embodiment of this application. Detailed Implementation
[0027] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some embodiments of this application, but not all embodiments.
[0028] The components of the embodiments of this application described and illustrated in the accompanying drawings can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of this application provided in the drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0029] In one embodiment of this application, the virtual map generation method can run on a local terminal device or a server. When the virtual map generation method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0030] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the virtual map generation method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0031] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0032] Furthermore, the flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed in order or performed simultaneously. Moreover, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.
[0033] The following explanation, using several specific application examples, illustrates a method for generating a virtual map provided in this application. Figure 1This is a flowchart illustrating a method for generating a virtual map according to an embodiment of this application. A graphical user interface (GUI) is provided via a terminal, displaying a virtual scene, such as... Figure 1 As shown, the method includes:
[0034] S101: In the test mode of the virtual building scene, traverse each virtual building unit in the virtual building scene along the direction from the preset starting position to the preset ending position to obtain at least one behavior path in the virtual building scene.
[0035] The initial state of a virtual building scene can be, for example, a blank building area. Players can select multiple virtual building units of the same or different shapes from their existing virtual building units and assemble them within the empty area to form a virtual building scene. Players can build the virtual building scene into the shape they desire according to their preferences or needs, and configure the functional attributes of each virtual building unit. In other words, each virtual building unit in the virtual building scene has its own corresponding functional attribute information. For example, there may be ordinary tiles in the virtual building scene. When the virtual character walks / moves on these tiles, no skills will be triggered. Players can control the virtual character to move freely on ordinary tiles based on their control operations.
[0036] The virtual building scene may also contain skill tiles. These tiles may possess different skills, and players can flexibly configure the skills corresponding to each skill tile from a set of preset skills. For example, preset skills might include jump skills, where a virtual object, upon contact with a tile possessing jump skills, will jump along the preset movement direction and distance; turning skills, where the virtual object's movement direction changes upon contact; teleportation skills, where the virtual object's position in the virtual building scene changes upon contact, for example, after contacting tile 1 with teleportation skills, the virtual object might teleport back to its starting position; or trap skills, where a virtual object is eliminated upon contact with a tile possessing trap skills. Players can combine different types of tiles to construct the virtual building scene they design.
[0037] After the virtual construction scene is successfully built, it is necessary to determine whether the virtual object can successfully move from the preset starting position to the preset ending position. If it can, it is determined that the current virtual object can successfully pass through the virtual construction scene, and the current virtual construction scene is determined to be a "live game" that can be passed. Otherwise, it means that the current virtual construction scene cannot be successfully passed, that is, the current virtual construction scene is an "insurmountable game". It should be understood that the above embodiments are only illustrative examples. The skill types included in the multiple preset skills and the specific skill content of the multiple skill types can be flexibly adjusted according to the user's needs, and are not limited to those given in the above embodiments.
[0038] In the embodiments of this application, in order to improve the detection efficiency of virtual construction scenes while ensuring the production quality of virtual construction scenes, after the player edits and generates the virtual map in the game, the generated virtual construction scene needs to be automatically tested to determine whether the virtual object can successfully move from the preset starting position to the preset ending position of the virtual construction scene, that is, to determine whether the virtual construction scene has at least one passable path.
[0039] Once the virtual building scenario has passed testing, meaning it has been confirmed that there is at least one passable path within the virtual building scenario, players can publish the tested virtual building scenario. This ensures that the published virtual building scenario is usable and can be completed, preventing it from becoming an unplayable "dead end".
[0040] The testing of the virtual construction scene includes testing the behavior paths in the virtual construction scene. For example, the testing method can be to restore the behavior path of the virtual character when passing through the virtual construction scene by moving from the preset starting position to the preset ending position in the virtual construction scene, and to traverse the virtual construction scene plot by plot.
[0041] During the test, to avoid making the waiting process too tedious for players, the graphical user interface can, for example, play a preset animation of a virtual object moving from a preset starting position to a preset ending position; or, the graphical user interface can also display a waiting progress bar; the content and display method displayed on the graphical user interface during the specific waiting test can be flexibly adjusted according to the user's needs, and are not limited to the embodiments given above.
[0042] S102: Determine whether a clearance path exists in at least one behavioral path.
[0043] The passage path is a continuous path from a preset starting point to a preset ending point without any breaks.
[0044] If at least one path to completion exists in the current virtual building scene, it means that the current virtual building scene has passed the test, indicating that it can be completed and the game can proceed normally. Players can then publish the virtual building scene as normal. This testing method is automated. It uses artificial intelligence (AI) to simulate path reconstruction, traversing the virtual building scene unit by unit. Based on the virtual building units included in the scene and their functional attributes, it determines whether at least one path to completion exists in the current virtual building scene.
[0045] Compared to existing technologies that require players to actively control virtual objects to move within the virtual environment for inspection, the automatic inspection method provided in this application is more efficient and accurate, significantly reducing the time cost for players to develop virtual environments and thus improving their gaming experience.
[0046] S103: If a path to the level is available, display the path to the level in the virtual scene.
