Game plot generation method, device, equipment and storage medium

By generating personalized plot branches based on player selection and behavior data, the problem of linear plot restrictions in the existing technology is solved, and the playability and replay value of the game is improved.

CN118512770BActive Publication Date: 2024-12-20广州三七极耀网络科技有限公司
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Patent Information

Application Number
CN202410550264.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-05-06
Publication Date
2024-12-20
Estimated Expiration
2044-05-06

AI Technical Summary

Technical Problem

Existing game plots are usually pre-designed linear plots, which limit players' gameplay selection and game playability, and reduce the value of replay.

Method used

By predicting the plot branches of the next part of the game based on the player's selection operations, behavior data, preferences and character status in the plot node, a personalized plot is generated, allowing players to trigger different plot branches and enrich gameplay selection.

Benefits of technology

It has achieved customized personalized game plots for players, improving the playability and replay value of the game, and avoiding players being limited to monotonous linear plots.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application discloses a method, device, equipment and storage medium for generating a game plot, and relates to the field of game technology. The method includes: according to the first selection operation of the player at the first plot node, obtaining multiple second plot nodes corresponding to the first plot node in the preset plot node library, and the second plot node is the next plot node of the first plot node; according to the preset plot rule, determining the triggering condition for the first plot node to transfer to the second plot node, and determining the second plot node as the third plot node when the player's first character state meets the triggering condition of the second plot node; according to the plot rule, the player's behavior data and the first character state, determining the plot branch corresponding to the third plot node; obtaining the player's immersion in the historical plot node, and determining the target plot branch in multiple plot branches according to the player's preference and immersion, so as to customize the personalized game plot for the player and improve the playability and replay value of the game.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a game plot generation method, device, equipment and storage medium. Background Art

[0002] The game plot refers to the story background, character settings, plot development and other elements in the game. It is one of the core components of the game and can bring players an immersive gaming experience. A good game plot is logical, coherent and attractive, and can guide players to invest time and energy to explore and experience the virtual world constructed by the game plot.

[0003] In the prior art, the plot of the game is often a pre-designed linear plot, and players can only explore the content of the game according to the pre-set storyline. The game content in this plot mode is single and the gameplay is monotonous, which limits the player's gameplay options and reduces the playability and replay value of the game. Summary of the invention

[0004] The present application provides a game plot generation method, device, equipment and storage medium, which can predict the plot branch of the next stage of the game according to the player's selection operation at the plot node and the player's behavior data, preference and character status, and customize the personalized game plot for the player so that the player is no longer limited to the monotonous linear plot. It solves the problem in the prior art that players can only explore the game content according to the preset story line, enriches the player's gameplay options, and improves the playability and replay value of the game.

[0005] In a first aspect, the present application provides a method for generating a game plot, comprising:

[0006] According to the first selection operation of the player at the first plot node, a plurality of second plot nodes corresponding to the first plot node are obtained from a preset plot node library, wherein the second plot node is the next plot node of the first plot node;

[0007] According to a preset plot rule, determining a triggering condition for the first plot node to transfer to the second plot node, and determining the second plot node as a third plot node when the first character state of the player satisfies the triggering condition of the second plot node;

[0008] Determine, according to the plot rule, the player behavior data and the first character state, a plot branch corresponding to the third plot node, wherein the plot branch includes a plurality of plot nodes and the corresponding third plot node is the first plot node;

[0009] In the case of generating a plurality of the plot branches, the player's immersion in the historical plot nodes is obtained, and a target plot branch is determined among the plurality of the plot branches based on the player's preference and the immersion.

[0010] In a second aspect, the present application provides a game plot generation device, comprising:

[0011] A first node determination module is configured to obtain, according to a first selection operation of a player at a first plot node, a plurality of second plot nodes corresponding to the first plot node from a preset plot node library, wherein the second plot node is a next plot node of the first plot node;

[0012] A second node determination module is configured to determine a triggering condition for the first plot node to transfer to the second plot node according to a preset plot rule, and determine the second plot node as a third plot node when the first character state of the player satisfies the triggering condition of the second plot node;

[0013] A first plot determination module is configured to determine a plot branch corresponding to the third plot node according to the plot rule, the player behavior data and the first character state, wherein the plot branch includes a plurality of plot nodes and the corresponding third plot node is the first plot node;

[0014] The second plot determination module is configured to obtain the player's immersion in the historical plot nodes when a plurality of the plot branches are generated, and determine a target plot branch from the plurality of the plot branches based on the player's preference and the immersion.

[0015] In a third aspect, the present application provides a game plot generation device, comprising:

[0016] one or more processors;

[0017] The memory stores one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the game plot generation method as described in the first aspect.

[0018] In a fourth aspect, the present application provides a storage medium comprising computer executable instructions, which, when executed by a computer processor, are used to execute the game plot generation method as described in the first aspect.

[0019] In the present application, according to the first selection operation of the player at the first plot node, multiple second plot nodes corresponding to the first plot node are obtained in a preset plot node library, and the second plot node is the next plot node of the first plot node; according to the preset plot rules, the triggering condition for the first plot node to transfer to the second plot node is determined, and when the player's first character state meets the triggering condition of the second plot node, the second plot node is determined as the third plot node; according to the plot rules, the player's behavior data and the first character state, the plot branch corresponding to the third plot node is determined, and the plot branch includes multiple plot nodes and the corresponding third plot node is the first plot node; when multiple plot branches are generated, the player's immersion in the historical plot nodes is obtained, and according to the player's preference and immersion, the target plot branch is determined among the multiple plot branches. Through the above technical means, the next plot node that the player can trigger can be determined based on the player's selection operation, plot rules and character status at the current plot node, and then the player's selection operation and character status at the next plot node can be predicted based on the player's behavior data and character status. The next plot node that the player will trigger next is predicted based on the latest predicted selection operation and character status and plot rules. Based on the predicted multiple plot nodes, plot branches that meet the player's selection and character status and have reasonable plot logic are planned, and the target plot branch that best meets the player's needs is determined based on the player's preferences and immersion, so as to achieve personalized game plots for players. Moreover, the player's multiple choices can trigger different plot branches, so that the player is no longer limited to monotonous linear plots, which solves the problem that players can only explore game content according to preset story lines in the prior art, enriches the player's gameplay options, and improves the game's playability and replay value. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] Figure 1 is a flowchart of a method for generating a game plot provided by an embodiment of the present application;

