Game map intelligent generation method, game map generation system and electronic device

Through intelligent generation methods, using flood algorithms and route planning maps to automatically build game maps and basic data, solving the problem that traditional methods are difficult to quickly adapt to market demand, and achieving efficient game map production and cost reduction.

CN118022338BActive Publication Date: 2025-02-14GUANGZHOU AIYOU INFORMATION TECH
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Patent Information

Application Number
CN202410305550.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-03-18
Publication Date
2025-02-14
Estimated Expiration
2044-03-18

AI Technical Summary

Technical Problem

Traditional game map design and production methods are difficult to quickly adapt to changing market demands, resulting in increased game development cycle and cost.

Method used

The intelligent generation method of game maps is adopted to break down planned map requirements, obtain regional weights, use the flood algorithm to generate terrain, and generate objects and NPC layouts through route direction and target planning map, and finally map adjustments are made.

Benefits of technology

It greatly improves the efficiency of game map production, saves production time, reduces game development costs, and improves the degree of matching between maps and planning.

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Abstract

The present invention provides a game map intelligent generation method, a game map generation system and an electronic device, belonging to the field of game development technology. The game map intelligent generation method comprises: decomposing the planned map requirements, obtaining the regional weights of the planned map, generating terrain using a flood algorithm according to the regional weights, and obtaining a first map; generating subsequent objects and NPC arrangements on the map after terrain generation by configuring the route direction and the target planning map, and obtaining a second map; adjusting the second map to obtain a final map. The method can automatically construct a complete game map and various basic data configurations on the map, thereby saving the production time of the game map and reducing the cost of game development.
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Description

Technical Field

[0001] The present invention relates to the field of game development technology, and in particular to a game map intelligent generation method, a game map generation system and an electronic device. Background Art

[0002] Game maps are a crucial component of game design. Game maps not only carry the visual beauty of the game, but also affect the player's gaming experience and the depth of the game world. In the process of game development, the traditional game map production process involves the communication and cooperation of many types of work such as programming, art, and planning. Developers need to spend a lot of time to coordinate and manage various resources. Therefore, the design and production of game maps takes up a lot of development cycles and costs in the conventional game development process.

[0003] With the rapid development of the game industry, the requirements for game map design are getting higher and higher. Traditional game map design and production methods can no longer quickly adapt to the changing market demands.

[0004] Therefore, it is necessary to improve the traditional game map design and production methods to overcome the shortcomings of the existing technology. Summary of the invention

[0005] In order to overcome the problems existing in the related art, one of the purposes of the present invention is to provide a method for intelligently generating a game map, which can automatically construct a complete game map and various basic data configurations on the map, thereby saving the production time of the game map and reducing the cost of game development.

[0006] A method for intelligently generating a game map, comprising:

[0007] Decompose the planned map requirements, obtain the regional weights of the planned maps, use the flood algorithm to generate terrain according to the regional weights, and obtain the first map;

[0008] After the terrain is generated, the route direction and the target planning diagram are configured on the map to generate subsequent objects and NPC arrangements to obtain a second map;

[0009] The second map is adjusted to obtain the final map.

[0010] In a preferred technical solution of the present invention, the step of obtaining the regional weights of the planned map and generating terrain using a flood algorithm according to the regional weights to obtain the first map includes:

[0011] Assign weight values ​​to map areas through the Weight Editor;

[0012] The weight value determines the importance of the area in the game, its resource abundance, or other specific attributes.

[0013] Dot the map areas that have been assigned weight values; dots can be used to mark key elements on the map, such as mission points, resource points, enemy locations, etc. These points can help planners better organize the map structure and ensure the reasonable distribution of elements)

[0014] Use the cell body algorithm to split the terrain blocks of the map; preferably, after setting parameters such as splitting strength and filling radius, the randomness of the terrain block outline generation can be guaranteed)

[0015] The map of the split terrain blocks is sampled and screened, and the split results are Gaussian blurred with an axial axis to determine the final outline of the map; the flood algorithm is used in combination with the weight value of the map area, starting from a random node, and the entire map outline is filled with the set spread parameters.