[0047] Figure 2 A graphical user interface diagram for another embodiment of this application, such as... Figure 2 As shown, after traversing the virtual construction scene and confirming the existence of a path to the level, the path to the level can be displayed in the virtual construction scene to allow users to intuitively view the complete content of the path to the level.
[0048] The virtual construction scene consists of multiple virtual construction units, each corresponding to a path point. In the embodiments of this application, the display method of the passage path can be, for example, displaying each path point in the passage path in the virtual construction scene using a first display method, and connecting each path point with lines of the first display method. The first display method can be, for example, representing each path point with circles of a preset size, connecting each path point with lines of a preset thickness, and the display color can be, for example, yellow / green. It should be understood that the above embodiments are only illustrative examples, and the specific first display method can be flexibly adjusted according to user needs. The path point can also be represented as a triangle / rectangle of a preset size, and the display color can also be adjusted to other colors according to user needs. The specific display method of the first display method can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0049] Players can determine whether the current virtual scene needs further adjustment based on the walkthrough path displayed on the graphical user interface. If players are not satisfied with the currently displayed walkthrough path, they can continue to adjust the virtual scene and further verify the adjusted virtual scene until the adjusted virtual scene not only has a walkthrough path, but the walkthrough path also meets the player's expectations.
[0050] The virtual map generation method provided in this application allows for automated testing of the virtual construction scene after the user successfully builds it. By using artificial intelligence to simulate path reconstruction, it determines whether a path to the level exists in at least one behavioral path within the virtual construction scene, and displays the path to the level in the graphical user interface. This allows users to intuitively view the path to the level in the current virtual construction scene. This method of automatically checking virtual construction scenes is more efficient and has higher accuracy, greatly reducing the time cost for players to develop virtual maps and thus improving the player's gaming experience.
[0051] Continue as Figure 2 As shown, a test control is displayed on the graphical user interface, for example, in the lower left corner of the graphical user interface. In response to a click operation on the test control on the graphical user interface, the virtual construction scene is triggered to enter the test mode. The display style of the test control can be, for example, a trial control or a test control. The specific display position and display method of the test control can be flexibly adjusted according to the user's needs and are not limited to those given in the above embodiments.
[0052] Optionally, based on the above embodiments, this application embodiment may also provide a method for generating a virtual map, and the implementation process of the above method will be illustrated below with reference to the accompanying drawings. Figure 3 A flowchart illustrating a method for generating a virtual map according to another embodiment of this application is shown below. Figure 3 As shown, after S102, the method may further include:
[0053] S111: If there is no clear path, determine the breakpoint path from the behavior path.
[0054] Among them, the breakpoint path is a path that is discontinuous from the preset starting position to the preset ending position and has breakpoints.
[0055] In other words, in the embodiments of this application, if a virtual object cannot move from the preset starting point to the preset ending point during the process of moving from the preset starting point to the preset ending point due to the existence of discontinuous path points, that is, the virtual object cannot pass the current virtual construction scene, then the current behavior path is determined to be a breakpoint path, and the interruption point in the breakpoint path is determined to be a breakpoint path point.
[0056] In some possible embodiments, if there are multiple breakpoint paths in the current virtual construction scene, for example, the breakpoint path with the shortest completion path can be determined as the target breakpoint path displayed on the subsequent graphical user interface; or, the breakpoint path with the shortest completion time among multiple breakpoint paths can be determined as the target breakpoint path to be displayed subsequently; or, the breakpoint path with the highest reward after completion among multiple breakpoint paths can be determined as the target breakpoint path to be displayed subsequently. It should be understood that the above embodiments are only illustrative examples, and the specific method and rules for determining the target breakpoint path can be flexibly adjusted according to user needs. For example, the default method for determining the target breakpoint path is to directly determine the breakpoint path with the shortest completion path as the target breakpoint path to be displayed subsequently. If the player wants to determine the target breakpoint path through other methods, they can actively modify the method and select the desired method from multiple methods for determining the target breakpoint path. It should be understood that the specific method for determining the target breakpoint path, as well as the default method for determining the target breakpoint path, can be flexibly adjusted according to the application scenario and user needs, and is not limited to the methods given in the above embodiments.
[0057] S112: Display the breakpoint path in the virtual construction scene.
[0058] The way breakpoints are displayed can be different from the way the completion path is displayed, and the way breakpoints are displayed can also be different from the way normal path points are displayed, so that users can see the location of breakpoints in the breakpoint path more intuitively, helping players to quickly find the breakpoint location, so that players can quickly find the problems in the virtual scene and modify the problematic breakpoints in time, or modify other path points so that the virtual scene can be completed normally.
[0059] Figure 4 A graphical user interface diagram for another embodiment of this application, such as... Figure 4 As shown, after traversing the virtual construction scene and determining that there is no path to complete the level in the virtual construction scene, the breakpoint path can be displayed in the virtual construction scene so that the user can intuitively view the complete content of the breakpoint path.