[0021] Figure 2 is a flowchart of determining a plot branch corresponding to a third plot node provided by an embodiment of the present application;

[0022] Figure 3 is a schematic diagram of a plot tree provided in an embodiment of the present application;

[0023] Figure 4 is a flowchart of determining a target plot branch provided by an embodiment of the present application;

[0024] Figure 5 It is a flowchart of a plot animation for generating a target plot branch provided by an embodiment of the present application;

[0025] Figure 6 is a flow chart of dynamically optimizing target plot branches provided by an embodiment of the present application;

[0026] Figure 7 is a flowchart of determining target plot branches for multiple players provided in an embodiment of the present application;

[0027] Figure 8 It is a structural schematic diagram of a game plot generation device provided in an embodiment of the present application;

[0028] Fig. 9 It is a structural schematic diagram of a game plot generation device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0029] In order to make the purpose, technical scheme and advantages of the present application clearer, the specific embodiments of the present application are further described in detail below in conjunction with the accompanying drawings. It is understood that the specific embodiments described herein are only used to explain the present application, rather than to limit the present application. It should also be noted that, for the convenience of description, only the part related to the present application but not all the contents are shown in the accompanying drawings. Before discussing the exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flow charts. Although the flow chart describes each operation (or step) as a sequential process, many of the operations therein can be implemented in parallel, concurrently or simultaneously. In addition, the order of each operation can be rearranged. The process can be terminated when its operation is completed, but it can also have additional steps not included in the accompanying drawings. The process can correspond to a method, a function, a procedure, a subroutine, a subprogram, etc.

[0030] The terms "first", "second", etc. in the specification and claims of the present application are used to distinguish similar objects, and are not used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable under appropriate circumstances, so that the embodiments of the present application can be implemented in an order other than those illustrated or described here, and the objects distinguished by "first", "second", etc. are generally of one type, and the number of objects is not limited. For example, the first object can be one or more. In addition, "and / or" in the specification and claims represents at least one of the connected objects, and the character " / " generally indicates that the objects associated with each other are in an "or" relationship.

[0031] In the more common existing implementation methods, the game plot is often a pre-designed linear plot, and players can only explore the game content according to the pre-set storyline. The game content in this plot mode is single and the gameplay is monotonous, which limits the player's gameplay options and reduces the playability and replay value of the game.

[0032] To solve the above problems, this embodiment provides a game plot generation method to predict the plot branch of the next stage of the game based on the player's selection operations at the plot nodes and the player's behavior data, preferences and character status, while customizing personalized game plots for players so that players are no longer limited to monotonous linear plots, enriching players' gameplay options and improving the playability and replay value of the game.

[0033] The game plot generation method provided in this embodiment can be executed by a game plot generation device, which can be implemented by software and / or hardware, and can be composed of two or more physical entities or one physical entity. For example, the game plot generation device can be a game server.

[0034] The game plot generation device is installed with at least one type of operating system, wherein the operating system includes but is not limited to Android system, Linux system and Windows system. The game plot generation device can install at least one application based on the operating system, and the application can be an application that comes with the operating system or an application downloaded from a third-party device or server. In this embodiment, the game plot generation device has at least an application that can execute the game plot generation method.

[0035] For ease of understanding, this embodiment is described by taking a game server as an example of the subject that executes the game plot generation method.

[0036] Figure 1 A flowchart of a game plot generation method provided by an embodiment of the present application is given. Figure 1 , the game plot generation method specifically includes:

[0037] S110. According to the first selection operation of the player at the first plot node, a plurality of second plot nodes corresponding to the first plot node are obtained from a preset plot node library, where the second plot node is the next plot node of the first plot node.

[0038] The first plot node is the key plot node where the player is currently located. The player needs to make a moral choice or an important decision at the key plot node. The first choice operation is the operation in which the player makes a choice at the first plot node. For example, the first plot node is when the player encounters a forest area ahead. The player can choose to take a detour or go straight. At this time, going straight or taking a detour is the first choice operation made by the player.

[0039] The plot node library is a database pre-built by developers to store a large number of plot nodes, and each plot node is marked with corresponding game scenes and game play and other attribute information. The game scene and / or game play that the player subsequently enters can be determined based on the first selection operation made by the player at the first plot node, and then the second plot node corresponding to the first plot node is obtained based on the attribute information of each plot node in the plot node library. Exemplarily, after the player makes the first selection operation to enter the forest area at the first plot node where there is a forest area ahead, it can be determined that the game scene that the player subsequently enters is the forest area, and then the game scene is obtained in the plot node library as the second plot node. For example, the plot nodes such as encountering wild beasts, encountering robbers, and encountering fog in the forest area are obtained as the second plot nodes.

[0040] S120. Determine a trigger condition for transferring the first plot node to the second plot node according to a preset plot rule, and determine the second plot node as a third plot node when the first character state of the player satisfies the trigger condition of the second plot node.

[0041] Among them, the plot rules are rules used to define the basic logic and conditions of the plot development, which limit the triggering conditions of the plot node transfer, that is, when the player's character status after the first plot node meets the triggering conditions of the corresponding second plot node, the player can enter the second plot node. The character status includes the character's combat power, level, equipment, props, morality, and NPC favorability. The first character status is the player's character status after the first plot node.

[0042] Exemplarily, the plot rule may be that the player can pass the next plot node with the character state in the current plot node, and the trigger condition corresponding to the character state can be determined according to the gameplay content of the game play of the second plot node. For example, when the gameplay content of the second plot node of encountering a beast is to defeat the beast encountered, the combat power and level required for the player character to defeat the beast are determined according to the level and combat power of the beast, and the combat power and level required for the player character are used as the trigger condition of the second plot node. Correspondingly, if the combat power and level in the player's first character state meet the trigger condition of the second plot node, the second plot node is determined to be the third plot node. When the gameplay content of the second plot node of encountering fog is to swing on the tree with a rope, the rope is a necessary prop for passing the level, and then the trigger condition of the second plot node is determined to be that the player's character has the prop of the rope. Correspondingly, if the props in the player's first character state include a rope, the second plot node is determined to be the third plot node. If the player's first character status does not meet the triggering conditions of the second plot node, it means that the player will not be able to pass the second plot node and cannot enter the next plot node when entering the second plot node with the first character status, which will affect the player's game enthusiasm. Therefore, the second plot node can be not used as the third plot node. Among them, the third plot node is used to plan the plot branch of the player's next stage in the subsequent corresponding planning.