[0016] In a preferred technical solution of the present invention, the set propagation parameters include:

[0017] The altitude trend of the map area, the relevance of the surface content of the map area (specifically including grass, sand, water surface, etc.), the road connections of the map area, and the topography of the map area.

[0018] In a preferred technical solution of the present invention, after the map area, it also includes:

[0019] Modify the spread parameters to generate different terrain for areas of the map.

[0020] In a preferred technical solution of the present invention, the subsequent objects and NPC arrangements are generated by configuring the route direction and the target planning diagram on the map after the terrain is generated, including:

[0021] Get the exploration direction plan for the planned design map configuration;

[0022] According to the configured exploration direction, the original terrain is automatically optimized and the corresponding objects are generated;

[0023] The corresponding objects generated are determined by the area occupied by the object, the spread parameter, and the area weight of the map.

[0024] In a preferred technical solution of the present invention, generating an NPC arrangement includes:

[0025] Obtain the purpose and needs of the planned NPC;

[0026] Select the NPC generation method according to your needs;

[0027] Prepare the data and resources needed to generate NPCs, including preparing NPC models, textures, animations, and attribute values;

[0028] Implemented NPC spawning process on the first map.

[0029] In a preferred technical solution of the present invention, after the NPC generation process is implemented on the first map, the method further includes:

[0030] Test and evaluate the generated NPCs;

[0031] Iterate and improve the NPC generation process based on the results of testing and evaluation;

[0032] Integrate the improved NPC into the game map to obtain the second map.

[0033] In a preferred technical solution of the present invention, the adjusting of the second map includes:

[0034] Use visual editing tools to adjust the second map;

[0035] The adjustment data is stored and a data adjustment package is generated.

[0036] The second object of the present invention is to provide a game map generation system for use on an electronic computer or intelligent mobile terminal with storage and display functions, the system being used to implement the game map intelligent generation method as described above, the system comprising:

[0037] Data acquisition unit, used to obtain the planned map requirements, map area weights, and map object performance;

[0038] A map generation unit, used to automatically generate a game map according to the data of the data acquisition unit;

[0039] A correction unit, used to adjust the generated game map and modify the map parameters;

[0040] A third object of the present invention is to provide an electronic device, comprising:

[0041] Processor; and

[0042] A memory having executable codes stored thereon, which, when executed by the processor, causes the processor to execute the game map intelligent generation method as described above.

[0043] The beneficial effects of the present invention are:

[0044] The present invention provides a method for intelligently generating a game map, the method comprising: decomposing the map requirements of the plan, obtaining the regional weights of the planned map, generating terrain using a flood algorithm according to the regional weights, and obtaining a first map; generating subsequent objects and NPC arrangements on the map after the terrain is generated by configuring the route direction and the target planning map, and obtaining a second map; adjusting the second map to obtain a final map. After obtaining the weights of the planned map areas, the method automatically generates terrain using an algorithm, and automatically completes the game map and various basic data configurations on the map through the route direction and the target planning map, and can also modify the prepared map to improve the matching degree between the map and the plan. The method can greatly improve the efficiency of game map production, thereby saving game map production time and reducing game development costs. BRIEF DESCRIPTION OF THE DRAWINGS

[0045] Figure 1 It is a flowchart of the method for intelligently generating a game map provided by the present invention;

[0046] Figure 2 It is a schematic diagram of a process of terrain generation using a flood algorithm according to regional weights provided by the present invention;

[0047] Figure 3 It is a schematic diagram of the process of generating subsequent objects and NPC arrangements in the first map provided by the present invention;

[0048] Figure 4 It is a schematic diagram of the process of adjusting the second map provided by the present invention. DETAILED DESCRIPTION

[0049] The preferred embodiments of the present invention will be described in more detail below with reference to the accompanying drawings. Although the preferred embodiments of the present invention are shown in the accompanying drawings, it should be understood that the present invention can be implemented in various forms and should not be limited by the embodiments described herein. On the contrary, these embodiments are provided to make the present invention more thorough and complete, and to fully convey the scope of the present invention to those skilled in the art.