[0060] The virtual building scene consists of multiple virtual building units, each of which corresponds to a path point. In the embodiments of this application, the display method of the breakpoint path can be, for example, displaying the normal path point in the breakpoint path in the virtual building scene in a first display mode, displaying the breakpoint path point in the breakpoint path in a second display mode, and connecting the normal path points with the lines in the first display mode, and connecting the breakpoint path point and the normal path point with the lines in the second display mode. The first display method can be, for example, using dots of a preset size to represent normal path points, connecting these normal path points with lines of a preset thickness, and displaying the lines connecting normal path points in, for example, yellow / green. The second display method can be, for example, using dots of other shapes of a preset size, such as those containing an asterisk or an exclamation mark, to represent breakpoint path points, connecting these breakpoint path points to normal path points with lines of a thickness different from the lines connecting normal path points, and displaying the lines connecting breakpoint path points to normal path points in, for example, red. It should be understood that the above embodiments are merely illustrative examples, and the specific first display method can be flexibly adjusted according to user needs. The path points can also be represented as triangles / rectangles of a preset size, and the display color can be adjusted to other colors according to user needs. The specific display method of the first display method can be flexibly adjusted according to user needs and is not limited to the methods given in the above embodiments.
[0061] like Figure 4 As shown, in the current graphical user interface, normal path points are connected with a first preset thickness, and each normal path point is marked with a circle of a preset size. Normal path points and breakpoint path points are connected with a second preset thickness (the second preset thickness is greater than the first preset thickness). The lines connecting normal path points are continuous solid lines, while the lines connecting breakpoint path points and normal path points are continuous dashed lines. Each breakpoint path point is marked with a circle of a preset size, and the circle displays an exclamation mark (!"). In other words, the line connecting a breakpoint path point and a normal path point is not only thicker than the line connecting normal path points, but it is also a dashed line, and a prompt message, such as an exclamation mark (!"), is displayed within the breakpoint path. This allows players to visually observe the status of each path point in the current path from the breakpoint path displayed on the graphical user interface, enabling them to accurately modify the virtual building units corresponding to the breakpoints later.
[0062] In some possible embodiments, such as when the virtual building scene also includes virtual characters, the way to determine whether there is a breakpoint between virtual building units can be as follows: if the distance between two adjacent virtual building units along the direction from the preset starting position to the preset ending position is greater than the preset distance, then the function information of the adjacent virtual building units and the preset skill information of the virtual characters are used to determine whether there is a breakpoint between the adjacent virtual building units.
[0063] The preset distance can be, for example, the basic jump distance of the virtual object (e.g., the length of at least one virtual building unit); or, it can be determined that virtual building units that are not closely adjacent (the distance between adjacent virtual building units is greater than or equal to the length of one virtual building unit) are virtual building units with a distance greater than the preset distance; the specific preset distance setting can be flexibly adjusted according to the user's needs and is not limited to the one given in the above embodiments.
[0064] If the distance between adjacent virtual building units is greater than the preset distance, the maximum movement distance of the virtual character is determined based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character; if the maximum movement distance is less than the distance between adjacent virtual building units, it is determined that there is a breakpoint between the adjacent virtual building units.
[0065] For example: The first virtual building unit near the preset starting point has a teleport skill, while the second virtual building unit near the preset ending point is a normal virtual building unit without a preset skill. The teleport skill of the first virtual building unit is described as moving two virtual building units from the current virtual building unit to the preset ending point. The maximum movement distance of the virtual character (e.g., the maximum distance that can be moved in jump and roll skills) is three virtual building units. In this case, if the distance between adjacent virtual building units is less than or equal to five virtual building units (the sum of the skill transfer distance of the first virtual building unit and the maximum movement distance of the virtual character), then there is no breakpoint between the current adjacent virtual building units, and the virtual character can pass through the adjacent virtual building units by releasing a skill. If the distance between adjacent virtual building units is greater than five virtual building units, then there is a breakpoint between the current adjacent virtual building units, and the two adjacent virtual building units are both breakpoint virtual path points.
[0066] In other possible embodiments, it is also possible to traverse each virtual building unit in the virtual building scene along the direction from the preset starting position to the preset ending position, based on the functional information of each virtual building unit, to obtain at least one behavior path in the virtual building scene, and determine whether there is a pass path in each behavior path, or whether there is no pass path and only a breakpoint path exists.
[0067] For example, if the virtual building scene is a 4*4 virtual building scene, which is a 4-row 4-column virtual building scene, if the function information of all virtual building units in the second column along the direction from the preset starting position to the preset ending position is the distance of a preset number of virtual building units to move instantaneously from the current position to the preset starting position, it means that the current virtual object cannot move from the virtual building unit in the second column to the virtual building unit in the third column. At this time, it is determined that the current virtual building scene includes multiple breakpoint paths and there is no clear path. The breakpoint path points are all the virtual building units in the second column.
[0068] In some other possible embodiments, the method for determining the breakpoint path point is, for example, to determine the path point corresponding to the current virtual building unit as the breakpoint path point if the functional information of the virtual building unit is an obstacle.
[0069] Optionally, based on the above embodiments, this application embodiment may also provide a method for generating a virtual map. The implementation process of displaying the clearance path in the above method is illustrated below with reference to the accompanying drawings. Figure 5 A flowchart illustrating a method for generating a virtual map according to another embodiment of this application is shown below. Figure 5 As shown, S103 may include:
[0070] S121: Based on the preset target conditions, determine the target passage path from multiple passage paths.