[0043] S130, determining a plot branch corresponding to the third plot node according to the plot rules, the player behavior data and the first character state, wherein the plot branch includes a plurality of plot nodes and the corresponding third plot node is the first plot node.

[0044] Exemplarily, the third plot node is used as the first plot node of the corresponding plot branch, and the plot node library is continuously searched for plot nodes that meet the plot rules, player behavior data and the first character status as other plot nodes in the plot branch, thereby generating the plot branch.

[0045] In one embodiment, a dynamic programming algorithm and a decision tree model may be used in combination to generate the plot branch of the third plot node, so as to ensure that the selection of the plot branch takes into account both global optimality and intuitiveness of the decision-making process, and ensure the coherence of the plot branch while satisfying the player's choice and character status. Figure 2 : is a flowchart of determining the plot branch corresponding to the third plot node provided by an embodiment of the present application. Figure 2 As shown, the step of determining the plot branch corresponding to the third plot node specifically includes S1301-S1304:

[0046] S1301. Based on the player behavior data and the first character state, predict the player's second selection operation and the second character state at the third plot node through a decision tree model.

[0047] Among them, the player behavior data is all the behavior data of the player at the current plot node and the historical plot node, including dialogue, decision-making selection, task completion, prop usage record, scene selection and social interaction, etc. Exemplarily, the behavior features that affect the player's future choices are extracted from the player behavior data, such as the player's dialogue, decision-making selection, task completion, prop usage record, scene selection and social interaction at the historical plot node similar to the third plot node. The state features that affect the player's future choices are extracted from the first character state, such as the character's combat power, level, props and specific character favorability. The gameplay features that affect the player's future choices are extracted from the gameplay content of the third plot node, such as gameplay type, combat power, clearance conditions and props, etc. The behavior features, state features and gameplay features are input into the pre-trained decision tree model, and the decision tree model is used to predict the player's second selection operation and second character state at the third plot node. Among them, the second selection operation is the selection operation made by the player when the next plot node is triggered after the third plot node ends, and the second character state is the player's character state after the third plot node ends.

[0048] S1302: Taking the third plot node as the root node of the plot tree, and obtaining the next plot node corresponding to the third plot node from the plot node library as a child node of the root node according to the second selection operation, the second character state and the plot rule.

[0049] Exemplarily, after determining the second selection operation of the third plot node and the second character state, determine the game scene that the player is about to enter or the selected game play according to the second selection operation, and obtain the plot node matching the game scene and the game play in the plot node library according to the game scene or the game play. Determine the triggering condition for the third plot node to transfer to the matching plot node according to the plot rule, and when the second character state meets the triggering condition, determine the matching plot node as the next plot node corresponding to the third plot node, and add the next plot node as a child node of the root node in the plot tree.

[0050] S1303. When the child node of the plot tree is not an ending plot node, the player's third selection operation and third character status at the sub-node are predicted through a decision tree model. According to the third selection operation, the third character status and the plot rules, the next plot node corresponding to the sub-node is obtained from the plot node library as the child node of the sub-node.

[0051] Among them, the ending plot node can be understood as the last plot node of a game plot, which represents the end of the game plot, and the last plot node of each plot branch is the ending plot node. Therefore, when the child node of the plot tree is not an ending plot node, it indicates that the child node can continue to expand the next plot node. Based on the player's behavior data and character status at the parent node of the child node, the pre-trained decision tree model is used to predict the player's third selection operation and third character status at the child node. Determine the matching plot node in the plot node library based on the third selection operation, determine the next plot node corresponding to the child node in the matching plot node based on the plot rules and the third character status, and add the child node of the child node to the plot tree. Exemplarily, Figure 3 Schematic diagram of the plot tree provided in the embodiment of the present application. Figure 3 As shown, plot node A is the root node of the plot tree, plot node B and plot node C are child nodes of the root node, plot node D and plot node E are child nodes of plot node B, and plot node F is a child node of plot node C. The generation process of the plot tree is as follows: based on the player's selection operation and character status at plot node A and plot node B and plot node C are determined, and plot node B and plot node C are used as child nodes of plot node A; based on the player's behavior data and character status at plot node A, the selection operation and character status at plot node B and plot node C are predicted respectively, and plot node D and plot node E are determined according to the selection operation and character status of plot node B and plot rules, and plot node D and plot node E are used as child nodes of plot node B; plot node F is determined according to the selection operation and character status of plot node C, and plot node F is used as a child node of plot node C.

[0052] S1304. When the child node of the plot tree is an ending plot node, the child node is determined as a leaf node of the plot tree. If all branches of the plot tree are leaf nodes, a plot branch corresponding to the third plot node is determined in the plot tree through a dynamic programming algorithm.

[0053] For example, when a child node of the plot tree is an ending plot node, it indicates that the child node will not derive the next plot node, and the child node is determined to be a leaf node of the plot tree. When all branches in the plot tree are leaf nodes, it indicates that the last child node in the plot tree will not derive the next plot node, and then it is determined that the plot tree will not continue to derive. At this time, the best path from the root node to the leaf node can be searched in the plot tree through a dynamic programming algorithm, and the best path is determined as the plot branch corresponding to the third plot node.