[0050] Game maps are a crucial component of game design. Game maps not only carry the visual beauty of the game, but also affect the player's gaming experience and the depth of the game world. In the process of game development, the traditional game map production process involves the communication and cooperation of many types of work such as programming, art, and planning. Developers need to spend a lot of time to coordinate and manage various resources. Therefore, the design and production of game maps takes up a lot of development cycles and costs in the conventional game development process.

[0051] With the rapid development of the game industry, the requirements for game map design are getting higher and higher. Traditional game map design and production methods can no longer quickly adapt to the changing market demands.

[0052] Based on this, the present application provides a method for intelligently generating a game map.

[0053] Example 1

[0054] like Figure 1-Figure 4 As shown, this embodiment provides a method for intelligently generating a game map, the method comprising:

[0055] S100, decomposing the planned map requirements, obtaining the regional weights of the planned maps, and generating terrain using a flood algorithm according to the regional weights to obtain a first map;

[0056] S200, generating subsequent objects and NPC arrangements by configuring the route direction and the target planning map on the map after the terrain is generated, and obtaining a second map;

[0057] S300: Adjust the second map to obtain a final map.

[0058] Specifically, the first map and the second map of the present application are maps of unlisted applications. The first map is a map with a generated outline and divided areas. The second map is a map with various objects configured, such as a map with different parameters such as buildings, bridges, and trees.

[0059] In a more preferred embodiment, the step of obtaining the regional weights of the planned map and generating terrain using a flood algorithm according to the regional weights to obtain the first map includes:

[0060] S110. Assign weight values ​​to map areas through a weight editor; weight values ​​are configured for different map areas based on game design requirements, and the weight values ​​determine the importance, resource richness, or other specific attributes of the area in the game. The weight editor is a tool in game map design that helps planners achieve fine control over the game world through numerical adjustment, thereby creating a rich and balanced gaming experience. The specific weight editor may include monster spawning area settings, terrain design, resource distribution, path planning, and environmental effect adjustment.

[0061] S120, dotting the map area assigned with the weight value. Dotting is used to mark key elements on the map, such as mission points, resource points, enemy positions, etc. These points can help planners better organize the map structure and ensure the reasonable distribution of elements. Specifically, there are many dotting methods, for example, any of the following dotting methods can be used for dotting:

[0062] Manual marking: This is done by manually marking key points on the map. This method is intuitive and simple, but may not be accurate enough and is easily affected by personal habits.

[0063] Tool dotting: Specialized map editing tools are used to provide dotting functions. These tools usually have higher precision and more functional options, which can help planners complete dotting work more efficiently.

[0064] Data-driven point management: In some games, the point information on the map may be stored in an external data file. Planners can implement point management by modifying the data file, which is convenient for batch operation and data management.

[0065] Scripted point-scoring: For games that require a lot of repetitive point-scoring (such as randomly generated maps or levels), scripts can be used to automate the point-scoring process. By writing scripts, planners can define the rules and logic of point-scoring, thereby quickly generating a large amount of point information.

[0066] Collaborative management: In a large team or multi-person collaborative project, management may require the participation of multiple people. In this case, collaborative management can be used to complete the management work through shared data and real-time communication.

[0067] Version control check: To ensure the consistency and traceability of check, check can be performed in the version control system. Each check is recorded as an independent submission in the version history, which is convenient for subsequent review and management.

[0068] S130, using the cell algorithm to split the terrain blocks of the map; the cell algorithm is based on Delaunay triangulation and splits the plane into cell-like polygons. In the splitting process, by setting parameters such as splitting strength and filling radius, the randomness of the generated terrain block outline can be guaranteed, thereby improving the user's experience in playing the game.