[0071] In some possible embodiments, for example, a target passage path can be determined from multiple passage paths based on a preset first target condition and the reward information corresponding to each passage path; or, a target passage path can be determined from multiple passage paths based on a preset second target condition and the passage distance information corresponding to each passage path; or, a target passage path can be determined from multiple passage paths based on a preset third target condition and the passage time information corresponding to each passage path.
[0072] For example, before testing, players can choose their desired target conditions from a variety of preset goals. For instance, if a player needs to determine the target path that yields the most rewards, they can iterate through the rewards available for each path after determining the path, and identify the path that yields the most rewards as the target path. Subsequently, when displayed on the graphical user interface, only the target path that meets the player's preset goal will be shown.
[0073] Alternatively, if the player needs to determine the target path with the shortest distance among all possible routes, they can iterate through the distances of each route after determining the existing routes, and then identify the shortest path as the target path. During this iteration, a pre-defined calculation module can be used to determine the furthest possible connection between different tiles, thus dividing the paths and connecting them. In other words, the paths are iterated through in the fastest possible way. For example, if the current path includes tiles 1, 2, 3, 4, and... In one traversal method of the calculation module, the obtained passage path 1 for plot 5 is plot 1-plot 2-plot 3-plot 4-plot 5; in another traversal method of the calculation module, the obtained passage path 2 is plot 1-plot 3-plot 5; in yet another traversal method of the calculation module, the obtained passage path 3 is plot 1-plot 3-plot 4-plot 5. Therefore, based on the farthest distance connection between each plot, passage path 2 (plot 1-plot 3-plot 5) is determined as the target passage path among the three paths.
[0074] Alternatively, if the player needs to determine the target path with the shortest completion time among all the paths, they can iterate through the completion times corresponding to each path after determining each path, and determine the path with the shortest completion time as the target path. The specific method for determining the target path can be flexibly adjusted according to the user's needs and is not limited to the method given in the above embodiment.
[0075] After players determine the preset target conditions and the target path based on those conditions, they can observe the target path to determine if the current virtual scenario needs modification. If modification is required, players can exit the test scenario to modify the virtual scenario and then retest it to see if the modified target path meets their expectations. If the target path meets their expectations, players can publish the virtual scenario. This method of testing virtual scenarios greatly improves players' testing efficiency, and the test results are visualized, allowing players to intuitively view the current virtual scenario and the best path to complete it based on the preset target conditions.
[0076] S122: Display the target path in the virtual scene.
[0077] In the embodiments of this application, in response to a player's exit operation for the test mode, the test mode is exited; in response to an adjustment operation for the virtual construction scene, the virtual construction scene is adjusted.
[0078] In some possible embodiments, for example, in response to a click operation on an area other than the virtual construction scene on the graphical user interface, it is determined that the player has triggered an exit event for the test mode; or, in test mode, an exit control is displayed on the graphical user interface, and in response to the player's click operation on the exit control, it is determined that the player has triggered an exit event for the test mode; or, in response to the player triggering an exit event for the test mode through a preset exit shortcut key / shortcut; the specific way to exit the test mode can be flexibly adjusted according to the user's needs and is not limited to the embodiments given above.
[0079] In other words, after exiting the test mode, players can adjust the virtual construction scene. The adjustment methods include, but are not limited to, adjusting the shape of the virtual construction scene, adjusting the skill attributes of each tile in the virtual construction scene, or adjusting the color attributes of each tile in the virtual construction scene. It should be understood that the above embodiments are only illustrative examples, and the specific way to adjust the virtual construction scene can be flexibly adjusted according to the user's needs, and is not limited to the methods given in the above embodiments.
[0080] In other possible embodiments, in order to further improve the efficiency of players in adjusting virtual building scenes that do not have a path to completion, in the embodiments of this application, for example, the virtual building units corresponding to the breakpoint path points can be displayed in a display style that is different from other plots in the virtual building scene; such a display method allows players to intuitively identify the virtual building units corresponding to the breakpoint path points in the virtual building scene, so that players can directly adjust the virtual building units corresponding to the breakpoint path and retest based on the adjusted virtual building scene until the adjusted virtual building scene has a path to completion.
[0081] The virtual map generation method provided in this application eliminates the need for players to test virtual scenarios themselves. It automates the testing process, checking for the existence of a clear path within the current virtual scenario and visually displaying the results. Players can then visually view clear paths that meet preset target conditions and consider modifying the virtual scenario. In cases where no clear path exists, the method displays breakpoints to help players quickly locate and modify the virtual scenario. This significantly improves the efficiency of publishing virtual scenarios, saves players time, and enhances their gaming experience.
[0082] The virtual map generation apparatus provided in this application will be explained below with reference to the accompanying drawings. This virtual map generation apparatus can perform the above-described... Figures 1-5 Methods for generating any virtual map.