[0054] In this embodiment, the weight of the edge between the parent node and the child node can be determined based on the player's selection operation and character status at the parent node and the child node of the plot tree, as well as the plot relevance between the parent node and the child node; according to the weight of each edge in the plot tree, the path with the largest weight from the root node to the leaf node of the plot tree is determined as the plot branch corresponding to the third plot node. Figure 3 , plot node A and plot node B are mutually parent-child nodes, and the selection operation and character status of the parent-child nodes are predicted by the decision tree model. For the reasonable arrangement of the player and the plot, the player's choice at the parent-child node will not be too different, and the character status will not change too much. The higher the plot relevance of the parent-child node, the more reasonable the plot logic is. Therefore, the weight of the edge between the parent-child node can be determined according to the selection difference, character status change and plot relevance of the parent-child node. Among them, the greater the selection difference and the character status change, the smaller the weight of the edge, and the greater the plot relevance, the greater the weight of the edge. The plot relevance can be matched and determined according to the content of the plot node. After determining the weight of each edge in the plot tree, the weight and value of the edge on the path corresponding to the root node to each leaf node are counted, and the greater the weight and value, the more reasonable the development logic of the plot node on the corresponding path is, so the path with the largest weight and value is selected as the plot branch corresponding to the third plot node. This embodiment determines the weight of the edge between the parent-child node based on the selection difference, character status change and plot relevance of the parent-child node to ensure that the logic of the plot branch determined by the dynamic programming algorithm is reasonable, which is conducive to improving the immersion of players in participating in the game.

[0055] S140. When multiple plot branches are generated, obtain the player's immersion in the historical plot nodes, and determine a target plot branch among the multiple plot branches based on the player's preference and immersion.

[0056] For example, if a third plot node is obtained, the plot branch generated corresponding to the third plot node is determined as the target plot branch, so as to carry out the next game plot in which the player participates through the target plot branch. If multiple third plot nodes are obtained, and multiple plot branches are generated corresponding to the multiple third plot nodes, the plot branch most favored by the player is selected from the multiple plot branches as the target plot branch according to the player's preference and immersion, so as to improve the player's immersion in the game.

[0057] In one embodiment, Figure 4 It is a flowchart for determining a target plot branch provided by an embodiment of the present application.

[0058] like Figure 4 As shown, the step of determining the target plot branch specifically includes S1401-S1404:

[0059] S1401. Determine the player's immersion level at each historical plot node based on the player's heart rate monitoring data at each historical plot node.

[0060] For example, the higher the heart rate monitoring data of a historical plot node is, the higher the player's immersion in the historical plot node is, and the player's immersion in the historical plot node can be determined based on the heart rate monitoring data. The heart rate detection data can be obtained through a wearable electronic device such as an electronic watch that establishes a communication connection with the player client.

[0061] In addition, when determining the immersion level, the player's game time, task completion, element (such as NPC, other players and objects in the game environment) interaction frequency and character operation frequency can also be determined based on the player's behavior data at the historical plot node. The player's immersion level at the historical plot node is determined based on heart rate detection data, game time, task completion, element interaction frequency and character operation frequency.

[0062] S1402: Determine player preferences based on player behavior data and / or player questionnaire results.

[0063] For example, when players conduct a questionnaire survey, they will fill in their favorite gameplay, game scenes, game props, and NPC characters, and the player preferences can be directly obtained through the questionnaire survey. The player's behavior data at each historical plot node also reflects the preferences for the gameplay, game scenes, game props, and NPC characters at each historical plot node. For example, when a player participates in a certain historical plot node for a long time and frequently communicates with a certain NPC character in the plot node, it can be determined that the player likes the gameplay, scene, content, and NPC character of this historical plot node. Therefore, the player's preferred game scene, game play, game props, game content, and game elements can be determined based on the player's behavior data and / or the player's questionnaire survey results.

[0064] S1403. Determine the corresponding matching historical plot nodes according to each plot node of the plot branch, and determine the player's preference for the plot branch according to the player's preference and the player's immersion in the matching historical plot node.

[0065] Exemplarily, the historical plot node that matches the plot node in the plot branch is determined based on the gameplay, scene, element and content of the plot node, and the player's immersion in the historical plot node is determined as the immersion in the plot node. The game scene, game gameplay, game props and game elements preferred by the player are matched with the gameplay, scene, element and content of the plot node to determine the degree of match between the plot node and the player's preference. The player's liking for the plot node is obtained by adding the immersion and matching degree corresponding to the plot node, and the liking degree of each plot node in the plot branch is added to obtain the liking degree of the plot branch.

[0066] S1404: Determine the plot branch with the highest degree of preference as the target plot branch.

[0067] For example, the higher the degree of preference for a plot branch, the more the plot branch conforms to the player's preference and the higher the player's immersion. Therefore, the plot branch with the highest degree of preference is determined as the target plot branch, so that the player can then immersively participate in the game plot corresponding to the target plot branch, thereby improving the player's gaming experience. This embodiment accurately analyzes the player's preference for each plot branch through the player's preferred game scenes, game play, game props and game elements, and the player's immersion in historical plot nodes, so as to screen out the target plot branch that conforms to the player's preference and improve the player's gaming immersion.

[0068] In one embodiment, after generating a target plot branch, a personalized plot animation may be customized for the target plot branch to provide players with a more personalized plot experience. Figure 5 : is a flowchart of a plot animation for generating a target plot branch provided by an embodiment of the present application. Figure 5 The step of generating the plot animation of the target plot branch specifically includes S1501-S1502:

[0069] S1501. Generate a plot animation for each plot node in a target plot branch based on the player's character posture and character image.

[0070] Among them, the character posture includes the player's character's walking posture, fighting posture, standing posture, squatting posture, etc. in the game, which can be defined by the player. The character image is the appearance of the player's character in the game. Exemplarily, each target plot branch corresponds to a plot animation produced by the animation team in advance, but the player's character has not been inserted into the plot animation. The player's character can be inserted into the plot animation according to the player's character posture and character image to generate a personalized plot animation for the player.

[0071] S1502. Generate dialogue content in the plot animation through a natural language algorithm according to the text content of each plot node in the target plot branch and the player's dialogue style, and insert the dialogue content into the plot animation.

[0072] Exemplarily, the dialogue content between the player and the NPC will be presented in the plot animation, and the dialogue content of the player at the historical plot node can be obtained, and the player's dialogue style can be analyzed based on the dialogue content. The player's dialogue style and the text content in the plot node are input into the large language model, and the dialogue content output by the large language model that conforms to the player's language expression habits and preferences is obtained, and the dialogue content is inserted into the plot animation to complete the production of the plot animation. This embodiment generates a plot animation through the player's character and the player's dialogue style, so that the plot animation can display the player's character while displaying the dialogue content that conforms to the player's language habits, thereby improving the player's immersion in the plot animation and increasing the attractiveness of the target plot branch to the player.