[0069] Specifically, the cell body algorithm may include the following steps:

[0070] Map initialization: First, determine the basic framework and size of the map according to the needs and style of the game. Then, divide the map into regular grids or triangular grids, with each grid cell representing a vertex.

[0071] Vertex attribute definition: Define attributes for each vertex, such as height, slope, terrain type, etc. These attributes will determine the visual performance of the map and the player's gaming experience.

[0072] Application of Cellular Algorithm: Use the Cellular Algorithm to iteratively calculate vertex attributes. According to certain rules (such as the influence of neighboring vertices, the natural distribution of terrain, etc.), update the attribute value of each vertex to make it tend to a stable state.

[0073] Irregular vertex splitting: In the iterative process of the cell body algorithm, random factors or external interference are introduced to make the changes of vertex attributes have a certain degree of uncertainty. In this way, after multiple iterations, the vertices on the map will show irregular distribution and diverse attribute values.

[0074] Map rendering and optimization: Render the game map based on the final vertex attribute values. In this process, the distribution of vertices and the details of the terrain can be further optimized to improve visual effects and game performance.

[0075] Testing and Adjustment: Evaluate the randomness of the map and the gaming experience through internal testing and player feedback. Based on the feedback, adjust the parameters or rules of the cell algorithm to optimize the map design.

[0076] S140, sampling and screening the map of the split terrain block, and performing axial Gaussian blur on the split result to determine the final outline of the map;

[0077] Gaussian blur can enhance the visual effects of the map, including creating specific optical effects, increasing the depth of the scene, and optimizing the visual experience of the user interface. By adjusting the parameters of Gaussian blur, such as variance (sigma), planners can control the degree and effect of blur as needed to achieve the ideal visual performance.

[0078] S150, using a flood algorithm combined with the weight value of the map area, starting from a random node, and filling the entire map outline with the set spreading parameters. The set spreading parameters include but are not limited to: the height trend of the map area, the surface content relevance of the map area (such as grass, sand, water surface), the road connection of the map area, and the landform of the map area.

[0079] Changing the spread parameters can change the shape of the generated map.

[0080] The above-mentioned method for intelligently generating a game map includes: decomposing the map requirements of the plan, obtaining the regional weights of the planned map, generating terrain using the flood algorithm according to the regional weights, and obtaining a first map; generating subsequent objects and NPC arrangements on the map after the terrain is generated by configuring the route direction and the target planning map, and obtaining a second map; adjusting the second map to obtain the final map. After obtaining the weights of the planned map areas, the method automatically generates terrain using an algorithm, and automatically completes the game map and various basic data configurations on the map through the route direction and the target planning map, and can also modify the prepared map to improve the matching degree between the map and the plan. This method can greatly improve the efficiency of game map production, thereby saving game map production time and reducing game development costs.

[0081] Furthermore, after the map area, it also includes:

[0082] Modify the spread parameters to generate different terrains for areas of the map.

[0083] Specifically, modifying the spread parameters can be done by finding the spread-related parameter settings in the map editing tool. This may include growth rate, spread range, density control, etc. Depending on your goals, increase or decrease the values ​​of these parameters appropriately. When adjusting the spread parameters, consider factors such as the overall style of the map, UI style, game balance, and difficulty settings to ensure that the map design is coordinated with the overall game experience.

[0084] More specifically, the configuration of the route direction and the target planning diagram on the map after the terrain is generated to generate subsequent objects and NPC arrangements includes:

[0085] S210, obtaining exploration direction planning for planning and designing map configuration;

[0086] S220, automatically optimizing the original terrain according to the configured exploration direction and generating corresponding objects;

[0087] The corresponding objects generated are determined by the object's footprint, spread parameters, and the map's area weight.