[0083] The virtual map generation device provided in this application can automatically test the virtual construction scene after the user successfully builds it. By using artificial intelligence to simulate path reconstruction, it can determine whether there is a way to complete the level in at least one behavioral path in the virtual construction scene, and display the way to complete the level in the graphical user interface. This allows the user to intuitively view the way to complete the level in the current virtual construction scene. This method of automatically checking the virtual construction scene is more efficient and the accuracy of the check results is higher, which greatly reduces the time cost for players to develop virtual maps, thereby improving the player's gaming experience.
[0084] Figure 6 This is a schematic diagram of the structure of a virtual map generation device provided in an embodiment of this application, as shown below. Figure 6 As shown, the device includes: a traversal module 201, a determination module 202, and a display module 203, wherein:
[0085] The traversal module 201 is used to traverse each virtual building unit in the virtual building scene in the test mode of the virtual building scene along the direction from the preset starting position to the preset ending position, so as to obtain at least one behavior path in the virtual building scene.
[0086] The determining module 202 is used to determine whether there is a clearance path in at least one behavior path; wherein, the clearance path is a continuous path from a preset starting position to a preset ending position without any breaks;
[0087] Display module 203 is used to display the path to the level in the virtual construction scene if a path to the level exists.
[0088] Optionally, the determining module 202 is specifically used to determine the breakpoint path from the behavior path if there is no passage path, wherein the breakpoint path is a path that is discontinuous from a preset starting position to a preset ending position and has a breakpoint.
[0089] Display module 203 is specifically used to display the breakpoint path in the virtual construction scene.
[0090] Optionally, the virtual building scene consists of multiple virtual building units, each of which corresponds to a path point; the display module 203 is specifically used to display the normal path point in the breakpoint path in the virtual building scene in a first display mode, and to display the breakpoint path point in the breakpoint path in a second display mode; the normal path points are connected by lines in the first display mode, and the breakpoint path point and the normal path point are connected by lines in the second display mode.
[0091] Optionally, the determining module 202 is specifically used to determine whether there is a breakpoint between two adjacent virtual building units if the distance between two adjacent virtual building units along the direction from the preset starting position to the preset ending position is greater than a preset distance, based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character.
[0092] Optionally, the determining module 202 is specifically used to determine the maximum movement distance of the virtual character based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character;
[0093] If the maximum moving distance is less than the distance between adjacent virtual building units, then it is determined that there is a breakpoint between the adjacent virtual building units.
[0094] Optionally, the traversal module 201 is specifically used to traverse each of the virtual building units in the virtual building scene along the direction from the preset starting position to the preset ending position, based on the functional information of each of the virtual building units, to obtain at least one behavior path in the virtual building scene.
[0095] Optionally, each virtual building unit corresponds to a path point; the display module 203 is specifically used to display each path point in the passage path in the virtual building scene in a first display mode, and connect each path point with a line in the first display mode.
[0096] Optionally, the determining module 202 is specifically used to determine the target clearance path based on the preset target conditions from multiple clearance paths;
[0097] Display module 203 is specifically used to display the target passage path in a virtual construction scene.
[0098] Optionally, the determining module 202 is specifically used to determine a target passage path from multiple passage paths based on a preset first target condition and the reward information corresponding to each passage path; or, based on a preset second target condition and the passage distance information corresponding to each passage path; or, based on a preset third target condition and the passage time information corresponding to each passage path.
[0099] Optionally, based on the above embodiments, this application embodiment may also provide a virtual map generation apparatus, as described below with reference to the accompanying drawings. Figure 6 The implementation process of the given device is illustrated with examples. Figure 7 A schematic diagram of the structure of a virtual map generation apparatus provided in another embodiment of this application is shown below. Figure 7As shown, the device also includes: an exit module 204 and an adjustment module 205, wherein:
[0100] Exit module 204 is used to exit test mode in response to an exit operation for test mode;
[0101] The adjustment module 205 is used to adjust the virtual building scene in response to the adjustment operation for the virtual building scene.
[0102] Optionally, the display module 203 is specifically used to display the virtual building unit corresponding to the breakpoint path point in the virtual building scene in a display style that is different from other plots.
[0103] Optionally, module 202 is specifically used to trigger the virtual construction scene to enter test mode in response to a click operation on the test control on the graphical user interface.
[0104] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.
[0105] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).
[0106] Figure 8 This is a schematic diagram of the structure of a virtual map generation device provided in an embodiment of this application. The virtual map generation device can be integrated into a terminal device or a chip of a terminal device.
[0107] like Figure 8 As shown, the virtual map generation device includes: processor 501, bus 502 and storage medium 503.
[0108] Processor 501 is used to store programs, and processor 501 calls the programs stored in storage medium 503 to execute the above-mentioned programs. Figures 1-5 Corresponding method implementation examples.
[0109] The specific steps of processor 501 in executing the above-mentioned virtual map generation method include:
[0110] In the test mode of the virtual building scene, each virtual building unit in the virtual building scene is traversed along the direction from the preset starting position to the preset ending position to obtain at least one behavior path in the virtual building scene.
[0111] Determine whether there is a clearance path in the at least one behavior path; wherein, the clearance path is a continuous path from the preset starting position to the preset ending position without any breaks;
[0112] If a path to the level is available, the path to the level will be displayed in the virtual construction scene.