[0073] It should be noted that each plot node in the target plot branch is determined based on the character status and selection operation predicted by the decision tree model. However, when the player actually participates in the target plot branch, his character status may not meet the triggering conditions for opening the next plot node, causing the player to be stuck at a certain plot node and unable to continue to pass the level, affecting the player's gaming experience. In this regard, this embodiment proposes that the plot nodes in the target plot branch can be dynamically optimized when the player participates in the target plot branch, so as to provide the player with a more reasonable and higher-quality plot experience. In this embodiment, Figure 6 This is a flow chart of the dynamic optimization target plot branch provided by the embodiment of the present application. Figure 6 As shown, the steps of dynamically optimizing the target plot branch specifically include S1601-S1602:

[0074] S1601. If the fourth character state of the player at the fourth plot node in the target plot branch does not satisfy the triggering condition of the next plot node, a fifth plot node is obtained from the plot node library according to the triggering condition and the fourth character state.

[0075] Among them, the fourth plot node is any plot node except the last plot node in the target plot branch. The fourth character state is the character state of the player after the fourth plot node ends. The triggering condition for the fourth plot node to transfer to the next plot node can be determined according to the plot rules. When the fourth character state does not meet the triggering condition, it is determined that the player cannot pass the next plot node of the fourth plot node in the fourth character state. At this time, the difference between the fourth character state and the triggering condition can be determined according to the triggering condition and the fourth character state. For example, if the triggering condition is that the character's combat power reaches 1000, and the player's character combat power is only 950 at this time, it is determined that the fourth character state differs from the triggering condition by 50 combat power; if the triggering condition is that the character has a rope prop, and the player's character does not have the prop at this time, it is determined that the fourth character state differs from the triggering condition by one rope prop. According to the difference between the fourth character state and the triggering condition, the plot node that can make up for the gap is searched in the plot node library as the fifth plot node. For example, when the fourth character state differs from the triggering condition by 50 combat power, a plot node that can increase the player's combat power by at least 50 and meets the player's current character state can be selected as the fifth plot node. When the fourth character state is one rope item away from the trigger condition, a plot node that can obtain the rope item and is consistent with the player's current character state can be selected as the fifth plot node. It should be noted that in order to ensure the rationality of the plot, the game scene of the fifth plot node and the game scene of the fourth plot node can be the same game scene.

[0076] S1602: Insert the fifth plot node between the fourth plot node and the corresponding next plot node in the target plot branch to update the target plot branch.

[0077] For example, the fifth plot node is used as the next plot node of the fourth plot node to be inserted into the target plot branch. After the target plot branch is updated, the player can enter the fifth plot node and after improving the combat power and / or obtaining props at the fifth plot node, can continue to enter the next plot node to ensure that the player can experience the plot smoothly. This embodiment optimizes the target plot branch in real time according to the player's character state to ensure that the player can experience the target plot branch smoothly and improve the player's plot immersion.

[0078] Furthermore, in addition to supporting single-player game plots, this embodiment also supports multiplayer game plots, in which the choices, roles, and preferences of multiple players are considered to plan target plot branches that satisfy multiple players. Figure 7 is a flowchart of determining target plot branches for multiple players provided by an embodiment of the present application. Figure 7 As shown, the step of determining target plot branches for multiple players specifically includes S210-S240:

[0079] S210: When multiple players are online, according to a first selection operation of each player at a first plot node, obtain multiple second plot nodes from a preset plot node library.

[0080] For example, when multiple players are online to start a multiplayer story mode, the first selection operation of each player at the first story node can be obtained, and the game scene and / or game play corresponding to the next story node can be determined according to the first selection operation, and the story node matching the game scene and / or game play can be obtained from the preset story node library as the second story node. If there are multiple game scenes that cannot be integrated in the first selection operation, the game scene with the most players will be selected as the game scene of the next story node, and the same applies to the game play.

[0081] S220: Determine a trigger condition for the first plot node to transfer to the second plot node according to a preset plot rule, and determine the second plot node as a third plot node when the first character state of each player satisfies the trigger condition of the second plot node.

[0082] For example, if the plot rule is that the player can pass the next plot node with the character status of the current plot node, the trigger condition is determined according to the combat power or clearance props of the defeated object in the gameplay content of the second plot node. When the first character status of each player reaches the combat power or has the passage props, the second plot node is determined as the third plot node.

[0083] S230: Determine a plot branch corresponding to a third plot node according to the plot rules, the behavior data of each player, and the state of the first character.

[0084] Exemplarily, the third plot node is used as the root node of the plot tree. Based on each player's behavior data, the first character state, and the third plot node, the decision tree model is used to predict the player's selection operation and character state at the third plot node, and then the next plot node is obtained from the plot node library as a child node of the third plot node according to the plot rules, selection operation, and character state. The decision tree model is used to predict the player's selection operation and character state at the child node, and the child node corresponding to the child node is determined according to the selection operation, character state, and plot rules until all branches of the plot tree are leaf nodes. After the branches of the plot tree are full of leaf nodes, the best path from the root node to the leaf node is determined in the plot tree through a dynamic decision algorithm as the plot branch of the third plot node.

[0085] S240. When multiple plot branches are generated, obtain the immersion level of each player in the historical plot node, and determine a target plot branch among the multiple plot branches based on the preference and immersion level of each player.

[0086] Exemplarily, each player's preference for each plot branch is determined based on the game scene, gameplay, game elements and game props preferred by each player, as well as the player's immersion in each historical plot node, and the plot branch with the highest preference is used as the target plot branch.

[0087] This embodiment generates plot branches that meet the needs of multiple players at the same time through the selection operations of multiple players at plot nodes and the behavioral data, preferences and character status of multiple players, so that each player can find his or her own role and position in the plot branches, thereby forming a closer team relationship, increasing the fun and attractiveness of the sub-game.