[0088] In a more preferred embodiment, generating an NPC arrangement includes:

[0089] Get the purpose and needs of the planned NPCs; this includes the NPC's role (such as enemy, merchant, quest publisher, etc.), quantity, distribution, etc.

[0090] Select the NPC generation method according to your needs; the NPC generation method can be manual arrangement, random generation, data-driven generation, algorithm generation or AI-driven generation, etc.

[0091] Prepare the data and resources needed to generate NPCs, including preparing NPC models, textures, animations, and attribute values;

[0092] Implement the NPC spawning process on the first map. Implement the NPC spawning process. This may involve writing scripts, adjusting parameters, using tools, etc.

[0093] Furthermore, after the NPC generation process is implemented on the first map, the method further includes:

[0094] Test and evaluate the generated NPCs; after the NPCs are generated, they may need to be optimized and adjusted. This includes adjusting the NPC's position, attributes, behavior, etc. to meet the needs of the game and improve the user experience

[0095] Iterate and improve the NPC generation process based on the results of testing and evaluation; specifically, test and evaluate the generated NPCs. This includes checking whether the NPCs are reasonably distributed, whether they conform to expected behavior, and whether they coordinate with the environment and other game elements. It also includes iterating and improving the NPC generation process based on the results of testing and evaluation. This may involve modifying the generation method, adjusting parameters, adding or reducing NPCs, etc.

[0096] Integrate the improved NPC into the game map to obtain the second map.

[0097] In one implementation, adjusting the second map includes:

[0098] S320, using a visual editing tool to adjust the second map;

[0099] S320, storing the adjusted data and generating a data adjustment data package.

[0100] Example 2

[0101] This embodiment provides a game map generation system, which is used on an electronic computer or intelligent mobile terminal with storage and display functions. The system is used to implement the game map intelligent generation method as described above, and the system includes:

[0102] Data acquisition unit, used to obtain the planned map requirements, map area weights, and map object performance;

[0103] A map generation unit, used to automatically generate a game map according to the data of the data acquisition unit;

[0104] A correction unit, used to adjust the generated game map and modify the map parameters;

[0105] Specifically, the data acquisition unit of the present application includes a weight editor.

[0106] The game map generation system of this application performs the following process to generate game terrain:

[0107] The data acquisition unit decomposes the map requirements of the planner, and the planner plans the map area weights for quick management.

[0108] The map generation unit uses the cell body algorithm to split the map into irregular vertices and increase the randomness of the split.

[0109] The map generation unit uses a flood algorithm based on weights to quickly fill the surface along the path.

[0110] The map generation unit uses random seeds to quickly generate multiple maps using elements provided by the artist, and the planner determines the basic terrain outline through manual preliminary screening.

[0111] Based on the determined map outline, the map generation unit plans to generate subsequent object representation and NPC layout by configuring the route direction and target planning diagram.

[0112] The correction unit is used to correct the generated map and store the correction data. The stored correction data can be used as a reference template for the next generation to improve the matching degree of the generated samples.

[0113] Example 3

[0114] This embodiment provides an electronic device, which includes a memory and a processor.

[0115] The processor may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), field-programmable gate arrays (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. A general-purpose processor may be a microprocessor or any conventional processor, etc.

[0116] Memory may include various types of storage units such as system memory, read-only memory (ROM), and permanent storage.

[0117] The memory stores executable code, and when the executable code is processed by the processor, the processor can execute part or all of the game map intelligent generation method mentioned above.

[0118] Unless otherwise specifically stated, the relative arrangement, numerical expressions and numerical values ​​of the parts and steps set forth in these embodiments do not limit the scope of the application. In all examples shown and discussed here, any specific value should be interpreted as being merely exemplary, rather than as a restriction. Therefore, other examples of exemplary embodiments can have different values. It should be noted that similar reference numerals and letters represent similar items in the following drawings, and therefore, once a certain item is defined in an accompanying drawing, it does not need to be further discussed in the subsequent accompanying drawings.