[0113] In some embodiments, after performing the determination of whether a clearance path exists in the at least one behavioral path, the processor 501 is further configured to perform:
[0114] If there is no passage path, then a breakpoint path is determined from the behavior path, wherein the breakpoint path is a path that is discontinuous from the preset starting position to the preset ending position and has a breakpoint.
[0115] The breakpoint path is displayed in the virtual construction scene.
[0116] In some embodiments, each virtual building unit corresponds to a path point; when executing the step of displaying the breakpoint path in the virtual building scene, the processor 501 is also configured to execute:
[0117] In the virtual construction scene, the normal path points in the breakpoint path are displayed in a first display mode, and the breakpoint path points in the breakpoint path are displayed in a second display mode.
[0118] The normal path points are connected by lines in the first display mode, and the breakpoint path points are connected to the normal path points by lines in the second display mode.
[0119] In some embodiments, the virtual construction scene further includes virtual characters. After the processor 501 traverses each virtual construction unit in the virtual construction scene along a preset starting position to a preset ending position, it further includes:
[0120] If the distance between two adjacent virtual building units along the direction from the preset starting position to the preset ending position is greater than a preset distance, then based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character, it is determined whether there is a breakpoint between the adjacent virtual building units.
[0121] In some embodiments, the processor 501, when performing the step of determining whether there is a breakpoint between adjacent virtual construction units based on the functional information of the adjacent virtual construction units and the preset skill information of the virtual character, includes:
[0122] Based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character, the maximum movement distance of the virtual character is determined;
[0123] If the maximum moving distance is less than the distance between adjacent virtual building units, then it is determined that there is a breakpoint between the adjacent virtual building units.
[0124] In some embodiments, the processor 501, when executing the step of traversing each virtual building unit in the virtual building scene along a preset starting position to a preset ending position, obtains at least one behavioral path in the virtual building scene, including:
[0125] Following the preset starting position to the preset ending position, based on the functional information of each virtual building unit, traverse each virtual building unit in the virtual building scene to obtain at least one behavioral path in the virtual building scene.
[0126] In some embodiments, each virtual building unit corresponds to a path point; when executing the step of displaying the passage path in the virtual building scene, the processor 501 is also configured to execute:
[0127] In the virtual construction scene, each path point in the passage path is displayed in a first display mode, and the path points are connected by lines in the first display mode.
[0128] In some embodiments, if there are multiple access paths, the processor 501, while executing the step of displaying the access paths in the virtual construction scene, is further configured to execute:
[0129] Based on preset target conditions, determine the target clearance path that meets the preset target conditions from among multiple clearance paths;
[0130] The target path to the level is displayed in the virtual construction scene.
[0131] In some embodiments, when the processor 501 performs the step of determining the target clearance path for the preset target conditions from a plurality of clearance paths based on preset target conditions, it is further configured to perform:
[0132] Based on the preset first target conditions and the reward information corresponding to each of the stated clearance paths, the target clearance path is determined from the multiple clearance paths;
[0133] Alternatively, the target clearance path can be determined from the multiple clearance paths based on the preset second target conditions and the clearance distance information corresponding to each clearance path;
[0134] Alternatively, the target clearance path can be determined from the multiple clearance paths based on the preset third target condition and the clearance time information corresponding to each clearance path.
[0135] In some embodiments, processor 501 is further configured to perform:
[0136] In response to an exit operation for the test mode, exit the test mode;
[0137] In response to the adjustment operation for the virtual construction scene, the virtual construction scene is adjusted.
[0138] In some embodiments, after executing the exit operation in response to the test mode and exiting the test mode, the processor 501 is further configured to execute:
[0139] In the virtual construction scene, the virtual construction units corresponding to the breakpoint path points are displayed in a display style that is different from other plots.
[0140] In some embodiments, before the processor 501 executes the test mode of the virtual building scenario, which involves traversing each virtual building unit in the virtual building scenario along a preset starting position to a preset ending position to obtain at least one behavioral path in the virtual building scenario, it is further configured to execute:
[0141] In response to a click operation on the test control on the graphical user interface, the virtual construction scene is triggered to enter the test mode.
[0142] The virtual map generation device provided in this application can automatically test the virtual construction scene after the user successfully builds it. By using artificial intelligence to simulate path reconstruction, it can determine whether there is a way to complete the level in at least one behavioral path in the virtual construction scene, and display the way to complete the level in the graphical user interface. This allows the user to intuitively view the way to complete the level in the current virtual construction scene. This method of automatically checking the virtual construction scene is more efficient and the accuracy of the check results is higher, which greatly reduces the time cost for players to develop virtual maps, thereby improving the player's gaming experience.
[0143] Optionally, this application also provides a program product, such as a storage medium storing a computer program, including a program that executes the embodiments corresponding to the above-described methods when run by a processor.
[0144] When a specific processor executes the above method, it is used to perform:
[0145] In the test mode of the virtual building scene, each virtual building unit in the virtual building scene is traversed along the direction from the preset starting position to the preset ending position to obtain at least one behavior path in the virtual building scene.