[0088] In summary, the game plot generation method provided in the embodiment of the present application obtains multiple second plot nodes corresponding to the first plot node in a preset plot node library according to the player's first selection operation at the first plot node, and the second plot node is the next plot node of the first plot node; according to the preset plot rules, the trigger condition for the first plot node to transfer to the second plot node is determined, and when the player's first character state meets the trigger condition of the second plot node, the second plot node is determined as the third plot node; according to the plot rules, the player's behavior data and the first character state, the plot branch corresponding to the third plot node is determined, and the plot branch includes multiple plot nodes and the corresponding third plot node is the first plot node; when multiple plot branches are generated, the player's immersion in the historical plot nodes is obtained, and the target plot branch is determined from the multiple plot branches according to the player's preference and immersion. Through the above technical means, the next plot node that the player can trigger can be determined based on the player's selection operation, plot rules and character status at the current plot node, and then the player's selection operation and character status at the next plot node can be predicted based on the player's behavior data and character status. The next plot node that the player will trigger next is predicted based on the latest predicted selection operation and character status and plot rules. Based on the predicted multiple plot nodes, plot branches that meet the player's selection and character status and have reasonable plot logic are planned, and the target plot branch that best meets the player's needs is determined based on the player's preferences and immersion, so as to achieve personalized game plots for players. Moreover, the player's multiple choices can trigger different plot branches, so that the player is no longer limited to monotonous linear plots, which solves the problem that players can only explore game content according to preset story lines in the prior art, enriches the player's gameplay options, and improves the game's playability and replay value.

[0089] Based on the above embodiments, Fig. 9 This is a schematic diagram of the structure of a game plot generation device provided in an embodiment of the present application. Fig. 9The game plot generation device provided in this embodiment specifically includes: a first node determination module 31, a second node determination module 32, a first plot determination module 33 and a second plot determination module 34.

[0090] The first node determination module 31 is configured to obtain a plurality of second plot nodes corresponding to the first plot node from a preset plot node library according to the first selection operation of the player at the first plot node, wherein the second plot node is the next plot node of the first plot node;

[0091] The second node determination module 32 is configured to determine the triggering condition for the first plot node to transfer to the second plot node according to a preset plot rule, and determine the second plot node as the third plot node when the first character state of the player satisfies the triggering condition of the second plot node;

[0092] A first plot determination module 33 is configured to determine a plot branch corresponding to the third plot node according to the plot rules, the player behavior data and the first character state, wherein the plot branch includes multiple plot nodes and the corresponding third plot node is the first plot node;

[0093] The second plot determination module 34 is configured to obtain the player's immersion in the historical plot node when multiple plot branches are generated, and determine the target plot branch among the multiple plot branches according to the player's preference and immersion.

[0094] On the basis of the above embodiment, the first plot determination module 33 includes: a prediction unit, configured to predict the second selection operation and the second character state of the player at the third plot node through a decision tree model based on the player behavior data and the first character state; a first node determination unit, configured to use the third plot node as the root node of the plot tree, and obtain the next plot node corresponding to the third plot node in the plot node library as a child node of the root node according to the second selection operation, the second character state and the plot rule; a second node determination unit, configured to predict the third selection operation and the third character state of the player at the child node through a decision tree model when the child node of the plot tree is not an ending plot node, and obtain the next plot node corresponding to the child node in the plot node library as a child node of the child node according to the third selection operation, the third character state and the plot rule; the first plot determination unit is configured to determine the child node as a leaf node of the plot tree when the child node of the plot tree is an ending plot node, and if all branches of the plot tree are leaf nodes, determine the plot branch corresponding to the third plot node in the plot tree through a dynamic programming algorithm.

[0095] Based on the above embodiment, the first plot determination unit includes: a weight determination sub-unit, which is configured to determine the weight of the edge between the parent node and the child node according to the player's selection operation and character status at the parent node and the child node of the plot tree, as well as the plot correlation between the parent node and the child node; a plot determination sub-unit, which is configured to determine the path with the largest weight from the root node to the leaf node of the plot tree as the plot branch corresponding to the third plot node according to the weight of each edge in the plot tree.

[0096] On the basis of the above-mentioned embodiment, the second plot determination module 34 includes: an immersion determination unit, configured to determine the player's immersion in each historical plot node according to the player's heart rate monitoring data at each historical plot node; a preference determination unit, configured to determine the player's preference according to the player's behavior data and / or the player's questionnaire survey results; a liking determination unit, configured to determine the corresponding matching historical plot nodes according to each plot node of the plot branch, and determine the player's liking for the plot branch according to the player's preference and the player's immersion in the matching historical plot nodes; a target plot determination unit, configured to determine the plot branch with the highest liking as the target plot branch.

[0097] On the basis of the above-mentioned embodiment, the game plot generation device includes: a third node determination module, configured to obtain multiple second plot nodes in a preset plot node library according to the first selection operation of each player at the first plot node when multiple players are in an online scenario; a fourth node determination module, configured to determine the triggering condition for the first plot node to transfer to the second plot node according to the preset plot rules, and determine the second plot node as the third plot node when the first character state of each player meets the triggering condition of the second plot node; the third plot determination module, configured to determine the plot branch corresponding to the third plot node according to the plot rules and the behavior data and first character state of each player; the fourth plot determination module, configured to obtain the immersion of each player in the historical plot node when generating multiple plot branches, and determine the target plot branch among the multiple plot branches according to the preference and immersion of each player.

[0098] On the basis of the above-mentioned embodiment, the game plot generation device also includes a plot animation generation module, which includes: a plot animation generation unit, which is configured to generate a plot animation of each plot node in the target plot branch according to the player's character posture and character image after determining the target plot branch among multiple plot branches; a dialogue content insertion unit, which is configured to generate dialogue content in the plot animation through a natural language algorithm according to the text content of each plot node in the target plot branch and the player's dialogue style, and insert the dialogue content into the plot animation.

[0099] On the basis of the above embodiment, the game plot generation device also includes a plot branch adjustment module, which includes: a third node determination unit, which is configured to, after determining the target plot branch among multiple plot branches, if the fourth character state of the player at the fourth plot node in the target plot branch does not meet the trigger condition of the next plot node, then obtain the fifth plot node in the plot node library according to the trigger condition and the fourth character state; a plot branch adjustment unit, which is configured to insert the fifth plot node between the fourth plot node and the corresponding next plot node in the target plot branch to update the target plot branch.