[0119] It should be understood that spatially relative terms are intended to encompass different orientations of the device in use or operation in addition to the orientation depicted in the figures. For example, if the device in the figures is inverted, a device described as "above" or "above" other devices or structures would then be positioned "below" or "below" the other devices or structures. Thus, the exemplary term "above" can include both the orientations of "above" and "below." The device may also be positioned in other different ways (rotated 90 degrees or in other orientations), and the spatially relative descriptions used herein should be interpreted accordingly.

[0120] In addition, it should be noted that the use of terms such as "first" and "second" to limit components is only for the convenience of distinguishing the corresponding components. Unless otherwise stated, the above terms have no special meaning and therefore cannot be understood as limiting the scope of protection of this application.

[0121] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. For those skilled in the art, the present invention may have various modifications and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention shall be included in the protection scope of the present invention.

Claims

1. A method for intelligently generating a game map, characterized in that: include: Decompose the planned map requirements, obtain the regional weights of the planned maps, use the flood algorithm to generate terrain according to the regional weights, and obtain the first map; After the terrain is generated, the route direction and the target planning diagram are configured on the map to generate subsequent objects and NPC arrangements to obtain a second map; Adjust the second map to obtain a final map; The step of obtaining the regional weights of the planned map and generating terrain using a flood algorithm according to the regional weights to obtain the first map includes: Assign weight values ​​to map areas via the Weight Editor; Dot the map areas that have been assigned weight values; Use the cell body algorithm to split the terrain blocks of the map; Sampling and screening the map of the split terrain blocks, and performing axial Gaussian blur on the split results to determine the final outline of the map; The flood algorithm is combined with the weight value of the map area, starting from a random node, and filling the entire map outline with the set spread parameters.

2. The method for intelligently generating a game map according to claim 1, characterized in that: The set spread parameters include: The altitude trend of the map area, the relevance of the surface content of the map area, the road connections of the map area, and the topography of the map area.

3. The method for intelligently generating a game map according to claim 2, characterized in that: After the map area, it also includes: Modify the spread parameters to generate different terrains for areas of the map.

4. The method for intelligently generating a game map according to claim 2, characterized in that: The subsequent objects and NPC layouts are generated by configuring the route direction and target planning diagram on the map after the terrain is generated, including: Get the exploration direction plan for the planned design map configuration; According to the configured exploration direction, the original terrain is automatically optimized and the corresponding objects are generated; The corresponding objects generated are determined by the object's footprint, spread parameters, and the map's area weight.

5. The method for intelligently generating a game map according to claim 1, characterized in that: Generate NPC layouts, including: Get the purpose and needs of the planned NPC; Select the NPC generation method according to your needs; Prepare the data and resources needed to generate NPCs, including preparing NPC models, textures, animations, and attribute values; Implemented NPC spawning process on the first map.

6. The method for intelligently generating a game map according to claim 5, characterized in that: After the NPC generation process is implemented on the first map, the method further includes: Test and evaluate the generated NPCs; Iterate and improve the NPC generation process based on the results of testing and evaluation; Integrate the improved NPC into the game map to obtain the second map.

7. The method for intelligently generating a game map according to claim 1, characterized in that: The adjusting the second map includes: Use visual editing tools to adjust the second map; The adjustment data is stored and a data adjustment package is generated.

8. A game map generation system, characterized in that: Used on an electronic computer or intelligent mobile terminal with storage and display functions, the system is used to implement the game map intelligent generation method according to any one of claims 1 to 7, and the system includes: Data acquisition unit, used to obtain the planned map requirements, map area weights, and map object performance; A map generation unit, used to automatically generate a game map according to the data of the data acquisition unit; The correction unit is used to adjust the generated game map and modify the map parameters.

9. An electronic device, characterized in that: include: processor; as well as A memory having executable codes stored thereon, which, when executed by the processor, causes the processor to execute the game map intelligent generation method as described in any one of claims 1-7.

Citation Information

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