[0146] Determine whether there is a clearance path in the at least one behavior path; wherein, the clearance path is a continuous path from the preset starting position to the preset ending position without any breaks;
[0147] If a path to the level is available, the path to the level will be displayed in the virtual construction scene.
[0148] In some embodiments, after performing the step of determining whether a clearance path exists in the at least one behavioral path, the processor is further configured to perform:
[0149] If there is no passage path, then a breakpoint path is determined from the behavior path, wherein the breakpoint path is a path that is discontinuous from the preset starting position to the preset ending position and has a breakpoint.
[0150] The breakpoint path is displayed in the virtual construction scene.
[0151] In some embodiments, each virtual building unit corresponds to a path point; when the processor executes the step of displaying the breakpoint path in the virtual building scene, it is also configured to execute:
[0152] In the virtual construction scene, the normal path points in the breakpoint path are displayed in a first display mode, and the breakpoint path points in the breakpoint path are displayed in a second display mode.
[0153] The normal path points are connected by lines in the first display mode, and the breakpoint path points are connected to the normal path points by lines in the second display mode.
[0154] In some embodiments, the virtual building scene further includes virtual characters. After the processor traverses each virtual building unit in the virtual building scene along a preset starting position to a preset ending position, the process further includes:
[0155] If the distance between two adjacent virtual building units along the direction from the preset starting position to the preset ending position is greater than a preset distance, then based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character, it is determined whether there is a breakpoint between the adjacent virtual building units.
[0156] In some embodiments, the processor, when performing the step of determining whether there is a breakpoint between adjacent virtual building units based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character, includes:
[0157] Based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character, the maximum movement distance of the virtual character is determined;
[0158] If the maximum moving distance is less than the distance between adjacent virtual building units, then it is determined that there is a breakpoint between the adjacent virtual building units.
[0159] In some embodiments, the processor, while executing the step of traversing each virtual building unit in the virtual building scene along a preset starting position to a preset ending position, obtains at least one behavioral path in the virtual building scene, including:
[0160] Following the preset starting position to the preset ending position, based on the functional information of each virtual building unit, traverse each virtual building unit in the virtual building scene to obtain at least one behavioral path in the virtual building scene.
[0161] In some embodiments, each virtual building unit corresponds to a path point; when the processor executes the step of displaying the passage path in the virtual building scene, it is also configured to execute:
[0162] In the virtual construction scene, each path point in the passage path is displayed in a first display mode, and the path points are connected by lines in the first display mode.
[0163] In some embodiments, if there are multiple passage paths, the processor, while executing the step of displaying the passage paths in the virtual construction scene, is further configured to execute:
[0164] Based on preset target conditions, determine the target clearance path that meets the preset target conditions from among multiple clearance paths;
[0165] The target path to the level is displayed in the virtual construction scene.
[0166] In some embodiments, when the processor performs the step of determining the target clearance path based on the preset target conditions from a plurality of clearance paths, it is further configured to perform:
[0167] Based on the preset first target conditions and the reward information corresponding to each of the stated clearance paths, the target clearance path is determined from the multiple clearance paths;
[0168] Alternatively, the target clearance path can be determined from the multiple clearance paths based on the preset second target conditions and the clearance distance information corresponding to each clearance path;
[0169] Alternatively, the target clearance path can be determined from the multiple clearance paths based on the preset third target condition and the clearance time information corresponding to each clearance path.
[0170] In some embodiments, the processor is also configured to perform:
[0171] In response to an exit operation for the test mode, exit the test mode;
[0172] In response to the adjustment operation for the virtual construction scene, the virtual construction scene is adjusted.
[0173] In some embodiments, after executing the exit operation in response to the test mode and exiting the test mode, the processor is further configured to execute:
[0174] In the virtual construction scene, the virtual construction units corresponding to the breakpoint path points are displayed in a display style that is different from other plots.
[0175] In some embodiments, before the processor executes the step of traversing each virtual building unit in the virtual building scene along a preset starting position to a preset ending position in the test mode of the virtual building scene to obtain at least one behavioral path in the virtual building scene, it is further configured to execute:
[0176] In response to a click operation on the test control on the graphical user interface, the virtual construction scene is triggered to enter the test mode.
[0177] Using the storage medium provided in this application, after a user successfully builds a virtual construction scene, the virtual construction scene can be automatically tested. By using artificial intelligence to simulate path reconstruction, it can determine whether there is a path to the level in at least one behavioral path in the virtual construction scene, and display the path to the level in the graphical user interface. This allows users to intuitively view the path to the level in the current virtual construction scene. This method of automatically checking virtual construction scenes is more efficient and the accuracy of the check results is higher, which greatly reduces the time cost for players to develop virtual maps, thereby improving the player's gaming experience.
[0178] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0179] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0180] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.
[0181] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this application. 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.