[0100] As described above, the game plot generation device provided in the embodiment of the present application obtains multiple second plot nodes corresponding to the first plot node in a preset plot node library according to the player's first selection operation on the first plot node, and the second plot node is the next plot node of the first plot node; according to the preset plot rules, the trigger condition for the first plot node to transfer to the second plot node is determined, and when the player's first character state meets the trigger condition of the second plot node, the second plot node is determined as the third plot node; according to the plot rules, the player's behavior data and the first character state, the plot branch corresponding to the third plot node is determined, and the plot branch includes multiple plot nodes and the corresponding third plot node is the first plot node; when multiple plot branches are generated, the player's immersion in the historical plot nodes is obtained, and the target plot branch is determined from the multiple plot branches according to the player's preference and immersion. Through the above technical means, the next plot node that the player can trigger can be determined based on the player's selection operation, plot rules and character status at the current plot node, and then the player's selection operation and character status at the next plot node can be predicted based on the player's behavior data and character status. The next plot node that the player will trigger next is predicted based on the latest predicted selection operation and character status and plot rules. Based on the predicted multiple plot nodes, plot branches that meet the player's selection and character status and have reasonable plot logic are planned, and the target plot branch that best meets the player's needs is determined based on the player's preferences and immersion, so as to achieve personalized game plots for players. Moreover, the player's multiple choices can trigger different plot branches, so that the player is no longer limited to monotonous linear plots, which solves the problem that players can only explore game content according to preset story lines in the prior art, enriches the player's gameplay options, and improves the game's playability and replay value.

[0101] The game plot generation device provided in the embodiment of the present application can be used to execute the game plot generation method provided in the above embodiment, and has corresponding functions and beneficial effects.

[0102] Fig. 9 is a schematic diagram of the structure of a game plot generation device provided in an embodiment of the present application, with reference to Fig. 9, the game plot generation device includes: a processor 41, a memory 42, a communication device 43, an input device 44 and an output device 45. The number of processors 41 in the game plot generation device can be one or more, and the number of memories 42 in the game plot generation device can be one or more. The processor 41, memory 42, communication device 43, input device 44 and output device 45 of the game plot generation device can be connected through a bus or other methods.

[0103] The memory 42, as a computer-readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions / modules corresponding to the game plot generation method of any embodiment of the present application (for example, the first node determination module 31, the second node determination module 32, the first plot determination module 33 and the second plot determination module 34 in the game plot generation device). The memory 42 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function; the storage data area may store data created according to the use of the device, etc. In addition, the memory 42 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other non-volatile solid-state storage devices. In some instances, the memory may further include a memory remotely arranged relative to the processor, and these remote memories may be connected to the device via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0104] The communication device 43 is used for data transmission.

[0105] The processor 41 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 42, that is, realizes the above-mentioned game plot generation method.

[0106] The input device 44 may be used to receive input digital or character information and generate key signal input related to user settings and function control of the device. The output device 45 may include a display device such as a display screen.

[0107] The game plot generation device provided above can be used to execute the game plot generation method provided in the above embodiment, and has corresponding functions and beneficial effects.

[0108] The embodiment of the present application also provides a storage medium including computer executable instructions, which are used to execute a game plot generation method when executed by a computer processor. The game plot generation method includes: according to a first selection operation of a player at a first plot node, obtaining multiple second plot nodes corresponding to the first plot node in a preset plot node library, and the second plot node is the next plot node of the first plot node; according to a preset plot rule, determining the triggering condition for the first plot node to transfer to the second plot node, and when the player's first character state meets the triggering condition of the second plot node, determining the second plot node as a third plot node; according to the plot rule, the player's behavior data and the first character state, determining the plot branch corresponding to the third plot node, the plot branch includes multiple plot nodes and the corresponding third plot node is the first plot node; when multiple plot branches are generated, obtaining the player's immersion in the historical plot nodes, and determining the target plot branch among the multiple plot branches according to the player's preference and the immersion.

[0109] Storage medium - any of various types of memory devices or storage devices. The term "storage medium" is intended to include: installation media, such as CD-ROM, floppy disk or tape device; computer system memory or random access memory, such as DRAM, DDR RAM, SRAM, EDO RAM, Rambus RAM, etc.; non-volatile memory, such as flash memory, magnetic media (such as hard disk or optical storage); registers or other similar types of memory elements, etc. Storage media may also include other types of memory or combinations thereof. In addition, the storage medium may be located in the first computer system in which the program is executed, or may be located in a different second computer system, which is connected to the first computer system via a network (such as the Internet). The second computer system can provide program instructions to the first computer for execution. The term "storage medium" may include two or more storage media residing in different locations (for example, in different computer systems connected by a network). The storage medium may store program instructions (for example, embodied as a computer program) that can be executed by one or more processors.

[0110] Of course, the storage medium containing computer executable instructions provided in the embodiment of the present application, whose computer executable instructions are not limited to the above-mentioned game plot generation method, can also execute related operations in the game plot generation method provided in any embodiment of the present application.

[0111] The game plot generation device, storage medium and game plot generation equipment provided in the above embodiments can execute the game plot generation method provided in any embodiment of the present application. For technical details not described in detail in the above embodiments, please refer to the game plot generation method provided in any embodiment of the present application.

[0112] The above are only preferred embodiments of the present application and the technical principles used. The present application is not limited to the specific embodiments herein, and various obvious changes, readjustments and substitutions that can be made by those skilled in the art will not deviate from the protection scope of the present application. Therefore, although the present application is described in more detail through the above embodiments, the present application is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present application, and the scope of the present application is determined by the scope of the claims.

Claims

1. A method for generating a game plot, characterized in that: include: According to the first selection operation of the player at the first plot node, a plurality of second plot nodes corresponding to the first plot node are obtained from a preset plot node library, wherein the second plot node is the next plot node of the first plot node; According to a preset plot rule, determining a triggering condition for the first plot node to transfer to the second plot node, and determining the second plot node as a third plot node when the first character state of the player satisfies the triggering condition of the second plot node; Determine, according to the plot rule, the player behavior data and the first character state, a plot branch corresponding to the third plot node, wherein the plot branch includes a plurality of plot nodes and the corresponding third plot node is the first plot node; The method comprises: predicting the second selection operation and the second character state of the player at the third plot node through a decision tree model based on the player behavior data and the first character state; taking the third plot node as the root node of the plot tree, and obtaining the next plot node corresponding to the third plot node in the plot node library as the child node of the root node according to the second selection operation, the second character state and the plot rule; in the case where the child node of the plot tree is an ending plot node, determining the child node as a leaf node of the plot tree, and if all branches of the plot tree are leaf nodes, determining the plot branch corresponding to the third plot node in the plot tree through a dynamic programming algorithm; wherein, determining the plot branch corresponding to the third plot node in the plot tree through a dynamic programming algorithm comprises: determining the weight of the edge between the parent node and the child node according to the selection operation and the character state of the player at the parent node and the child node of the plot tree, and the plot relevance between the parent node and the child node; and determining the path with the largest weight from the root node to the leaf node of the plot tree as the plot branch corresponding to the third plot node according to the weight of each edge in the plot tree; In the case of generating a plurality of the plot branches, the player's immersion in the historical plot nodes is obtained, and a target plot branch is determined among the plurality of the plot branches based on the player's preference and the immersion.

2. The game plot generation method according to claim 1, characterized in that: After taking the third plot node as the root node of the plot tree and obtaining the next plot node corresponding to the third plot node from the plot node library as a child node of the root node according to the second selection operation, the second character state and the plot rule, the method further includes: When the child node of the plot tree is not an ending plot node, the decision tree model is used to predict the player's third selection operation and third character state at the sub-node, and according to the third selection operation, the third character state and the plot rules, the next plot node corresponding to the sub-node is obtained in the plot node library as the child node of the sub-node.

3. The game plot generation method according to claim 1, characterized in that: The obtaining of the player's immersion in the historical plot node and determining a target plot branch from a plurality of plot branches according to the player's preference and the immersion include: Determine the player's immersion level at each historical plot node based on the player's heart rate monitoring data at each historical plot node; Determining player preferences based on the player behavior data and / or player questionnaire results; Determining corresponding matching historical plot nodes according to each plot node of the plot branch, and determining the player's preference for the plot branch according to the player's preference and the player's immersion in the matching historical plot node; The plot branch with the highest degree of preference is determined as the target plot branch.

4. The game plot generation method according to claim 1, characterized in that: The method further comprises: In a scenario where multiple players are online, according to a first selection operation of each player at the first plot node, a plurality of second plot nodes are obtained from a preset plot node library; According to a preset plot rule, determining a triggering condition for the first plot node to transfer to the second plot node, and determining the second plot node as a third plot node when the first character state of each player satisfies the triggering condition of the second plot node; Determining a plot branch corresponding to the third plot node according to the plot rule and the behavior data of each player and the state of the first character; In the case of generating a plurality of the plot branches, the immersion level of each player in the historical plot node is obtained, and a target plot branch is determined among the plurality of the plot branches according to the preference and immersion level of each player.

5. The game plot generation method according to claim 1, characterized in that: After determining the target plot branch among the plurality of plot branches, the method further includes: Generate plot animations for each plot node in the target plot branch according to the player's character posture and character image; According to the text content of each plot node in the target plot branch and the player's dialogue style, the dialogue content in the plot animation is generated by a natural language algorithm, and the dialogue content is inserted into the plot animation.

6. The game plot generation method according to claim 1, characterized in that: After determining the target plot branch among the plurality of plot branches, the method further includes: If the fourth character state of the player at the fourth plot node in the target plot branch does not satisfy the triggering condition of the next plot node, then obtaining a fifth plot node from the plot node library according to the triggering condition and the fourth character state; The fifth plot node is inserted between the fourth plot node and the corresponding next plot node in the target plot branch to update the target plot branch.

7. A game plot generation device, characterized in that: include: A first node determination module is configured to obtain, according to a first selection operation of a player at a first plot node, a plurality of second plot nodes corresponding to the first plot node from a preset plot node library, wherein the second plot node is a next plot node of the first plot node; A second node determination module is configured to determine a triggering condition for the first plot node to transfer to the second plot node according to a preset plot rule, and determine the second plot node as a third plot node when the first character state of the player satisfies the triggering condition of the second plot node; The first plot determination module is configured to determine the plot branch corresponding to the third plot node according to the plot rules, the player behavior data and the first character state, wherein the plot branch includes multiple plot nodes and the corresponding third plot node is the first plot node; wherein the first plot determination module also includes: a prediction unit, configured to predict the player's second selection operation and the second character state at the third plot node through a decision tree model based on the player behavior data and the first character state; the first node determination unit is configured to use the third plot node as the root node of the plot tree, and obtain the next plot node corresponding to the third plot node in the plot node library as a child node of the root node according to the second selection operation, the second character state and the plot rules; a plot determination unit, configured to determine the child node of the plot tree as a leaf node of the plot tree when the child node is an ending plot node, and to determine the plot branch corresponding to the third plot node in the plot tree by a dynamic programming algorithm if all branches of the plot tree are leaf nodes; wherein the first plot determination unit further comprises: a weight determination subunit, configured to determine the weight of the edge between the parent node and the child node according to the player's selection operation and character status at the parent node and the child node of the plot tree, and the plot relevance between the parent node and the child node; the plot determination subunit, configured to determine the path with the largest weight from the root node to the leaf node of the plot tree as the plot branch corresponding to the third plot node according to the weight of each edge in the plot tree; The second plot determination module is configured to obtain the player's immersion in the historical plot nodes when a plurality of the plot branches are generated, and determine a target plot branch from the plurality of the plot branches based on the player's preference and the immersion.

8. A game plot generation device, characterized in that: include: one or more processors; A memory stores one or more programs, and when the one or more programs are executed by the one or more processors, the one or more processors implement the game plot generation method as described in any one of claims 1-6.

9. A storage medium containing computer executable instructions, characterized in that: The computer executable instructions are used to execute the game plot generation method as described in any one of claims 1-6 when executed by a computer processor.