Claims
1. A method for generating a virtual map, characterized in that, A graphical user interface is provided via a terminal, displaying a virtual building scene, which includes multiple virtual building units. The method includes: In the test mode of the virtual building scene, each virtual building unit in the virtual building scene is traversed along the direction from the preset starting position to the preset ending position to obtain at least one behavior path in the virtual building scene. Determine whether there is a clearance path in the at least one behavior path; wherein, the clearance path is a continuous path from the preset starting position to the preset ending position without any breaks; If a path to the level exists, then the path to the level is displayed in the virtual construction scene; The virtual construction scene also includes virtual characters. After traversing each virtual construction unit in the virtual construction scene along a preset starting position to a preset ending position, the method further includes: If the distance between two adjacent virtual building units along the direction from the preset starting position to the preset ending position is greater than a preset distance, then based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character, it is determined whether there is a breakpoint between the adjacent virtual building units.
2. The method as described in claim 1, characterized in that, After determining whether a clearance path exists in the at least one behavioral path, the method further includes: If there is no passage path, then a breakpoint path is determined from the behavior path, wherein the breakpoint path is a path that is discontinuous from the preset starting position to the preset ending position and has a breakpoint. The breakpoint path is displayed in the virtual construction scene.
3. The method as described in claim 2, characterized in that, Each virtual building unit corresponds to a path point; displaying the breakpoint path in the virtual building scene includes: In the virtual construction scene, the normal path points in the breakpoint path are displayed in a first display mode, and the breakpoint path points in the breakpoint path are displayed in a second display mode. The normal path points are connected by lines in the first display mode, and the breakpoint path points are connected to the normal path points by lines in the second display mode.
4. The method as described in claim 1, characterized in that, The step of determining whether there is a breakpoint between adjacent virtual construction units based on the functional information of the adjacent virtual construction units and the preset skill information of the virtual character includes: Based on the functional information of the adjacent virtual building units and the preset skill information of the virtual character, the maximum movement distance of the virtual character is determined; If the maximum moving distance is less than the distance between adjacent virtual building units, then it is determined that there is a breakpoint between the adjacent virtual building units.
5. The method as described in claim 3, characterized in that, The step of traversing each virtual building unit in the virtual building scene along a preset starting position to a preset ending position to obtain at least one behavioral path in the virtual building scene includes: Following the preset starting position to the preset ending position, based on the functional information of each virtual building unit, traverse each virtual building unit in the virtual building scene to obtain at least one behavioral path in the virtual building scene.
6. The method as described in claim 1, characterized in that, Each virtual building unit corresponds to a path point; displaying the passage path in the virtual building scene includes: In the virtual construction scene, each path point in the passage path is displayed in a first display mode, and the path points are connected by lines in the first display mode.
7. The method as described in claim 1, characterized in that, If there are multiple passage paths, then displaying the passage paths in the virtual construction scene includes: Based on preset target conditions, determine the target clearance path that meets the preset target conditions from among multiple clearance paths; The target path to the level is displayed in the virtual construction scene.
8. The method as described in claim 7, characterized in that, The step of determining the target clearance path based on the preset target conditions from multiple clearance paths includes: Based on the preset first target conditions and the reward information corresponding to each of the stated clearance paths, the target clearance path is determined from the multiple clearance paths; Alternatively, the target clearance path can be determined from the multiple clearance paths based on the preset second target conditions and the clearance distance information corresponding to each clearance path; Alternatively, the target clearance path can be determined from the multiple clearance paths based on the preset third target conditions and the clearance time information corresponding to each clearance path.
9. The method as described in claim 1, characterized in that, The method further includes: In response to an exit operation for the test mode, exit the test mode; In response to the adjustment operation for the virtual construction scene, the virtual construction scene is adjusted.
10. The method as described in claim 9, characterized in that, In response to an exit operation for the test mode, after exiting the test mode, the method further includes: In the virtual construction scene, the virtual construction units corresponding to the breakpoint path points are displayed in a display style that is different from other plots.
11. The method as described in claim 1, characterized in that, Before traversing each virtual building unit in the virtual building scene along a preset starting position to a preset ending position in the test mode of the virtual building scene to obtain at least one behavioral path in the virtual building scene, the method further includes: In response to a click operation on the test control on the graphical user interface, the virtual construction scene is triggered to enter the test mode.
12. A device for generating a virtual map, characterized in that, The device includes: a traversal module, a determination module, and a display module, wherein: The traversal module is used to traverse each virtual building unit in the virtual building scene in the test mode of the virtual building scene along the direction from the preset starting position to the preset ending position, so as to obtain at least one behavior path in the virtual building scene. The determining module is used to determine whether there is a clearance path in the at least one behavior path; wherein, the clearance path is a continuous path from the preset starting position to the preset ending position without any breaks; The display module is used to display the passage path in the virtual construction scene if a passage path exists; The virtual construction scene also includes a virtual character and a determination module, which is specifically used to determine whether there is a breakpoint between two adjacent virtual construction units if the distance between two adjacent virtual construction units along the direction from the preset starting position to the preset ending position is greater than a preset distance, based on the functional information of the adjacent virtual construction units and the preset skill information of the virtual character.
13. A virtual map generation device, characterized in that, The device includes a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the virtual map generation device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the method described in any one of claims 1-11.
14. A storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, performs the method described in any one of claims 1-11.